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<blockquote data-quote="the Jester" data-source="post: 5006315" data-attributes="member: 1210"><p>Revised version- mostly the math, with a tweak here or there- is later in the thread, <a href="http://www.enworld.org/forum/5773868-post19.html" target="_blank">here.</a></p><p></p><p><strong><span style="font-size: 15px">MAGNESIUM SPIRIT--- Level 21 Elite Soldier </span></strong></p><p>A magnesium spirit is a whirlwind of brilliant white flame, summoned from an unknown astral realm by means of a powerful ritual. The spirit’s only goal is to return home, but it requires the life energy of other creatures to do so.</p><p></p><p>Medium immortal animate--- XP 6400</p><p>---</p><p><strong>Initiative </strong>+18 (see also blazing speed); <strong>Senses</strong> Perception +13</p><p><strong>Blinding Radiance (Radiant)</strong> aura 1; any creature in the aura suffers a -2 to attacks</p><p><strong>HP</strong> 388; <strong>Bloodied</strong> 194</p><p><strong>AC</strong> 37;<strong> Fortitude </strong>33; <strong>Reflex</strong> 33; <strong>Will </strong>35 (see also blazing speed)</p><p><strong>Saving Throws</strong> +2</p><p><strong>Speed</strong> 8</p><p><strong>Action Points</strong> 1</p><p>---</p><p><strong>[Melee basic] Blazing Blow</strong> (standard; at will) <strong>Fire, Radiant:</strong> +26 vs. Reflex; 1d12+8 fire and radiant damage.</p><p></p><p><strong>[Melee] Magnesium Blow</strong> (standard; at will) <strong>Fire, Radiant:</strong> +26 vs. Reflex; 1d12+8 fire and radiant damage, plus the target is grabbed (escape ends) and takes ongoing 10 fire (save ends). </p><p><strong></strong></p><p><strong>[Melee] Siphon Energy</strong> (standard; only against a grabbed target; at will) <strong>Necrotic, Radiant:</strong> +26 vs. Fortitude; 3d6+7 necrotic and radiant damage, the magnesium spirit gains one soul point, and the target loses a healing surge and is weakened (save ends). See also magnesium exit.</p><p></p><p><strong>[Close] Magnesium Flare</strong> (standard; encounter) <strong>Radiant:</strong> Close burst 5; +26 vs. Reflex; Hit: 3d10+7 radiant damage and the target is blinded (save ends); Miss: half damage and target suffers -2 on attack rolls (save ends).</p><p></p><p><strong>Blazing Speed</strong> (free; when first bloodied; encounter): The magnesium spirit gains a +2 bonus to Reflex, and it rolls a second initiative, acting normally on both of its turns. If the magnesium spirit is no longer bloodied, it loses both the bonus to Reflex and the second initiative. </p><p></p><p><strong>Magnesium Exit</strong> (standard; when the magnesium spirit has 3 soul points; encounter) <strong>Teleportation:</strong> The magnesium spirit vanishes, returning to its home plane, and leaves the encounter. </p><p>---</p><p><strong>Alignment</strong> evil; <strong>Languages</strong> -</p><p><strong>Str </strong>23; <strong>Dex </strong>23; <strong>Wis</strong> 17</p><p><strong>Con</strong> 18; <strong>Int </strong>13; <strong>Cha</strong> 26</p></blockquote><p></p>
[QUOTE="the Jester, post: 5006315, member: 1210"] Revised version- mostly the math, with a tweak here or there- is later in the thread, [URL="http://www.enworld.org/forum/5773868-post19.html"]here.[/URL] [B][SIZE="4"]MAGNESIUM SPIRIT--- Level 21 Elite Soldier [/SIZE][/B] A magnesium spirit is a whirlwind of brilliant white flame, summoned from an unknown astral realm by means of a powerful ritual. The spirit’s only goal is to return home, but it requires the life energy of other creatures to do so. Medium immortal animate--- XP 6400 --- [B]Initiative [/B]+18 (see also blazing speed); [B]Senses[/B] Perception +13 [B]Blinding Radiance (Radiant)[/B] aura 1; any creature in the aura suffers a -2 to attacks [B]HP[/B] 388; [B]Bloodied[/B] 194 [B]AC[/B] 37;[B] Fortitude [/B]33; [B]Reflex[/B] 33; [B]Will [/B]35 (see also blazing speed) [B]Saving Throws[/B] +2 [B]Speed[/B] 8 [B]Action Points[/B] 1 --- [B][Melee basic] Blazing Blow[/B] (standard; at will) [B]Fire, Radiant:[/B] +26 vs. Reflex; 1d12+8 fire and radiant damage. [B][Melee] Magnesium Blow[/B] (standard; at will) [B]Fire, Radiant:[/B] +26 vs. Reflex; 1d12+8 fire and radiant damage, plus the target is grabbed (escape ends) and takes ongoing 10 fire (save ends). [B] [Melee] Siphon Energy[/B] (standard; only against a grabbed target; at will) [B]Necrotic, Radiant:[/B] +26 vs. Fortitude; 3d6+7 necrotic and radiant damage, the magnesium spirit gains one soul point, and the target loses a healing surge and is weakened (save ends). See also magnesium exit. [B][Close] Magnesium Flare[/B] (standard; encounter) [B]Radiant:[/B] Close burst 5; +26 vs. Reflex; Hit: 3d10+7 radiant damage and the target is blinded (save ends); Miss: half damage and target suffers -2 on attack rolls (save ends). [B]Blazing Speed[/B] (free; when first bloodied; encounter): The magnesium spirit gains a +2 bonus to Reflex, and it rolls a second initiative, acting normally on both of its turns. If the magnesium spirit is no longer bloodied, it loses both the bonus to Reflex and the second initiative. [B]Magnesium Exit[/B] (standard; when the magnesium spirit has 3 soul points; encounter) [B]Teleportation:[/B] The magnesium spirit vanishes, returning to its home plane, and leaves the encounter. --- [B]Alignment[/B] evil; [B]Languages[/B] - [B]Str [/B]23; [B]Dex [/B]23; [B]Wis[/B] 17 [B]Con[/B] 18; [B]Int [/B]13; [B]Cha[/B] 26 [/QUOTE]
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