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DND Pantheon—Clergy and Temple of the Kobold God Kurtumak

The general job of the priests of Kurtumak is to direct wars and organize raids on caravans, install the tribe's defense system (especially the construction of traps), and supervise the tribe's mining work. Some priests will also organize expeditions to develop new mineral deposit areas. If the expedition team finds a mine built by weak dwarfs or dwarf immigrants, they will not hesitate to occupy it and even enslave these dwarfs or dwarves.

There is no kobold community that does not have a temple or altar to Kurtumak. They are usually dug directly into solid rock and can only be reached via narrow, rugged trails filled with traps. The temples of Kurtumac within it are often dim and narrow, and decorated with fragments of pygmy skulls.

Kultumak

Fighter level 16/Priest level 8/Rogue level 8/Sorcerer level 8

Medium-sized outside creature (evil, lawful )

Godhead Level: 15

Hit Dice: 20d8+200 (outside creature) plus 16d1160 (fighter) plus 8d8+80 (cleric) plus 8d6+80 (rogue) ) plus 8d4+80 (1064 hp)

Initiation modifier: +21, always acting first (+17 Dexterity, +4 Improved Initiative, absolute initiative)

Speed: 60 Ruler

Defense Rating: 79 (+17 Dexterity, +15 Divine Level, +28 Natural Defense, +9 Deflection)

Attack Bonus: +5 Sharp Edge Lawful Evil Short Spear +68/+63/+58/+53 melee, sting +68 melee; or spell +62 melee touch or +72 range touch

Damage Bonus: +5 Sharp Edge Lawful Evil Short Spear 1d8+17/18-20/*3, sting 1d4+5 plus poisoning effect/19-20; or use spells

Occupy/threat range: 5 feet*5 feet/5 feet

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Special Attacks: Domain power, extraordinary divine abilities, spell-like abilities, rebuke undead 12 times per day, sneak attack +4d6

Traits: Kobold racial traits, divine immunity, damage reduction 50 /+4, fire elemental damage resistance 35, fast healing 35, spontaneous casting of divine spells, understand, speak and read all languages ??and speak directly to any living being within 15 miles, long-distance communication, kingdom of gods, teleport at will, at will Plane travel, familiar (rat), evasion, designed trap, uncanny evasion (cannot be flanked), SR47, divine aura (1500 feet, DC33)

Saving save modifier: Fortitude +57, Reflex +66, Will +56

Ability Scores: Strength 25, Dexterity 45, Constitution 31, Intelligence 29, Perception 24, Charisma 29

Skill Modifiers: Valuation +35, Balance Sense +43, Bluff +356, Climb +52, Concentration +47, Craft (metalworking) +77, Craft (masonry) +77, Craft (trap making) +89, Diplomacy +28, Disable Device +58, Disguise +69, Escape Artist +66, Hide +63, Intimidate +35, Jump +41, Knowledge (Arcana) +46, Knowledge (Architecture and Engineering) +47, Knowledge (Geography) +47, Listen +63, Stealth +75, Picking Locks +66, Pickpocketing +39, Profession (Miner) +69, Scrying +43, Search +49, Sense Motive +40, Spot +52, Swim +41, Skill check rolls always result in 20< /p>

Feats: Alertness, Blind Fighting, Cleave, Fighting Reflexes, Dodge, Endurance, Expert, Advanced Cleave, Improved Bull Rush, Improved Critical (Short Spear), Improved Critical (Sting), Improved Discharging Expelliarmus, Improved Initiative, Improved Trip, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Maneuver, Power Attack, Jump Attack, Stunning Fist, Improved Destructive Weapon, Greater Expertise, Weapon Proficiency (sting), Weapon Focus (short) Spear), Weapon Focus (Poison Sting), Weapon Specialization (Short Spear), Weapon Specialization (Poison Sting), Whirlwind Attack

Kobold Racial Traits: Darkvision, reduced attack bonus in light 1

Godly immunity: attribute damage, attribute drain, acid, cold, instant death effect, disease, disintegration, electricity, energy drain, mind-affecting effect, paralysis, poison, sleep, shock, transformation, imprisonment, banishment .

Extraordinary divine abilities: change reality, change size, descend from the gods, attack enemies (dwarfs), sixth sense in combat, control creatures (kobolds), divine shock wave, divine dodge, divine rapid healing, divine protection Shield, Divine Skill Focus (Craft [Make Trap]), Extra Domain (Order), Create Creature (Kobold), Hand of Death, Collective Divine Shield, Absolute Initiative, Move Through Ground+, Wound Enemies, with "+ " is a unique ability, which will be explained later.

