Ice Cold Resistance 5 Electricity Electricity Resistance 5 Acid Acid Resistance 5 Poison Poison Resistance 5 Positive Energy +5 From all Healing Negative Energy Negative Resistance 5 Law Law Resistance 5 Chaos 5 Resistance, roll on table A Good Good Resistance 5 Evil Evil Resistance 5 Darkness Darkvision 30 feet Light Resistance 5 Fire Sonic Resistance 5 Sonic Force Force Resistance 5 Fear Lower any Fear affect by 1 stage Speed +10 movement speed First Active. Free action to activate, refreshes in 1d4 rounds Fiery Shroud. Your next aggressive action deals an extra 1D6 fire damage Frozen Shroud. Your next aggressive action deals an extra 1D6 Cold Damage Lightning Shroud. Your next aggressive action deals an extra 1D6 Electric Damage Acid Shroud. Your next aggressive action deals an extra 1D6 Acid Damage Poison Shroud. Your next aggressive action deals and extra 1D6 Poison Damage Positive Shroud. Your next aggressive action heals you or an Ally within 20 feet 1D6 hit points. Or deals an extra 1D6 damage t Negative Shroud. Your next aggressive action deals an extra 1D6 negative damage, or heals an undead for 1D6 hit points Axiomatic Shroud. Your next aggressive action deals and extra 1D6 Lawful damage, which is double against Chaotic Outsiders. Chaotic Shroud. Roll on Table B, your next aggressive action is modified by the result. Good Shroud. Your next aggressive action deals an extra 1D6 Good damage, which is double against Evil Outsiders. Evil Shroud. Your next aggressive action deals an extra 1D6 Evil Damage, which is double against Good Outsiders. Darkening Aura. For the rest of the round, you gain 25% concealment as the area around you is darkened. Truesight and Blind Light Shroud. Your next aggressive action deals an extra 1D6 Light Damage. This damage is double against Vampires or other c Sonic Shroud. Your next aggressive action deals an extra 1D6 Sonic damage. Force Shroud. Your next aggressive action deals an extra 1D6 Force damage Fearful Shroud. Your next aggressive action forces a Will save vs your DC or be Shaken for one round Shroud of Speed. Your next aggressive action deals an extra 1D6 damage of it's type. Drawback Vulnerability Cold. Can't learn spells/powers with the Cold descriptor Vulnerability to Fire. Can't learn spells/powers with the Fire descriptor Vulnerability to Bludgeoning damage. Vulnerability to Slashing damage. Receive Half of all healing Vulnerability to Negative Energy. Can't learn spells/powers with the Negative Descriptor. Receive Half of all healing Vulnerability Chaos. Can't learn spells/powers with the Chaos Descriptor Vulnerability Law. Can't learn spells/powers with the Law Descriptor. Vulnerablity Evil. Can't learn spells/powers with the Evil Descriptor. Vulnerabilty Good. Can't learn spells/powers with the Good Descriptor. While in bright light, or direct sunlight, you suffer a 10% miss chance. Cannot learn spells/Powers with the Light descriptor. While in shadow or Darkness, you suffer a 10% miss chance. Cannot learn spells/powers with the Darkness Descriptor While Deafened, you are vulnerable to all damage. Vulnerabliy to Piercing damage. Vulnerable to damage from entities immune to fear. Vulnerablity to Cold damage. Cannot learn spells/powers with the Cold Descriptor