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<blockquote data-quote="Knight Otu" data-source="post: 677749" data-attributes="member: 192"><p>I ran out of skill points? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Since I need to edit the skills anyway (Now I remember that I still wanted to check for synergy bonuses. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> ), I'll take care of that.</p><p></p><p>Quite possible about the combination, though I am (and was) a bit surprised that oriental dragons are in a FR monster book.</p><p></p><p>Now, if someone could give me a guiding light... Ah! thanks!</p><p></p><p></p><p><strong>Firestar</strong></p><p><strong>Diminutive Aberration</strong></p><p><strong>Hit Dice:</strong> 2d8+4 (13 hp)</p><p><strong>Initiative:</strong> +8</p><p><strong>Speed:</strong> Fly 40 ft. (perfect)</p><p><strong>AC:</strong> 18 (+4 size, +4 Dex), touch 18, flat-footed 14</p><p><strong>Attacks:</strong> Electricity ray +6 ranged</p><p><strong>Damage:</strong> Electricity ray 2d6</p><p><strong>Face/Reach:</strong> 1 ft. by 1 ft./0 ft.</p><p><strong>Special Attacks:</strong> Electricity ray</p><p><strong>Special Qualities:</strong> Cold vulnerability, electricity immunity, fire healing, magic immunity, natural invisibility</p><p><strong>Saves:</strong> Fort +2, Ref +4, Will +5</p><p><strong>Abilities:</strong> Str \, Dex 19, Con 15, Int 15, Wis 14, Cha 14</p><p><strong>Skills:</strong> Diplomacy +6, Knowledge (any two) +7, Listen +7, Move Silently +9, Search +7, Spot +7</p><p><strong>Feats:</strong> Improved Initiative, Weapon Focus (ray)</p><p><strong>Climate/Terrain:</strong> Temperate hills and forests</p><p><strong>Organization:</strong> Solitary or group (1 - 12)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> 3 - 6 HD (Diminutive)</p><p>Firestars, also called moon dancers, are glowing entities wandering through the forests and hills. Resembling will-o’-the-wisps, they are more peaceful than those creatures, ignoring other people wandering through their territories.</p><p>Appearing as silent spots of light, about the brightness of a torch, they are usually inoffensive. Firestars can control their brightness to the point of extinguishing their own light. The actual body of a firestar is a small „egg“ about 2 inches long, covered in a black webbing of nerves. At some points, the nerves combine to form sensory organs.</p><p>Firestars are very curious when it comes to light and fire, and will examine unusual displays of light magic, as well as campfires. A firestar is only active at night, resting at the day.</p><p>It is unknown how old a firestar can grow, and exactly how they reproduce. It is speculated though that a firestar splits up upon reaching a certain age.</p><p>Firestars cannot speak, and communicate via light signals. They can learn to understand other languages, but only will communicate with other beings if these are capable of a supernatural means of communication, such as telepathy.</p><p><strong>Combat</strong></p><p>If forced into a combat, a firestar retaliates with an electric ray or two before attempting to flee.</p><p><strong>Electricity Ray (Su):</strong> Five times per day, a firestar can fire an electricity ray that deals 2d6 points of damage. This attack has a range of 30 feet, without range increments.</p><p><strong>Cold Vulnerability:</strong> When subjected to cold effects, treat the firestar as having the Fire subtype.</p><p><strong>Fire Healing (Ex):</strong> Firestars do not suffer damage from fire attacks. Instead, they are healed by it. For every point of fire damage, it heals one point of damage. If hit by an attack that deals both fire and other damage (such as a flaming weapon), the healing reduces the other damage accordingly before applying any leftover healing or damage. As a full-round action, a firestar can extinguish small flames, healing 5d6 points of damage. Any excess healing is gained as temporary hit points. The maximum temporary hit points that a firestar can gain this way is four times its normal hit points.</p><p><strong>Magic Immunity (Ex):</strong> Against most spells and spell-like abilities, the firestar acts as if having an unbeatable Spell Resistance, except as follows. Fire spells heal a firestar (see Fire Healing, above). Force and cold effects affect the firestar normally.</p><p><strong>Natural Invisibility (Ex):</strong> As a standard action, a firestar can extinguish its glow, effectively becoming invisible as the spell.</p></blockquote><p></p>
