LordofBones
Master of Realmslore
1536 Posts |
Posted - 09 Jul 2024 : 13:27:42
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AURIL The Frostmaiden, the Icedawn, the Cold Goddess, the Frost Sprite Queen, Queen of Cold and Frost, Queen of Frozen Tears, the Brittle Maiden, Lady Icekiss, Lady Frostkiss, Storm-bringer, Sovereign of Summers Lost, Winter’s Womb, General of Winter’s War Lesser Power of Pandemonium Symbol White snowflake on gray diamond (a Heraldic Lozenge) with white border Realm Winter’s Hall (Pandemonium/Pandesmos) Alignment Neutral Evil Aliases Alaphaer (archaic), Saukuruk (among the peoples of the Great Glacier) Superior Talos Allies Iborighu, Loki, Malar (reluctant), the Queen of Air and Darkness (distant), Thyrm, Umberlee Foes Aengrist, At’ar (Amaunator—now dead), Chauntea, Garyx, Lathander, Moander (now dead), Rellavar Danuvien, Shiallia, Skerrit, Surminare, Tapann, Tarsellis Meunniduin, Titania, Uthgar Servants Ilhanora (Chosen, dead), Iyraclea (Chosen, dead) Servitor Creatures arctic creatures (normal and fiendish), bheurs, black ice golems, caribou (fiendish), chilling fogs, elemental monoliths (ice and water), frost giants, frostfell ghosts, frostwind viragos, hoary hunters, ice beasts, ice demons, ice element creatures, ice golems, ice mephits, ice paraelementals, icegaunts, icy prisoners, malasyneps, snowflake oozes, thyrm hounds, water elementals, weirds (water, snow and ice), winter wolves, winterspawn, winterwights, undead associated with ice and frost Manifestations icy breath accompanied by a cold, ruthless chuckling and a blue-white radiance that leaves a thin line of frost to mark its passage; a blank-eyed face of frost with long, wind-whipped white hair that radiates intense cold Signs of Favor none Worshipers druids devoted to cold and winter, elemental archons (air and water), elemental savants (air and water), evil arctic fey, frost giants, frost mages, genasi (air and water), inhabitants of cold climates, rangers in cold and wintry climates, spriggans, taers, those who wish to stave off the destructive presence of winter Cleric Alignments LE, NE, CE Specialty Priests Icepriest Holy Days Midwinter Night Important Ceremonies Coming Storm, Last Storm Portfolio cold, winter Domains Air, Cold, Evil, Storm, Water, Weather, Winter Favored Weapon Icemaiden’s Caress (battleaxe)
AURIL Female Fighter 20, Sorcerer 10, Elemental Savant 10, Frost Mage 10, Abjurant Champion 5 NE Medium Outsider (Cold, Evil, Extraplanar) Divine Rank 9 Init +25 (+17 Dex, +8 Superior Initiative), Supreme Initiative; Senses 9-mile-radius; Listen +49, Spot +49; darkvision 60 ft; remote sensing (5 locations), portfolio sense Aura divine aura (900 ft, Will DC 64), chill aura (extreme cold in 900 ft); Languages can communicate with any living creature; Dark Speech ____________________________________________________________________________________________________________
AC 95, touch 55, flat-footed 78 (+13 armor, +18 deflection, +17 Dex, +9 divine, +1 Dodge, +27 natural) hp 1,360 (25d10 + 30d4 plus 990), divine shield 21/day (90 hp); DR 30/epic, good and cold iron Immune ability damage, ability drain, antimagic, banishment, cold, critical hits, death effects, disease, disintegration, electricity, energy drain, flanking, imprisonment, mind-affecting effects, paralysis, poison, sleep, sneak attacks, stunning, turning and rebuking, transmutation; Weakness vulnerable to fire (+50%) Resist cold 30, electricity 5, fire 30, sonic 28; SR 68 Fort +56 Ref +49 Will +47 ____________________________________________________________________________________________________________