Poison hit: Fortitude save (DC 65); the first and second hits will cause 2d6 points of temporary Constitution damage.

Domain Divinity: When casting evil domain spells, the caster level increases by 1; when casting law domain spells, the caster level increases by 1; reroll unsatisfactory rolls 15 times per day.

Spell-like abilities: Kurtumak can use the evil domain and law domain spell-like abilities as if he were a 26th-level caster, and he can use other spell-like abilities as if he were a 25th-level caster. The base save DC for a spell-like ability is 34 + the spell's level.

Cleric daily spells: 6/7/6/6/4: base DC = 17 + spell level

Warlock knows spells (6/9/8/7/5; Base DC = 19 + spell level):

Transportation through the earth (unique transcendent divine ability): After concentrating for a period of time, Kurtumak can create a path in the soil, clay, sand, or rock. A tunnel 150 feet long with a cross-section of 10 square feet. The tunnel stretched from where Kurtumakza stood in the direction he desired. For every minute he concentrated, the tunnel extended 15 feet in length. This ability functions similarly to the passwell spell, except that the tunnel created is permanent. Kurtumak can use this power to dig a hole, but since it starts at his feet, he will fall into it.

Possessions: Kurtumak's weapon is a +5 sharp edge lawful evil half-spear called "The Assassin" with a caster rating of 20 and a weight of 3 pounds

< p>Other Godhead Abilities

As a moderate god, Kurtumak automatically takes 20 on any die roll. Kurtumac does not receive a natural 1 on attack rolls and saving throws. Treat it not as inevitable failure, but as ordinary failure. He is immortal.

Perception: Kurtumak can see (using normal vision or darkvision), hear, touch, and smell up to 15 miles away. As a standard action, he can sense any animal, his followers, holy relics, objects associated with him, and everything within 15 miles of any location where his name has been spoken within an hour. He is able to extend his perception to 10 places instantly. He is immediately able to block the perceived power of gods equal to or lower than his in 2 places for up to 15 hours.

Clerical Perception: Kurtumak can perceive any event related to the peace and happiness of the kobolds 15 weeks before it happens, 15 weeks after it happens, or immediately when it happens. He can also sense any kobold digging tunnels, creating traps, or participating in battles.

Automatic Action: Kurtumak can use his Craft (metalworking), Knowledge (arcana), Knowledge (architecture and engineering), Knowledge (geography), or Profession (miner) as a free action. and other skills, as long as the DC of the task is 25 or lower. Kurtumak can also use his Craft (trap making) skill as a free action. He can perform 10 such free actions per round.

Create Magic Items: Kurtumak can create any magical light armor, simple weapons, and martial weapons (Medium or smaller), as well as any magic item that can trap a creature, such as a rope of entanglment, any Magic items that can speed up movement, such as boots of striding and springing and potion of haste, and any items that can affect or move soil, such as staff of earth and stone, as long as the transaction price of the item does not exceed 200,000 GP.

Avatar

Kultumak's avatar looks just like himself. He usually sends his avatars to aid the kobolds in some vital plan or war, or to eliminate the influence of Kurtulmac's rival gods, such as Garl Glimmergold, on the kobolds.

Kultumak's incarnation: like Kurtumak's body, but other differences: godhood level 7, defense level 63 (contact 43, flat-footed 63); attack bonus +60/+55 /+50/+45 melee (1d8+17/18-20/*3, +5 sharpened order evil short spear), +60 melee (1d4+5 plus poison strike/19-20, poison sting) or spell + 54 melee touch or +64 ranged touch; Traits damage reduction 42/+4, fire damage resistance 27, SR 39, aura of divine power (700 ft., DC 25); saving throw modifiers Fortitude +49, Reflex +58, Willpower +48; all Skill modifier minus 8

Poison: As Kurtumak, but DC is 57

Supernatural Abilities: Change size, strike enemies (dwarfs), control creatures (dog heads) Human), Divine Shield, Divine Skill Focus (Craft [Create Traps]), Extra Domain (Order), Creation of Creatures (Kobolds), Movement + through Earth, Damage Enemies, "+" is a unique ability, as follows Will explain.

Spell-like abilities: Caster level 17th; base saving throw DC is 26 + spell level.