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<blockquote data-quote="Cleon" data-source="post: 9212703" data-attributes="member: 57383"><p>Agree to both, updating the <strong><a href="https://www.enworld.org/posts/8820860" target="_blank">Fire Archomental Working Draft</a></strong>.</p><p></p><p>That leaves <em><strong>Purifying Pyre</strong></em> and <em><strong>Create Fire Elemental</strong></em>.</p><p></p><p>For the former, I was thinking:</p><p></p><p style="margin-left: 20px"><em><strong>Purifying Pyre (Costs 3</strong></em><strong>[<span style="color: magenta">?</span>]<em> Firepower).</em></strong> The fire archomental's body burns all the colors of the rainbow and it chooses two of the following options. It cannot choose the same option twice.</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">The archomental burns away a single condition or effect affecting itself.</li> <li data-xf-list-type="ul">The archomental burns away a spell or magical effect from a creature within its <em>Fire Aura</em> (which may be itself). Any spell of 6th level or lower on the target ends. For each magical effect or spell of 7th level or higher on the creature, the archomental makes a Charisma ability check against the DC of the spell or effect. On a successful check, the spell or effect ends.</li> <li data-xf-list-type="ul">All creatures and objects within 30 feet the fire archomental are engulfed in spiritual flames which only harm creatures or objects the archomental chooses to damage. Each chosen target must make a DC 20 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one.</li> <li data-xf-list-type="ul">The fire archomental uses <em>Incendiary Curse</em> against one target within its <em>Fire Aura</em>.</li> <li data-xf-list-type="ul">The fire archomental heals itself, regaining 22 (4d8 + 4) hit points.</li> </ul><p></p><p>Would be OK adding or removing a few options if you come up with any alternative arrangements we prefer.</p><p></p><p>An earlier draft had "DC 22 Dexterity saving throw" and "DC 20 Constitution or Dexterity saving throw (target's choice)" but I decided Wisdom and a spell-base DC made more sense for spiritual flames.</p><p></p><p>For the <em><strong>Create Fire Elemental</strong></em> I like the basic structure but am dubious about the cost.</p><p></p><p>50 hit points for a Challenge 5 elemental that only does about 25 points of fire damage per round max doesn't seem like a very good deal, especially when many of the Fire Archomental's opponents would like prep with plenty of anti-pyro defenses.</p><p></p><p>If it was, I don't know, 20 hit points for a 102 hit point fire elemental I can see it being useful in the right circumstances.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9212703, member: 57383"] Agree to both, updating the [B][URL='https://www.enworld.org/posts/8820860']Fire Archomental Working Draft[/URL][/B]. That leaves [I][B]Purifying Pyre[/B][/I] and [I][B]Create Fire Elemental[/B][/I]. For the former, I was thinking: [INDENT][I][B]Purifying Pyre (Costs 3[/B][/I][B][[COLOR=magenta]?[/COLOR]][I] Firepower).[/I][/B][I][/I] The fire archomental's body burns all the colors of the rainbow and it chooses two of the following options. It cannot choose the same option twice. [LIST][*]The archomental burns away a single condition or effect affecting itself. [*]The archomental burns away a spell or magical effect from a creature within its [I]Fire Aura[/I] (which may be itself). Any spell of 6th level or lower on the target ends. For each magical effect or spell of 7th level or higher on the creature, the archomental makes a Charisma ability check against the DC of the spell or effect. On a successful check, the spell or effect ends. [*]All creatures and objects within 30 feet the fire archomental are engulfed in spiritual flames which only harm creatures or objects the archomental chooses to damage. Each chosen target must make a DC 20 Wisdom saving throw, taking 33 (6d10) psychic damage on a failed save, or half as much damage on a successful one. [*]The fire archomental uses [I]Incendiary Curse[/i] against one target within its [I]Fire Aura[/I].[*]The fire archomental heals itself, regaining 22 (4d8 + 4) hit points.[/LIST][/INDENT] Would be OK adding or removing a few options if you come up with any alternative arrangements we prefer. An earlier draft had "DC 22 Dexterity saving throw" and "DC 20 Constitution or Dexterity saving throw (target's choice)" but I decided Wisdom and a spell-base DC made more sense for spiritual flames. For the [I][B]Create Fire Elemental[/B][/I] I like the basic structure but am dubious about the cost. 50 hit points for a Challenge 5 elemental that only does about 25 points of fire damage per round max doesn't seem like a very good deal, especially when many of the Fire Archomental's opponents would like prep with plenty of anti-pyro defenses. If it was, I don't know, 20 hit points for a 102 hit point fire elemental I can see it being useful in the right circumstances. [/QUOTE]
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