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<blockquote data-quote="the Jester" data-source="post: 1447857" data-attributes="member: 1210"><p>All right, here's the start of my fleshing out of some of the post-Imix power players. This is a rough draft of one faction. I posted this in the homebrews forum as well, but since it relates directly to the question at hand I thought I'd cut n paste it in here as well.</p><p></p><p>The idea here is that one faction consists of elementals altered by the Crimson Bask, and their leader will be a superior example of their kind (maybe a fighter, sorcerer, or blackguard, haven't decided yet), prolly around CR 25ish. </p><p></p><p>One of the other ideas I'm mulling is an efreet aristocrat/mortal hunter. He'd hunt mortals for sport. Dunno, still mulling over the myriad possibilities for the most part.</p><p></p><p>Anyway, here's the crimsonkindl. </p><p></p><p>CRIMSONKINDL</p><p>Large Elemental (Extraplanar, Fire)</p><p>Hit Dice: 24d8+240 (348 hp)</p><p>Initiative: +15</p><p>Speed: 60’</p><p>Armor Class: 41 (-1 size, +15 dex, +17 natural), touch 24, flat-footed 26</p><p>Base Attack/Grapple: +18/+37</p><p>Attack: Flame sword +35 melee (2d10+22 plus 3d6 fire) or flame bolt +32 ranged touch (5d6 fire)</p><p>Full Attack: Flame sword +35/30/25 melee (2d10+22 plus 3d6 fire) or flame bolt +32/27/22 ranged touch (5d6 fire)</p><p>Space/Reach: 5’/10’</p><p>Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks</p><p>Special Qualities: DR 10/-, immunity to fire, SR 31, vulnerability to cold</p><p>Saves: Fort +18, Ref +29, Will +15</p><p>Abilities: Str 40, Dex 40, Con 30, Int 16, Wis 16, Cha 21</p><p>Skills: Balance +32, Climb +35, Diplomacy +38, Disguise +5 (+7 acting in character), Intimidate +34, Jump +27, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30</p><p>Feats: Cleave, Greater Weapon Focus (flame sword), Improved Bull Rush, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword)</p><p>Epic Feats: Epic Weapon Focus (flame sword), Epic Will</p><p>Environment: Elemental Plane of Fire (Crimson Garden)</p><p>Organization: Solitary, candle (2-5), torch (6-15), bonfire (16-35 plus 20-80 large fire elementals) or conflagration (36-95 plus 100-400 large fire elementals plus 10-40 huge fire elementals plus 10-40 lesser flame snakes) </p><p>Challenge Rating: 21</p><p>Treasure: Standard</p><p>Alignment: Often neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment:-</p><p></p><p>Some sort of living flame stands before you. Though its form flickers and dances, it maintains recognizable features, looking similar to a human or elf made of fire.</p><p></p><p>Crimsonkindl are a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. It is said that the Crimson Garden contains a powerful artifact called the Crimson Bask crafted ages ago by the very first Archomental of Fire. Those elementals born in its radiance are much stronger than their common kin, both in mind and in body. With the recent destruction of Imix in the Temple of Elemental Evil, the crimsonkindl are queuing up to try to replace him.</p><p></p><p>Combat</p><p>Crimsonkindl are capable of a wide variety of different combat forms. Against prime opponents, they will typically open combat with their spell-like abilities. They like to divide the battlefield and are very effective at doing so with their wall of fire ability.</p><p></p><p>Command Fire Elementals (Su): 6/day a crimsonkindl can attempt to gain control over fire elementals in its vicinity. This works just as if the crimsonkindl was a cleric turning undead, except it affects only elementals with the fire subtype and affected elementals are commanded (just like undead commanded by an evil cleric).</p><p></p><p>Spell-Like Abilities: At will- fireball, fire trap, flame jump, invisibility, pyrotechnics, see invisibility, wall of fire; 3/day- detect thoughts, displacement, fire storm, fly, haste, meteor swarm, persistent image; caster level 24th; save DCs 15 + spell level.</p><p></p><p>Weapon-Like Attacks: The crimsonkindl’s natural attacks should be treated as manufactured weapons for purposes such as iterative attacks and as both natural and manufactured weapons for purposes of what spells they may be subject to.