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<blockquote data-quote="the Jester" data-source="post: 1596156" data-attributes="member: 1210"><p><strong><span style="color: #FF2222">KEMBRIN, LORD OF THE CRIMSONKINDL</span></strong></p><p><strong>Crimsonkindl Fighter 14</strong></p><p>Large Elemental (Extraplanar, Fire)</p><p>Hit Dice: 24d8 + 14d10 +760 (945 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: +25/+49</p><p>Attack: Flame sword +48 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37 ranged touch (5d6 fire)</p><p>Full Attack: Flame sword +48/43/38/33 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37/32/27/22 ranged touch (5d6 fire)</p><p>Space/Reach: 10’/10’</p><p>Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks</p><p>Special Qualities: DR 15/-, immunity to fire, SR 38, vulnerability to cold</p><p>Saves: Fort +35, Ref +36, Will +25</p><p>Abilities: Str 50, Dex 40, Con 50, Int 16, Wis 21, Cha 27</p><p>Skills: Balance +32, Climb +59, Diplomacy +55, Disguise +8 (+10 acting in character), Intimidate +51, Jump +51, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30</p><p>Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (flame sword), Greater Weapon Specialization (flame sword), Hold the Line, Improved Bull Rush, Improved Critical (flame sword), Improved Disarm, Improved Sunder, Improved Trip, Large and In Charge, Leadership, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword), Weapon Specialization (flame sword)</p><p>Epic Feats: Devastating Critical, Dire Charge, Epic Weapon Focus (flame sword), Epic Weapon Specialization (flame sword), Epic Will, Overwhelming Critical</p><p>Environment: Elemental Plane of Fire (Crimson Garden)</p><p>Organization: Unique </p><p>Challenge Rating: 28</p><p>Treasure: Standard</p><p>Alignment: Neutral evil</p><p>Advancement: By character class</p><p>Level Adjustment:-</p><p></p><p><em>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. </em></p><p></p><p>Kembrin is the ruler of the crimsonkindl, a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. The crimsonkindl consider themselves to be superior to other fire elementals, and would like nothing better than to elevate one of their own to the title of Archomental. Kembrin’s ambitions are strong, and he exerts his control over the crimsonkindl ruthlessly. </p><p></p><p><strong>Combat</strong></p><p></p><p>Kembrin is capable of a wide variety of different combat forms. Against prime opponents, he will typically open combat with his spell-like abilities. He gets great joy from burning things, and prefers to destroy his enemies in melee combat whenever possible. Kembrin is gradually learning to let others do his fighting for him, but he prefers to be in the thick of things whenever possible.</p><p></p><p><strong>Command Fire Elementals (Su):</strong> 9/day Kembrin can attempt to gain control over fire elementals in its vicinity. This works just as if he 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><strong>Spell-Like Abilities:</strong> 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 18 + spell level. The DCs are Charisma-based.</p><p></p><p><strong>Weapon-Like Attacks:</strong> Kembrin'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><strong>Skills:</strong> Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1596156, member: 1210"] [b][color=#FF2222]KEMBRIN, LORD OF THE CRIMSONKINDL[/color] Crimsonkindl Fighter 14[/b] Large Elemental (Extraplanar, Fire) Hit Dice: 24d8 + 14d10 +760 (945 hp) Initiative: +15 Speed: 60’ Armor Class: 41 (-1 size, +15 dex, +17 natural), touch 24, flat-footed 26 Base Attack/Grapple: +25/+49 Attack: Flame sword +48 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37 ranged touch (5d6 fire) Full Attack: Flame sword +48/43/38/33 melee (2d10+38 plus 3d6 fire/17-20, plus Overwhelming and Devastating Critical) or flame bolt +37/32/27/22 ranged touch (5d6 fire) Space/Reach: 10’/10’ Special Attacks: Command fire elementals, spell-like abilities, weapon-like attacks Special Qualities: DR 15/-, immunity to fire, SR 38, vulnerability to cold Saves: Fort +35, Ref +36, Will +25 Abilities: Str 50, Dex 40, Con 50, Int 16, Wis 21, Cha 27 Skills: Balance +32, Climb +59, Diplomacy +55, Disguise +8 (+10 acting in character), Intimidate +51, Jump +51, Listen +15, Sense Motive +30, Sleight of Hand +17, Spot +15, Tumble +30 Feats: Cleave, Combat Expertise, Combat Reflexes, Great Cleave, Greater Weapon Focus (flame sword), Greater Weapon Specialization (flame sword), Hold the Line, Improved Bull Rush, Improved Critical (flame sword), Improved Disarm, Improved Sunder, Improved Trip, Large and In Charge, Leadership, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (flame sword), Weapon Specialization (flame sword) Epic Feats: Devastating Critical, Dire Charge, Epic Weapon Focus (flame sword), Epic Weapon Specialization (flame sword), Epic Will, Overwhelming Critical Environment: Elemental Plane of Fire (Crimson Garden) Organization: Unique Challenge Rating: 28 Treasure: Standard Alignment: Neutral evil Advancement: By character class Level Adjustment:- [i]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. [/i] Kembrin is the ruler of the crimsonkindl, a powerful, war-like race of fire elementals from a place called the Crimson Garden on the Elemental Plane of Fire. The crimsonkindl consider themselves to be superior to other fire elementals, and would like nothing better than to elevate one of their own to the title of Archomental. Kembrin’s ambitions are strong, and he exerts his control over the crimsonkindl ruthlessly. [b]Combat[/b] Kembrin is capable of a wide variety of different combat forms. Against prime opponents, he will typically open combat with his spell-like abilities. He gets great joy from burning things, and prefers to destroy his enemies in melee combat whenever possible. Kembrin is gradually learning to let others do his fighting for him, but he prefers to be in the thick of things whenever possible. [b]Command Fire Elementals (Su):[/b] 9/day Kembrin can attempt to gain control over fire elementals in its vicinity. This works just as if he 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). [b]Spell-Like Abilities:[/b] 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 18 + spell level. The DCs are Charisma-based. [b]Weapon-Like Attacks:[/b] Kembrin'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. [b]Skills:[/b] Crimsonkindl get a +10 racial bonus on Balance, Climb and Jump checks. [/QUOTE]
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