[QUOTE="Knight Otu, post: 677749, member: 192"] I ran out of skill points? :D Since I need to edit the skills anyway (Now I remember that I still wanted to check for synergy bonuses. :rolleyes: ), I'll take care of that. Quite possible about the combination, though I am (and was) a bit surprised that oriental dragons are in a FR monster book. Now, if someone could give me a guiding light... Ah! thanks! [b]Firestar Diminutive Aberration Hit Dice:[/b] 2d8+4 (13 hp) [b]Initiative:[/b] +8 [b]Speed:[/b] Fly 40 ft. (perfect) [b]AC:[/b] 18 (+4 size, +4 Dex), touch 18, flat-footed 14 [b]Attacks:[/b] Electricity ray +6 ranged [b]Damage:[/b] Electricity ray 2d6 [b]Face/Reach:[/b] 1 ft. by 1 ft./0 ft. [b]Special Attacks:[/b] Electricity ray [b]Special Qualities:[/b] Cold vulnerability, electricity immunity, fire healing, magic immunity, natural invisibility [b]Saves:[/b] Fort +2, Ref +4, Will +5 [b]Abilities:[/b] Str \, Dex 19, Con 15, Int 15, Wis 14, Cha 14 [b]Skills:[/b] Diplomacy +6, Knowledge (any two) +7, Listen +7, Move Silently +9, Search +7, Spot +7 [b]Feats:[/b] Improved Initiative, Weapon Focus (ray) [b]Climate/Terrain:[/b] Temperate hills and forests [b]Organization:[/b] Solitary or group (1 - 12) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] None [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] 3 - 6 HD (Diminutive) Firestars, also called moon dancers, are glowing entities wandering through the forests and hills. Resembling will-o’-the-wisps, they are more peaceful than those creatures, ignoring other people wandering through their territories. Appearing as silent spots of light, about the brightness of a torch, they are usually inoffensive. Firestars can control their brightness to the point of extinguishing their own light. The actual body of a firestar is a small „egg“ about 2 inches long, covered in a black webbing of nerves. At some points, the nerves combine to form sensory organs. Firestars are very curious when it comes to light and fire, and will examine unusual displays of light magic, as well as campfires. A firestar is only active at night, resting at the day. It is unknown how old a firestar can grow, and exactly how they reproduce. It is speculated though that a firestar splits up upon reaching a certain age. Firestars cannot speak, and communicate via light signals. They can learn to understand other languages, but only will communicate with other beings if these are capable of a supernatural means of communication, such as telepathy. [b]Combat[/b] If forced into a combat, a firestar retaliates with an electric ray or two before attempting to flee. [b]Electricity Ray (Su):[/b] Five times per day, a firestar can fire an electricity ray that deals 2d6 points of damage. This attack has a range of 30 feet, without range increments. [b]Cold Vulnerability:[/b] When subjected to cold effects, treat the firestar as having the Fire subtype. [b]Fire Healing (Ex):[/b] Firestars do not suffer damage from fire attacks. Instead, they are healed by it. For every point of fire damage, it heals one point of damage. If hit by an attack that deals both fire and other damage (such as a flaming weapon), the healing reduces the other damage accordingly before applying any leftover healing or damage. As a full-round action, a firestar can extinguish small flames, healing 5d6 points of damage. Any excess healing is gained as temporary hit points. The maximum temporary hit points that a firestar can gain this way is four times its normal hit points. [b]Magic Immunity (Ex):[/b] Against most spells and spell-like abilities, the firestar acts as if having an unbeatable Spell Resistance, except as follows. Fire spells heal a firestar (see Fire Healing, above). Force and cold effects affect the firestar normally. [b]Natural Invisibility (Ex):[/b] As a standard action, a firestar can extinguish its glow, effectively becoming invisible as the spell. [/QUOTE]
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