</p><p></p><p>Skills: Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1447857, member: 1210"] All right, here's the start of my fleshing out of some of the post-Imix power players. This is a rough draft of one faction. I posted this in the homebrews forum as well, but since it relates directly to the question at hand I thought I'd cut n paste it in here as well. The idea here is that one faction consists of elementals altered by the Crimson Bask, and their leader will be a superior example of their kind (maybe a fighter, sorcerer, or blackguard, haven't decided yet), prolly around CR 25ish. One of the other ideas I'm mulling is an efreet aristocrat/mortal hunter. He'd hunt mortals for sport. Dunno, still mulling over the myriad possibilities for the most part. Anyway, here's the crimsonkindl. CRIMSONKINDL Large Elemental (Extraplanar, Fire) Hit Dice: 24d8+240 (348 hp) Initiative: +15 Speed: 60’ Armor Class: 41 (-1 size, +15 dex, +17 natural), touch 24, flat-footed 26 Base Attack/Grapple: +18/+37 Attack: Flame sword +35 melee (2d10+22 plus 3d6 fire) or flame bolt +32 ranged touch (5d6 fire) Full Attack: Flame sword +35/30/25 melee (2d10+22 plus 3d6 fire) or flame bolt +32/27/22 ranged touch (5d6 fire) Space/Reach: 5’/10’ Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks Special Qualities: DR 10/-, immunity to fire, SR 31, vulnerability to cold Saves: Fort +18, Ref +29, Will +15 Abilities: Str 40, Dex 40, Con 30, Int 16, Wis 16, Cha 21 Skills: Balance +32, Climb +35, Diplomacy +38, Disguise +5 (+7 acting in character), Intimidate +34, Jump +27, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30 Feats: Cleave, Greater Weapon Focus (flame sword), Improved Bull Rush, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword) Epic Feats: Epic Weapon Focus (flame sword), Epic Will Environment: Elemental Plane of Fire (Crimson Garden) Organization: Solitary, candle (2-5), torch (6-15), bonfire (16-35 plus 20-80 large fire elementals) or conflagration (36-95 plus 100-400 large fire elementals plus 10-40 huge fire elementals plus 10-40 lesser flame snakes) Challenge Rating: 21 Treasure: Standard Alignment: Often neutral evil Advancement: By character class Level Adjustment:- Some sort of living flame stands before you. Though its form flickers and dances, it maintains recognizable features, looking similar to a human or elf made of fire. Crimsonkindl are a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. It is said that the Crimson Garden contains a powerful artifact called the Crimson Bask crafted ages ago by the very first Archomental of Fire. Those elementals born in its radiance are much stronger than their common kin, both in mind and in body. With the recent destruction of Imix in the Temple of Elemental Evil, the crimsonkindl are queuing up to try to replace him. Combat Crimsonkindl are capable of a wide variety of different combat forms. Against prime opponents, they will typically open combat with their spell-like abilities. They like to divide the battlefield and are very effective at doing so with their wall of fire ability. Command Fire Elementals (Su): 6/day a crimsonkindl can attempt to gain control over fire elementals in its vicinity. This works just as if the crimsonkindl was a cleric turning undead, except it affects only elementals with the fire subtype and affected elementals are commanded (just like undead commanded by an evil cleric). Spell-Like Abilities: At will- fireball, fire trap, flame jump, invisibility, pyrotechnics, see invisibility, wall of fire; 3/day- detect thoughts, displacement, fire storm, fly, haste, meteor swarm, persistent image; caster level 24th; save DCs 15 + spell level. Weapon-Like Attacks: The crimsonkindl’s natural attacks should be treated as manufactured weapons for purposes such as iterative attacks and as both natural and manufactured weapons for purposes of what spells they may be subject to. Skills: Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks. [/QUOTE]
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