Speed 60 ft., 120 ft. as the Frostmaiden, fly 60 ft (perfect) as the Icedawn Melee icemaiden’s caress +74/+74/+74/+69/+64/+59 (1d8 + 33 plus 1 Con plus 3d6 cold/19-20/x3 plus 9d6 cold) and icicle +60 (1d12 + 19/20/x2 plus 4d6 cold) or Melee (vs fire creatures) icemaiden’s caress +78/+78/+78/+73/+68/+63 (1d8 + 37 plus 1 Con plus 3d6 cold plus 4d6 dread/19-20/x3 plus 9d6 cold plus death [Fort DC 65 negates]) and icicle +60 (1d12 + 19/20/x2 plus 4d6 cold) or Melee spell +65 or Ranged spell +63 Base Atk +38; Grp +65 Atk Options divine blast 21/day (9 miles, 27d12 damage); Arcane Strike, Battlecaster Offense, Improved Combat Reflexes, Improved Whirlwind Attack, Power Attack, Slashing Flurry, Spell Opportunity, Spring Attack Special Actions alter reality, arcane boost, breath weapon (2d4 rounds, Ref DC 64 partial, 27d10 damage [half piercing cold, half bludgeoning, slashing or piercing] and slowed), chill metal, rebuke air and cold creatures or turn earth and fire creatures as a 55th level cleric 21/day (check 1d20 + 18, damage 2d6 + 73), swift abjuration Combat Gear icemaiden’s caress
Spell-like Abilities (CL 55th; +1 evil spells) At will – acid fog, air walk, blasphemy (DC 42), blizzard (DC 40), call lightning (DC 38), call lightning storm (DC 41), chain lightning (DC 41), chill metal (DC 37), chill touch (DC 36), cone of cold (DC 41), control water, control weather, control winds (DC 40), create undead, death hail (DC 41), desecrate, dispel good (DC 40), elemental swarm (air and water creatures only), entropic shield, fimbulwinter, fog cloud, gaseous form, greater teleport, gust of wind, horrid wilting (DC 43), ice storm, magic circle against good, obscuring mist, plane shift (DC 42), polar ray, protection from good, sleet storm, snow walk, snowsight, storm of vengeance (DC 44), summon giants, summon monster IX (evil creatures only), unholy aura (DC 43), unholy blight (DC 39), water breathing, whirlwind (DC 43), wind wall, winter’s embrace (DC 38), zajimarn’s avalanche (obedient avalanche) (DC 44).
Sorcerer Spells per Day (CL 41st; 50th vs SR or 54th for cold spells; +1 evil spells; all spells are cold spells; all cold spells are piercing cold) 18th (3/day) – DC 68 17th (3/day) – DC 67 16th (4/day) – DC 66 15th (4/day) – DC 65 14th (4/day) – DC 64 13th (4/day) – DC 63 12th (5/day) – DC 62 11th (5/day) – DC 61 10th (5/day) – DC 60 9th (9/day) – DC 59 8th (10/day) – DC 58 7th (10/day) – DC 57 6th (10/day) – DC 56 5th (10/day) – DC 55 4th (11/day) – DC 54 3rd (11/day) – DC 53 2nd (11/day) – DC 52 1st (11/day) – DC 51 Cantrips (6/day) – DC 50
Sorcerer Spells Known (all spells are piercing cold) 9th – burst of glacial wrath (DC 59), cometstrike (DC 59), frostfell (DC 59), ice assassin, iceberg (DC 59), wish, zajimarn’s avalanche (DC 59). 8th – conjure ice beast VIII, fimbulwinter, glacier, heat drain (A) (DC 58), icy claw, protection from spells, zajimarn’s field of icy razors (DC 58). 7th – arcane spellsurge, conjure ice beast VII, greater aura of cold, ice castle, whiteout, zajimarn’s ice claw prison. 6th – animate snow, cold snap (A), conjure ice beast VI, extract water elemental (DC 56), freeze (A), heartfreeze (DC 56), ice rift, mass frostburn (DC 56), otiluke’s freezing sphere (DC 56), waves of cold (DC 56). 5th – antifire sphere, auril’s flowers (ice flowers) (A) (DC 55), call avalanche (DC 55), cold snap (A), cone of cold (DC 55), conjure ice beast V, entomb (DC 55), flesh to ice (DC 55), freezing fog, frostbite (A) (DC 55), gelid blood (DC 55). 4th – boreal wind (DC 54), conjure ice beast IV, greater creeping cold, ice shield, ice web (DC 54), mindfrost (DC 54), orb of cold (DC 54), wall of coldfire, wall of ice (DC 54). 3rd – arctic haze (DC 53), avoid planar effects, corona of cold (A) (DC 53), conjure ice beast III, greater mage armor, hailstones, ice axe (A), ice shape, icelance (DC 53), mass snowshoes (A), shivering touch. 2nd – blood snow (DC 52), conjure ice beast II, deflect, flash-freeze, frost breath (A) (DC 52), heat leech (DC 52), ice knife (DC 52), kelgore’s grave mist, numbing sphere (DC 52), snilloc’s snowball swarm (DC 52), winter’s embrace (DC 52), zone of glacial cold (DC 52). 1st – cold fire (A) (DC 51), conjure ice beast I, critical strike, darsson’s cooling breeze, ice dagger, ice gauntlet (A), incite (DC 51), lesser orb of cold, mighty wallop, nerveskitter, path of frost (DC 51), shield, snilloc’s snowball, snowshoes (A). Cantrips – arcane mark, dancing lights, daze, detect magic, mage hand, ray of frost, read magic, touch of fatigue (DC 50), unnerving gaze (DC 50). *A - These spells were created by Auril and are sacred to the Aurilian clergy, and do not consume a known spell slot.
