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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3689894" data-attributes="member: 2795"><p><strong>Tûzkár</strong></p><p></p><p><span style="color: lime">Here's the fire-themed villain, thus completing the four classical elements. Tûzkár is much the one-trick pony, but his <em>claws of the beast</em> power can be used to deal with enemies resistant to fire.</span></p><p></p><p>[sblock=Tûzkár; CR 11</p><p>Magmin psychic warrior 5/pyrokineticist 3]</p><p>CE Small elemental (extraplanar, fire)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., Listen +2, Spot +6</p><p><strong>Languages</strong> Ignan</p><p>-----</p><p><strong>AC</strong> 17 (+1 size, +6 natural), touch 11, flat-footed 17; melt weapons</p><p><strong>hp</strong> 72 (10 HD); <strong>DR</strong> 5/magic</p><p><strong>Immune</strong> critical hits, fire, flanking, paralysis, poison, <em>sleep</em>, stunning</p><p><strong>Vulnerability</strong> cold</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +7, <strong>Will</strong> +6</p><p>-----</p><p><strong>Spd</strong> 40 ft. (8 squares) (30 ft. if not psionically focused)</p><p><strong>Melee Touch</strong> burning touch +11 (1d8 fire plus combustion), or </p><p><strong>Melee</strong> slam +11 (1d3+6 plus combustion), or</p><p><strong>Melee Touch (with <em>hands afire</em>)</strong> burning touch +11 (1d8 fire plus 2d6 fire plus combustion), or</p><p><strong>Melee (with <em>hands afire</em>)</strong> slam +11 (1d3+6 plus 2d6 fire plus combustion), or</p><p><strong>Ranged Touch</strong> <em>bolt of fire</em> +7 (3d6 fire), or</p><p><strong>Ranged Touch</strong> <em>fire lash</em> +11/+6 (1d8 fire)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> <em>bolt of fire</em>, combustion, fiery aura, <em>fire lash, hand afire</em></p><p><strong>Psychic Warrior Powers Known (12 pp/day; ML 5th):</strong></p><p>2nd - <em>psionic levitate, specified energy adaptation</em></p><p>1st - <em>claws of the beast, offensive prescience, thicken skin</em></p><p>-----</p><p><strong>Abilities</strong> Str 19, Dex 10, Con 16, Int 10, Wis 14, Cha 9</p><p><strong>Skills</strong> Autohypnosis +9, Climb +11, Concentration +11, Craft (alchemy) +1, Jump +14*, Knowledge (psionics) +4, Psicraft +3, Spot +6 (*Subtract -4 if psionic focus is lost.)</p><p><strong>Feats</strong> Great Fortitude, Improved Initiative, Iron Will, Open-Minded, Psionic Body (B), Speed of Thought (B), Up the Walls (B)</p><p>-----</p><p><strong>Bolt of Fire (Ps):</strong> Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.</p><p></p><p><strong>Combustion (Ex):</strong> Anyone a magmin touches must succeed on a DC 14 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.</p><p></p><p><strong>Fire Lash (Ps):</strong> A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a <em>fire lash</em> he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the <em>fire lash</em>, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.</p><p></p><p><strong>Hand Afire (Ps):</strong> A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist’s hands (but do him no harm). His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.</p><p></p><p><strong>Fiery Aura (Ex):</strong> Anyone within 20 feet of a magmin must succeed on a DC 14 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.</p><p></p><p><strong>Melt Weapons (Ex):</strong> Any metal weapon that strikes a magmin must succeed on a DC 14 Fortitude save or melt away into slag. The save DC is Constitution-based.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3689894, member: 2795"] [b]Tûzkár[/b] [color=lime]Here's the fire-themed villain, thus completing the four classical elements. Tûzkár is much the one-trick pony, but his [i]claws of the beast[/i] power can be used to deal with enemies resistant to fire.[/color] [sblock=Tûzkár; CR 11 Magmin psychic warrior 5/pyrokineticist 3] CE Small elemental (extraplanar, fire) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., Listen +2, Spot +6 [b]Languages[/b] Ignan ----- [b]AC[/b] 17 (+1 size, +6 natural), touch 11, flat-footed 17; melt weapons [b]hp[/b] 72 (10 HD); [b]DR[/b] 5/magic [b]Immune[/b] critical hits, fire, flanking, paralysis, poison, [i]sleep[/i], stunning [b]Vulnerability[/b] cold [b]Fort[/b] +12, [b]Ref[/b] +7, [b]Will[/b] +6 ----- [b]Spd[/b] 40 ft. (8 squares) (30 ft. if not psionically focused) [b]Melee Touch[/b] burning touch +11 (1d8 fire plus combustion), or [b]Melee[/b] slam +11 (1d3+6 plus combustion), or [b]Melee Touch (with [i]hands afire[/i])[/b] burning touch +11 (1d8 fire plus 2d6 fire plus combustion), or [b]Melee (with [i]hands afire[/i])[/b] slam +11 (1d3+6 plus 2d6 fire plus combustion), or [b]Ranged Touch[/b] [i]bolt of fire[/i] +7 (3d6 fire), or [b]Ranged Touch[/b] [i]fire lash[/i] +11/+6 (1d8 fire) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +6; [b]Grp[/b] +6 [b]Atk Options[/b] [i]bolt of fire[/i], combustion, fiery aura, [i]fire lash, hand afire[/i] [b]Psychic Warrior Powers Known (12 pp/day; ML 5th):[/b] 2nd - [i]psionic levitate, specified energy adaptation[/i] 1st - [i]claws of the beast, offensive prescience, thicken skin[/i] ----- [b]Abilities[/b] Str 19, Dex 10, Con 16, Int 10, Wis 14, Cha 9 [b]Skills[/b] Autohypnosis +9, Climb +11, Concentration +11, Craft (alchemy) +1, Jump +14*, Knowledge (psionics) +4, Psicraft +3, Spot +6 (*Subtract -4 if psionic focus is lost.) [b]Feats[/b] Great Fortitude, Improved Initiative, Iron Will, Open-Minded, Psionic Body (B), Speed of Thought (B), Up the Walls (B) ----- [b]Bolt of Fire (Ps):[/b] Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has. [b]Combustion (Ex):[/b] Anyone a magmin touches must succeed on a DC 14 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based. [b]Fire Lash (Ps):[/b] A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. He takes no damage from a [i]fire lash[/i] he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if he otherwise meets the prerequisites) in conjunction with the [i]fire lash[/i], as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it. [b]Hand Afire (Ps):[/b] A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist’s hands (but do him no harm). His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage. [b]Fiery Aura (Ex):[/b] Anyone within 20 feet of a magmin must succeed on a DC 14 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based. [b]Melt Weapons (Ex):[/b] Any metal weapon that strikes a magmin must succeed on a DC 14 Fortitude save or melt away into slag. The save DC is Constitution-based.[/sblock] [/QUOTE]
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