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Call of the Twilight Defender
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<blockquote data-quote="Dandu" data-source="post: 5106884" data-attributes="member: 85158"><p>CALL OF THE</p><p>TWILIGHT DEFENDER</p><p>Conjuration (Summoning)</p><p>Level: Druid 6, sorcerer/wizard 6</p><p>Components: V</p><p>Casting Time: 1 full round</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect: One twilight guardian</p><p>Duration: 1 round/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p><em>The very ground erupts in a shower of stone</em></p><p><em>and dirt, accompanied by a thunderclap.</em></p><p><em>Standing in the center of the damaged</em></p><p><em>ground is a creature of stone, wood, and</em></p><p><em>plant parts resembling (lie regal form of a</em></p><p><em>guardian dragon.</em></p><p>This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon natures</p><p>ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight</p><p>guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice.</p><p>Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks.</p><p></p><p>Note that there is no cap on how much HP you can get with this spell, nor does the HP expire.</p><p></p><p>TWILIGHT GUARDIAN CR 7</p><p>Always N Large plant (dragonblood)</p><p>Init +2; Senses low-light vision, Listen +2, Spot +2 </p><p>AC 19, touch 11, flat-footed 17 (–1 size, +2 Dex, +8 natural)</p><p>hp 76 (8HD); DR 10/magic</p><p>SR 16</p><p>Immune: plant immunities (MM 313)</p><p>Fort +11, Ref +4, Will +1</p><p>Speed 50ft. (10 squares)</p><p>Melee 2claws+12(1d6+7) and tail +7 (2d6+3 plus poison)</p><p>Space10ft.; Reach5 ft.</p><p>Base Atk +6; Grp +17</p><p>Atk Options Combat Reflexes</p><p>Spell-Like Abilities(CL8th):</p><p>At will—transport via plants</p><p>Abilities Str 25, Dex 14, Con 20. Int 1, Wis 8, Cha 6</p><p>Feats Combat Reflexes, Improved Natural Attack (tail), Run</p><p>Skills Climb +9, Listen +2, Search –1, Spot +2 </p><p>Advancement see text </p><p>Poison (Ex) Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based. </p><p></p><p>Discuss.</p><p></p><p>(Thanks to Olo Demonsbane for pointing this out.)</p></blockquote><p></p>
[QUOTE="Dandu, post: 5106884, member: 85158"] CALL OF THE TWILIGHT DEFENDER Conjuration (Summoning) Level: Druid 6, sorcerer/wizard 6 Components: V Casting Time: 1 full round Range: Close (25 ft. + 5 ft./2 levels) Effect: One twilight guardian Duration: 1 round/level Saving Throw: None Spell Resistance: No [I]The very ground erupts in a shower of stone and dirt, accompanied by a thunderclap. Standing in the center of the damaged ground is a creature of stone, wood, and plant parts resembling (lie regal form of a guardian dragon.[/I] This spell summons one twilight guardian (see page 121) to fight for you. The spell functions like a summon natures ally spell, but with one exception. At any time, a summoned twilight guardian can sacrifice itself by simply touching you (a standard action); the twilight guardian is immediately destroyed, and you gain a number of hit points equal to 1/2 the twilight guardian's remaining hit points before its sacrifice. Special: A character who learns this spell gains a +1 competence bonus on Knowledge (nature) checks. Note that there is no cap on how much HP you can get with this spell, nor does the HP expire. TWILIGHT GUARDIAN CR 7 Always N Large plant (dragonblood) Init +2; Senses low-light vision, Listen +2, Spot +2 AC 19, touch 11, flat-footed 17 (–1 size, +2 Dex, +8 natural) hp 76 (8HD); DR 10/magic SR 16 Immune: plant immunities (MM 313) Fort +11, Ref +4, Will +1 Speed 50ft. (10 squares) Melee 2claws+12(1d6+7) and tail +7 (2d6+3 plus poison) Space10ft.; Reach5 ft. Base Atk +6; Grp +17 Atk Options Combat Reflexes Spell-Like Abilities(CL8th): At will—transport via plants Abilities Str 25, Dex 14, Con 20. Int 1, Wis 8, Cha 6 Feats Combat Reflexes, Improved Natural Attack (tail), Run Skills Climb +9, Listen +2, Search –1, Spot +2 Advancement see text Poison (Ex) Injury, Fortitude DC 19, initial and secondary damage 1d4 Con. The save DC is Constitution-based. Discuss. (Thanks to Olo Demonsbane for pointing this out.) [/QUOTE]
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