Epic Spells per Day 5 arcane, up to Spellcraft DC 99; Epic Spells Known animus blast, animus blizzard, cold claws, coldfire blast, dire winter, epic counterspell, greater ruin, hellball, ice age, ice fist, icerazor, ruin. Auril knows and has created many forms of ice and frost based epic spells, some of which she has taught the most powerful and promising of her favored clerics and mages. ____________________________________________________________________________________________________________
Abilities Str 49, Dex 45, Con 46, Int 42, Wis 40, Cha 47 SQ abjurant armor, arcane reabsorption, avatar, divinity, elemental specialty (cold/water), elemental perfection, energy focus, energy penetration, extended abjuration, gain knowledge (animate snow, conjure ice beast I, conjure ice beast II, conjure ice beast III, conjure ice beast IV, frostfell), ice walking, immortality, natural armor increase +4, martial arcanist (sorcerer), one with cold, piercing cold, water mastery, weather domain (rain and snow don’t penalize Auril’s Spot and Search checks; Auril can move through snow-covered and icy terrain at her normal movement; wind effects, whether natural or magical, affect her as if she were one size category larger) Feats Arcane Strike, Battlecaster Offense, Cold Focus, Cold Spell Specialization, Combat Casting, Combat Reflexes, Dark Speech (B), Dodge, Empower Spell, Energy Admixture (cold), Energy Substitution (cold), Flash Frost Spell, Frostfell Prodigy, Frozen Magic, Greater Cold Focus, Improved Critical (battleaxe), Improved Initiative, Maximize Spell, Melee Weapon Mastery (slashing), Mobility, Piercing Cold (B), Power Attack, Quicken Spell, Rapid Metamagic, Slashing Flurry, Snowcasting, Spring Attack, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Whirlwind Attack Epic Feats Enhance Spell, Epic Spellcasting (B), Epic Weapon Focus (battleaxe), Epic Weapon Specialization (battleaxe), Improved Combat Reflexes, Improved Whirlwind Attack, Intensify Spell, Spell Opportunity, Superior Initiative Salient Divine Abilities Alter Form, Arcane Knowledge, Automatic Metamagic (piercing cold), Call Creatures (8 creatures with the cold subtype with up to 28 HD each), Control Creatures (80 creatures with the cold subtype, Will DC 61), Divine Spellcasting, Energy Burst (80 ft, 8d8 cold, Ref DC 61 halves), Frostmaiden (unique salient divine ability), Icedawn (unique salient divine ability), Power of Nature (8 miles, 8 minutes plus concentration), Remorseless Winter (unique salient divine ability), Shift Form, Supreme Initiative Skills Balance +57, Bluff +52 (+54 water creatures and savants), Climb +86, Concentration +85, Craft (ice-sculpting) +83, Diplomacy +60 (+62 water creatures and savants), Intimidate +89 (+91 water creatures and savants), Jump +86, Knowledge (arcana) +83, Knowledge (geography) +75, Knowledge (nature) +87, Knowledge (religion) +83, Knowledge (the planes) +83, Listen +49, Search +58, Sense Motive +49, Spellcraft +89, Spot +49, Survival +51 (+55 above ground, avoid getting lost and natural hazards, extraplanar), Swim +86, Tumble +88; Domain +2 sacred bonus on all Wisdom-based skill checks during winter Possessions icemaiden’s caress, +8 icemail of fire-negating and major fire resistance
Abjurant Armor (Su) Any time Auril casts an abjuration spell that grants her an armor bonus or shield bonus to AC, she can increase the value of the bonus by +5.
