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MORPH CREATURES WHITE Sage-Eye Harrier 4W (c) Creature Bird Warrior, 1/5 Flying Morph 3W War Behemoth 5W (c) Creature Beast, 3/6 Morph 4W Watcher of the Roost 2W (u) Creature Bird Soldier, 2/1 Flying Morph Reveal a white card in your hand.
Locking a creature does not provoke attacks of opportunity, and even though it is not an attack, it is treated as a melee attack for the purposes of targeting, line of effect, miss chances, and ending an invisibility spell or similar effects.
- Core Each creature you conjure with any summon spell gains a +4 enhancement bonus to Rulebook, p.48] Strength and Constitution for the duration of the spell that summoned it.
When you make a ranged weapon attack roll with a blowgun against a creature that is wearing light armor or no armor and you score a critical hit, the creature is poisoned for 1 round.
Favored Enemy (Orcs +4) (Ex) Class Ability (Ranger) At 1st level, a ranger selects a creature type from the ranger favored enemies table.
- Ultimate Rulebook, p.78] Discovery (Fast Study) Magic, p.86] You have selected to establish a powerful arcane bond with a creature.
Set of Minature Items (15 gp) Focus for Mage's Magnificent Mansion ❏❏ Tanglefoot Bag Arcane Bond (Su) [Paizo Publishing - Core Rulebook, p.78] You have selected to establish a powerful arcane bond with a creature.
I looked at my creature and shook my head as it rolled in front of me, always bullet and nothing but bullet.
Inspire another creature with a 1d6 that it can, within the next 10 min., add to a d20 roll (see PHB 53).
Tumble As an action or a bonus action, you can tumble through space of a hostile creature to a location on the other side.
LEVEL Krim Patterstone CHARACTER NAME BACKGROUND Hill Dwarf Lawful Neutral RACE ALIGNMENT Jesse Tripp PLAYER NAME EXPERIENCE POINTS INSPIRATION STRENGTH +2 18 +2 ARMOR CLASS PROFICIENCY BONUS -1 25 INITIATIVE SPEED PERSONALITY TRAITS 15 +2 Strength -1 Dexterity +2 Constitution 0 Intelligence ● +5 Wisdom ● +3 Charisma DEXTERITY -1 8 CONSTITUTION Hit Point Maximum 11 SAVING THROWS +2 15 INTELLIGENCE 0 ● 10 WISDOM +3 16 CHARISMA +1 12 ● -1 Acrobatics (Dex) +3 Animal Handling (Wis) 0 Arcana (Int) +2 Athletics (Str) +1 Deception (Cha) +2 History (Int) +3 Insight (Wis) +1 Intimidation (Cha) 0 Investigation (Int) +5 Medicine (Wis) 0 Nature (Int) +3 Perception (Wis) +1 Performance (Cha) +1 Persuasion (Cha) 0 Religion (Int) -1 Sleight of Hand (Dex) -1 Stealth (Dex) +3 Survival (Wis) Total TEMPORARY HIT POINTS BONDS SUCCESSES FAILURES HIT DICE NAME DEATH SAVES 1d8+2 Disciple of Life Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
As a swift action, the Blood Knight can deal 1d4 damage to themselves, dealing 1d8 points of negative energy damage to a target creature within 5 feet.
To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you.
They learned that a creature called the Krampus had been taking people on Winter Solstice the past few years.
also exploring for shards helps a lot Card collection - The first important thing to do is saving gems to buy our first Hero (2-4 stars) and our first 5-star creature from the Altar (Creature 5x) Then the main target is collecting how many Coupons as possible, completing the daily tasks;