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JiCi's Beastiary [updated January 2nd 2007]
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<blockquote data-quote="JiCi" data-source="post: 2891776" data-attributes="member: 40121"><p>next one:</p><p></p><p><strong><span style="color: Red">Awakening Spirit</span></strong></p><p><strong>Medium Fey</strong></p><p><strong>HD</strong>: 15d6 (50 hp)</p><p><strong>Initiative</strong>: +4</p><p><strong>Speed</strong>: 30 ft. (6 squares), fly 30 ft. (good), swim 30 ft.</p><p><strong>Armor Class</strong>: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12</p><p><strong>Base Attack/Grapple</strong>: +7/+7</p><p><strong>Attack</strong>: Dagger +7 melee (1d4)</p><p><strong>Full Attack</strong>: Dagger +7/+2 melee (1d4)</p><p><strong>Space/Reach</strong>: 5 ft./5 ft.</p><p><strong>Special Attacks</strong>: Summon the awakened, Spells</p><p><strong>Special Qualities</strong>: Low-light vision, spell-like abilities, water breathing, DR 5/cold iron, wild empathy</p><p><strong>Saves</strong>: Fort +5, Ref +11, Will +12</p><p><strong>Abilities</strong>: Str 10, Dex 15, Con 10, Int 12, Wis 18, Cha 20</p><p><strong>Skills</strong>: Climb +18, Diplomacy +23, Hide +20, Listen +22, Move Silently +20, Spot +22, Survival +22, Swim +8</p><p><strong>Feats</strong>: Empower Spell, Maximize Spell-like Ability (<em>Awaken</em>), Empower Spell-like Ability (<em>Awaken</em>), Rapid Spell-Like Ability (<em>Awaken</em>), Spell Focus (Conjuration), Augment Summoning</p><p><strong>Environment</strong>: Any</p><p><strong>Organization</strong>: Solitary or ring (1 awakening spirit and 2d6 <em>awakened</em> animals and trees)</p><p><strong>Challenge Rating</strong>: 15</p><p><strong>Treasure</strong>: Standard </p><p><strong>Alignment</strong>: Usually chaotic good</p><p><strong>Advancement</strong>: By character class</p><p><strong>Level Adjustment</strong>: --</p><p></p><p><em>This fey has a greenish skin tone, long and pointy ears, dark blue eyes and a pair of swallow-like wings. Its hairs are black and short and its hands and feet are partially webbed.</em></p><p></p><p>An awakening spirit is a fey that has the power to mentally transforms wild beasts and plants. Some sages pretend that these spirits are the reincarnation of animal companions that perished in battle, alongside their masters.</p><p> The awakening spirit is a shy fey. Considering its poor combat abilities, it prefers to hide and spies on the intruders, since there is always a chance that these intruders might be dangerous. If this is the case, then the spirit sends a special guest to “greet” them.</p><p> In general, awakening spirits are good at heart. They always repay a debt to someone who helped it or saved it. It is usually in good terms with other fey too. Dryads, nymphs, sprites and treants are common around these spirits. Though chaotic themselves, they do not really tolerate mischief, meaning satyrs are considered ill-mannered to the awakening spirits.</p><p>Mostly all the time, the spirit is accompanied by friendly creatures of its own creation. Scholars think these spirits suffer from a phobia of being alone. The fact is that they rather be accompanied because of their weak physical aptitudes. Though its ability is powerful, it knows its limit. An awakening spirit will not awaken all the trees from a forest by pure pleasure for example. Also, these spirits can be seen in any environment, from the bottom of the ocean to the top of mountains.</p><p> A spirit is about the same size and weight of an elf. It speaks Sylvan, Common and the language of Treants.</p><p></p><p><strong>Combat</strong></p><p>An awakening spirit is not suited for battle, but makes it up for its leadership and companions. It usually sends a tough monsters to chase intruders, but it can mass up quite a number of beasts, rivalled by an army. While in battle, the spirit stays away and shout clear tactics to its “soldiers”. If ever encountered alone, it uses its spells to hamper its foes, starting by a few conjuration spells, in addition of the benefits from Augment Summoning, and then transmutation spells either on it or its summoned creatures.</p><p><strong>Spell-like Abilities </strong>: Caster Level 15th. At will – <em>Awaken</em> (DC 20); 1/day – <em>Mass Awaken</em> (DC 23)</p><p><strong>Spells </strong>: An awakening spirit casts divine spells as a 15th-level druid. (6/6/6/6/5/4/3/2/1, save DC 14 + spell level). The spirit typically prepares conjuration and transmutation spells.</p><p><strong>Summon the awakened (Su) </strong>: An awakening spirit can summon any creature it has awaken as a standard action. It summons 2d6 creatures, chosen by the spirit. This ability is a conjuration (summoning) effect, and works only on creatures awakened by the spirit.