Arcane Boost (Su) Auril has the ability to burn arcane energy to empower her martial abilities. As a swift action, she can spend one of her uncast spells or spell slots to grant herself one of the following insight bonuses for 1 round. • Bonus on attack rolls equal to the spell's level. • Bonus on weapon damage rolls equal to twice the spell's level. • Bonus to AC equal to the spell's level. • Bonus on saving throws equal to the spell's level. • Resistance to acid, cold, electricity, fire, and sonic equal to 5 × the spell's level.
Arcane Reabsorption Auril knows how to possibly regain magical energy when outside forces attempt to disrupt her magic. Whenever a targeted spell she casts fails to penetrate a creature's spell resistance or is countered by another spellcaster, she can immediately attempt to reabsorb the arcane energy she just spent as an immediate action. The spell can have no effect at all in order to use this ability. By making a Spellcraft check (DC 20 + [spell level × 3]), she regains the spell slot as if it was never cast. Attempting this taxes her body. Regardless of the success of the check, she takes 1 point of nonlethal damage per spell level she attempts to reabsorb. This damage is internal and bypasses damage reduction and resistances she possesses. Auril has traded away her ability to summon a familiar for this ability.
Chill Metal (Su) As a standard action, Auril can lower the air temperature around her drastically. All creatures and objects within a 60-foot radius are affected by chill metal (as the spell, Will DC 64 negates). As with the spell, it takes 3 rounds for affected metal to reach the freezing stage. Once it does, it remains at that stage until she takes a standard action to end the effect or the metal leaves the area. The metal returns to its starting temperature 2 rounds later, just as with the spell.
Divinity Auril is an embodiment of ancient divine power. As such, reality is hers to shape as she sees fit. Alter Reality: Auril may alter reality within the bounds of her portfolio. This functions as a wish spell that requires no XP or material cost. The limits of this ability are fully described in Deities and Demigods. She can additionally alter her size from Fine to Colossal and may additionally alter up to 100 pounds of objects in the same manner. Avatar: Auril can have up to five avatars at any given time. She favors two forms; as the Frostmaiden, she is a lithe, furious figure of action and is the most often seen avatar of Auril in all regions of Faerûn except the south and east. Her skin is blue, her hair is long, free-flowing, and white, and a fine gown of white lawn thickly furred with frost swirls about her. The Icedawn is a silent, gliding apparition of icy hauteur, an impassive figure with an ornate crown and hooked, spurred armor of opaque, light blue ice. Divine Blast: Auril can create a ray of divine power that extends for up to 9 miles, dealing up to 27d12 points of damage, as a ranged touch attack with no saving throw. Auril can unleash a divine blast 21 times per day, and alter the visual, auditory and sensation-based qualities of her divine blast as she desires. Auril’s divine blasts generally take the form of blinding white blasts of bone-chilling frost. Divine Shield: As a free action 21 times per day, Auril can create a shield that lasts 10 minutes and stops 90 points of damage from attacks. Once the shield stops that much damage, it collapses. Any damage Auril is naturally immune to does not count towards the shield’s limits.
Elemental Perfection Auril, through long association with elemental entities and extensive study of their secrets, has gained an elemental creature's immunity to stunning, and she is no longer subject to extra damage from critical hits or flanking. She gains the speed and movement modes, natural attacks, special attacks, and special qualities of an ice monolith.
Anyone who shares Auril’s predilection for study of cold immediately recognizes her transcendent nature. She gains a +2 circumstance bonus on all Charisma-based skill and ability checks when interacting with creatures that share her elemental subtype (water) and with other elemental savants who have chosen her element.
Note that Auril does not gain the elemental type, as it is superseded by her natural divinity.
Elemental Specialty (Ex) When Auril casts a spell that normally deals energy damage, its energy descriptor changes to cold, and it deals damage of that energy type instead of its normal energy type. For example, if Auril casts Melf's acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.
Energy Focus (Ex) Auril is better able to manipulate energy associated with her chosen element. The save DC for any spell with the cold descriptor increases by 2. At 10th level, these save DCs increase by 1 again (total increase of 2).
Energy Penetration (Ex) Auril has further refined her ability to wield energy associated with her chosen element. When she casts a cold spell, she gains a +4 competence bonus on caster level checks (1d20 + caster level) to overcome a creature's spell resistance.
