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Immortal Set Creatures Conversions
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3390855" data-attributes="member: 11368"><p><strong>Flicker</strong></p><p></p><p>I'm not going to convert the elemasters (they'd be better as deities).</p><p></p><p>EDIT: I did anyway (they're a template farther down this thread).</p><p></p><p>Flicker</p><p></p><p> Medium Outsider (Extraplanar, Incorporeal)</p><p>Hit Dice: 9d8 (40 hp )</p><p>Initiative: +6</p><p>Speed: Fly 50 ft. (perfect)</p><p>Armor Class: 17 (+2 Dex, +5 deflection), touch 17, flat-footed 15</p><p>Base Attack/Grapple: +9/--</p><p>Attack: Ray +11 ranged touch (2d6 fire)</p><p>Full Attack: Ray +11 ranged touch (2d6 fire)</p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Ray of energy</p><p>Special Qualities: Incorporeal</p><p>Saves: Fort +6, Ref +8, Will +7</p><p>Abilities: Str -, Dex 15, Con -, Int 11, Wis 12, Cha 20</p><p>Skills: Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13</p><p>Feats: Alertness, Improved Initiative, Iron Will</p><p>Environment: Any</p><p>Organization: Solitary or glow (2-4)</p><p>Challenge Rating: 4</p><p>Treasure: None</p><p>Alignment: Always chaotic neutral</p><p>Advancement: 9-17 HD (Medium), 18-27 HD (Large)</p><p>Level Adjustment: --</p><p></p><p>A flicker is a being of living light. It is intelligent, but it cannot communicate with creatures of other species. (It communicates with other flickers by light patterns.)</p><p></p><p>COMBAT</p><p></p><p>Flickers rarely enter combat unless attacked.</p><p></p><p>Ray of Energy (Su): A flicker can emit a ray of energy up to a range of 90 feet (no range increment). This requires a ranged touch attack and deals 1d10 damage. This damage is not reduced by resistances, immunities, or damage reduction.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3390855, member: 11368"] [b]Flicker[/b] I'm not going to convert the elemasters (they'd be better as deities). EDIT: I did anyway (they're a template farther down this thread). Flicker Medium Outsider (Extraplanar, Incorporeal) Hit Dice: 9d8 (40 hp ) Initiative: +6 Speed: Fly 50 ft. (perfect) Armor Class: 17 (+2 Dex, +5 deflection), touch 17, flat-footed 15 Base Attack/Grapple: +9/-- Attack: Ray +11 ranged touch (2d6 fire) Full Attack: Ray +11 ranged touch (2d6 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Ray of energy Special Qualities: Incorporeal Saves: Fort +6, Ref +8, Will +7 Abilities: Str -, Dex 15, Con -, Int 11, Wis 12, Cha 20 Skills: Knowledge (arcane, the planes) +12, Listen +15, Spellcraft +12, Spot +15, Survival +13 Feats: Alertness, Improved Initiative, Iron Will Environment: Any Organization: Solitary or glow (2-4) Challenge Rating: 4 Treasure: None Alignment: Always chaotic neutral Advancement: 9-17 HD (Medium), 18-27 HD (Large) Level Adjustment: -- A flicker is a being of living light. It is intelligent, but it cannot communicate with creatures of other species. (It communicates with other flickers by light patterns.) COMBAT Flickers rarely enter combat unless attacked. Ray of Energy (Su): A flicker can emit a ray of energy up to a range of 90 feet (no range increment). This requires a ranged touch attack and deals 1d10 damage. This damage is not reduced by resistances, immunities, or damage reduction. [/QUOTE]
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