</p><p><strong>Water breathing (Ex) </strong>: An awakening spirit can breathe water as well as air.</p><p><strong>Wild Empathy (Ex) </strong>: This power works like the druid’s wild empathy class feature, except that the spirit has a +8 racial bonus on the check.</p><p><strong>Skills</strong>: An awakening spirit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="JiCi, post: 2891776, member: 40121"] next one: [B][COLOR=Red]Awakening Spirit[/COLOR][/B] [B]Medium Fey[/B] [B]HD[/B]: 15d6 (50 hp) [B]Initiative[/B]: +4 [B]Speed[/B]: 30 ft. (6 squares), fly 30 ft. (good), swim 30 ft. [B]Armor Class[/B]: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 [B]Base Attack/Grapple[/B]: +7/+7 [B]Attack[/B]: Dagger +7 melee (1d4) [B]Full Attack[/B]: Dagger +7/+2 melee (1d4) [B]Space/Reach[/B]: 5 ft./5 ft. [B]Special Attacks[/B]: Summon the awakened, Spells [B]Special Qualities[/B]: Low-light vision, spell-like abilities, water breathing, DR 5/cold iron, wild empathy [B]Saves[/B]: Fort +5, Ref +11, Will +12 [B]Abilities[/B]: Str 10, Dex 15, Con 10, Int 12, Wis 18, Cha 20 [B]Skills[/B]: Climb +18, Diplomacy +23, Hide +20, Listen +22, Move Silently +20, Spot +22, Survival +22, Swim +8 [B]Feats[/B]: Empower Spell, Maximize Spell-like Ability ([i]Awaken[/i]), Empower Spell-like Ability ([i]Awaken[/i]), Rapid Spell-Like Ability ([i]Awaken[/i]), Spell Focus (Conjuration), Augment Summoning [B]Environment[/B]: Any [B]Organization[/B]: Solitary or ring (1 awakening spirit and 2d6 [i]awakened[/i] animals and trees) [B]Challenge Rating[/B]: 15 [B]Treasure[/B]: Standard [B]Alignment[/B]: Usually chaotic good [B]Advancement[/B]: By character class [B]Level Adjustment[/B]: -- [I]This fey has a greenish skin tone, long and pointy ears, dark blue eyes and a pair of swallow-like wings. Its hairs are black and short and its hands and feet are partially webbed.[/I] An awakening spirit is a fey that has the power to mentally transforms wild beasts and plants. Some sages pretend that these spirits are the reincarnation of animal companions that perished in battle, alongside their masters. The awakening spirit is a shy fey. Considering its poor combat abilities, it prefers to hide and spies on the intruders, since there is always a chance that these intruders might be dangerous. If this is the case, then the spirit sends a special guest to “greet” them. In general, awakening spirits are good at heart. They always repay a debt to someone who helped it or saved it. It is usually in good terms with other fey too. Dryads, nymphs, sprites and treants are common around these spirits. Though chaotic themselves, they do not really tolerate mischief, meaning satyrs are considered ill-mannered to the awakening spirits. Mostly all the time, the spirit is accompanied by friendly creatures of its own creation. Scholars think these spirits suffer from a phobia of being alone. The fact is that they rather be accompanied because of their weak physical aptitudes. Though its ability is powerful, it knows its limit. An awakening spirit will not awaken all the trees from a forest by pure pleasure for example. Also, these spirits can be seen in any environment, from the bottom of the ocean to the top of mountains. A spirit is about the same size and weight of an elf. It speaks Sylvan, Common and the language of Treants. [B]Combat[/B] An awakening spirit is not suited for battle, but makes it up for its leadership and companions. It usually sends a tough monsters to chase intruders, but it can mass up quite a number of beasts, rivalled by an army. While in battle, the spirit stays away and shout clear tactics to its “soldiers”. If ever encountered alone, it uses its spells to hamper its foes, starting by a few conjuration spells, in addition of the benefits from Augment Summoning, and then transmutation spells either on it or its summoned creatures. [B]Spell-like Abilities [/B]: Caster Level 15th. At will – [i]Awaken[/i] (DC 20); 1/day – [i]Mass Awaken[/i] (DC 23) [B]Spells [/B]: An awakening spirit casts divine spells as a 15th-level druid. (6/6/6/6/5/4/3/2/1, save DC 14 + spell level). The spirit typically prepares conjuration and transmutation spells. [B]Summon the awakened (Su) [/B]: An awakening spirit can summon any creature it has awaken as a standard action. It summons 2d6 creatures, chosen by the spirit. This ability is a conjuration (summoning) effect, and works only on creatures awakened by the spirit. [B]Water breathing (Ex) [/B]: An awakening spirit can breathe water as well as air. [B]Wild Empathy (Ex) [/B]: This power works like the druid’s wild empathy class feature, except that the spirit has a +8 racial bonus on the check. [B]Skills[/B]: An awakening spirit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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