Extended Abjuration (Su) Auril depends on her abjuration spells to protect her in combat. She doubles the duration of abjuration spells she casts, as if she had applied the Extend Spell feat to them (but without any change in level or casting time).
Frostmaiden (unique salient divine ability) Auril is the fury and wrath of the northern frost made manifest. As a full round action, Lady Frostkiss can abstain from any action or movement to concentrate the fury of winter within her being and manifest as the Frostmaiden.
As the Frostmaiden, Auril gains a +60 ft bonus to her land speed, a +6 bonus to her attack and damage rolls, and a +6 bonus to her caster level and spell save DCs; this bonus increases by +6 in areas of cold and by +6 in areas of extreme cold. Her spells are further enhanced by winter’s chill; any spell or spell-like ability spell cast by the Frostmaiden with the cold descriptor or that does cold damage is automatically empowered and quickened.
In addition, the Frostmaiden may brand up to 8 creatures with a melee touch attack unless a successful Fortitude save (DC 64) is made. Failure inflicts 8d8 points of frostburn damage and the appearance of a permanent translucent blue scar that sears through flesh, wood and stone alike. Auril is always aware of any creature that bears her brand as long as they occupy the same plane, and, as a free action, can scry (as greater scrying) on it regardless of distances or planar boundaries unless blocked by a deity of equal rank or higher.
Auril can hear, speak (including cast spells), touch and see through any creature that bears the brand. She can dominate (as dominate monster) any creature that bears her brand unless a Will save (DC 64) is successful. Crueler still, Auril can command her brand to engulf the creature and explode, forcing it to succeed at a Fortitude save (DC 64). If the saving throw succeeds, the creature suffers 16d8 frostburn damage but is otherwise unharmed and cured of the Brand. If the saving throw fails, the creature is consumed by the brand and dies, and all creatures within 20 feet of the subject take 1d6 points of frostburn damage per two Hit Dice of the slain creature and are also exposed to the effect of the Frostmaiden’s brand.
Icedawn (unique salient divine ability) Auril is winter in all its forms, embodying its steadfast, unyielding approach as she does its wrath. As a full round action during which she can take no action, the Cold Goddess can envelop herself in the inevitability of winter and manifest as the Icedawn.
The Icedawn does not hurl spells or bandy words but gains a fly speed equal to her land speed with perfect maneuverability, trailing a thick rime of ice that coats everything in her wake. In this form, the cold aura granted by her Remorseless Winter salient divine ability is even more potent within close range; non-magical or non-sentient plants within 90 ft of the Icedawn die instantly, while plant creatures and magical or sentient plants must succeed at a Fortitude save (DC 64) or be forced into hibernation. Living creatures not immune to cold must succeed at a Fortitude save (DC 64) each round for as long as they remain within 90 ft of the Icedawn or die. Creatures immune to cold instead suffer 3d6 points of piercing cold damage each round for as long as they remain within the same radius.
The Icedawn’s presence is so cold that non-magical metals, stonework and liquids freeze within range of her chill aura and shatter upon coming within 90 ft of her. Magical liquids are allowed a Fortitude save (DC 64) to avoid becoming frozen and useless. Magical metals and stonework suffer the effects of Auril’s chill metal ability as described previously (Will DC 64). Magical weaponry instead suffers the effects of brumal stiffening unless a Fortitude save (DC 64) is made.
Constructs of any sort are particularly affected by her presence; any construct within 90 ft of the Icedawn must make a Fortitude save (DC 64) or shatter into icy chunks. Any construct that strikes her is affected by brittleskin with no saving throw.
Finally, the Icedawn’s glacial nature makes all but the most powerful spells find it difficult to affect her. She reflects all spells of 6th level or lower back upon their source as per spell turning. A curious side-effect of this manifestation is that the Icedawn claims the life of any Aurilian cleric present without a saving throw as a death effect that ignores all forms of immunity, although the cleric can later be raised or resurrected normally.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces Auril climbs must be icy. It is always in effect.
Martial Arcanist (Ex) Auril has mastered the art of combining her militant and mystical training. Her unmodified sorcerer caster level is equal to her base attack bonus (38).
One with Cold (Ex) Auril has become perfectly adapted to cold energy. She has the cold subtype, granting her immunity to cold. Her oneness with cold, however, makes her more susceptible to flame. Just like any other creature with the cold subtype, she gains vulnerability to fire, which means she takes half again as much (+50%) damage as normal from fire, regardless of whether or not a saving throw is allowed, or if the save is a success or a failure.
Piercing Cold Auril has Piercing Cold as a bonus metamagic feat. In addition to the normal benefits of the feat, she bypasses all resistances and immunities to cold granted by spells and spell-like effects of magic items (for example, a ring of minor energy resistance [cold]).
Remorseless Winter (unique salient divine ability) Auril is the primordial essence of winter itself. Her magic, breath, kiss and even presence is as remorseless as the coldest polar midnight. Auril treats all spells with the cold descriptor as part of the arcane spell list and her Elemental Perfection ability confers upon her the properties of an ice monolith (Dragon Magazine #347 pages 54-55) instead of a water elemental. This has already been incorporated into the above statistics.
In any form, the Cold Goddess is always wreathed in a horrific chill that envelops a radius of 900 ft. around her, which is treated as an area of extreme cold. This grants her the constant benefits of all her feats that grant her a bonus based on the surrounding temperature and has already been incorporated into the above statistics.
Once every 2d4 rounds, Auril or any of her manifestations can exhale a cone of frost up to 40 feet in length. When she desires, her breath can bestow beneficial effects; she can channel any cure or heal spell, grant a +4 profane bonus to ability scores, armor class or saving throws, or bestow the effect of the haste spell to any number of creatures within her breath.
Auril can also choose to inflict damage with her breath and deal 27d10 points of damage to any number of creatures within range, half of which is piercing cold damage and half of which is either piercing, slashing or bludgeoning damage resulting from the icicles, hailstones and ice shards in the cone. A Reflex save (DC 64) halves the damage and any creature that fails its save is also partially encased in ice, reducing its speed by half. The reduced movement lasts until the ice is destroyed. Destroying the ice requires a successful Strength or dispel check against the effect’s DC or dealing 55 bludgeoning or fire damage to the creature. Creatures with the cold or incorporeal subtype or immunity to being grappled are immune to this effect.
Finally, Auril can slay with her kiss. If the target is not willing to be kissed, Lady Frostkiss must start a grapple, which provokes an attack of opportunity. Any living creature kissed by Auril must succeed at a Fortitude save (DC 64) or die and be consumed by frost from the inside-out. A successful saving throw still deals 8d8 points of coldfire damage.
Swift Abjuration (Su) Auril can cast abjuration spells of up to 3rd level as a swift action, as if she had applied the Quicken Spell feat to them (but without any change in level).
Possessions
Auril carries icemaiden’s caress, a +8 speed wounding battleaxe of icy blast with the powers of a major iceheart and an icicle rod whose icicle ability deals Auril’s weapon damage. The axe gains the dread property against creatures with the fire subtype; the Fortitude save DC to resist death on a critical hit is 65. Icemaiden’s caress extinguishes all nonmagical fires it touches. Icemaiden’s caress additionally functions as snow for the purposes of Auril’s Snowcasting feat.
As a standard action, icemaiden’s caress can also dispel lasting fire spells though Auril must succeed on a dispel check (+55) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. Auril can reflect instantaneous fire spell effects by making a successful attack roll against the caster level of the fire effect; a successful roll indicates that the spell has been turned towards its point of origin and resolves normally at that point.
The Frostmaiden also wears +8 icemail of greater fire resistance. Auril’s armor resonates with defensive magic, any abjuration spell she casts that grants her an armor bonus instead stacks with the bonus granted by her armor.
Other Divine Powers As a lesser power, Auril may take 10 on any check. Auril treats a 1 on an attack roll or saving throw normally and not as an automatic failure. She is immortal. Senses Auril can see (using normal vision or darkvision), hear, touch, and smell at a distance of nine miles. As a standard action, she can perceive anything within nine miles of her worshippers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to up to five locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for nine hours. Portfolio Sense Auril senses any act or event involving cold or winter as long as the event in question affects at least five hundred people. Automatic Actions Auril can use any skill associated with her portfolio as a free action whether or not she has ranks in it, as long as the DC for the task is 20 or lower. Auril cannot do anything as a free action if the task would be a move action or part of a move action. She can perform up to five such free actions each round. Create Magic Items Auril can create any kind of magic item that affects or involves cold or winter as long as the item's market price does not exceed 30,000 gp.
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