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Savannah Knights (mild update 06-10-05)
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<blockquote data-quote="RangerWickett" data-source="post: 34345" data-attributes="member: 63"><p><strong><span style="font-size: 12px">Legion</span></strong></p><p>12th level Ghost Sorcerer</p><p></p><p>Hit Dice: 12d12 (78)</p><p>Initiative: +3</p><p>AC: 16</p><p>Attacks/Damage: As host.</p><p>Saves: Fort n/a, Ref +7, Will +8</p><p>Feats: Silent Spell, Still Spell, Combat Casting, Extend Spell, Empower Spell, Maximize Spell </p><p>Abilities: Int 13, Wis 10, Cha 16</p><p></p><p>Special Abilities:</p><p>Spellcasting (Sp): Legion casts spells as a 12th Level Sorcerer. He has access to the following spells:</p><p>1st Level—Chill Touch, Comprehend Languages, Expeditious Retreat, Maxmilian’s Earthen Grasp, Shield</p><p>2nd Level—Detect Thoughts, Knock, Levitate, Minor Image, Protection from Arrows</p><p>3rd Level—Fireball, Gust of Wind, Haste, Lightning Bolt</p><p>4th Level—Phantasmal Killer, Shadow Conjuration, Shout </p><p>5th Level—Magic Jar, Wall of Force</p><p>6th Level—Geas</p><p></p><p><em>Incoporeal (Su):</em> When in ghost form, Legion is incoporeal until he finds a new host. He is harmed only by other incoporeal creatures and weapons of +1 or better enchantment, or magic, with a 50% chance to ignore any damage caused by a coporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.</p><p></p><p><em>Malevolence (Sp):</em> As magic jar.</p><p></p><p><em>Ghostly Rejuvenation (Su):</em> In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s level) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.</p><p></p><p><em>Turn Resistance (Su):</em> A ghost has a +4 turn resistance (counts as +4 HD for turning attempts; i.e., a 16 HD creature).</p><p></p><p><em>Aura of Suffering (Sp):</em> Legion’s most powerful attack is one created simply by his existence. His power, from years of siphoning the power of Magi and from skipping from one host to the next, has enhanced his magical essence to dwarf that of even a dragon. Only natural magi are affected by this aura. Thus, while ghosts can sense his presence, natural magi can be driven insane. Up to twelve times per day, Legion can unleash this attack, flooding the targeted magus with all the horrors the ghost has seen over a legion of lifetimes. This attack affects one natural magus, which must succeed a Will save (DC 34) or be driven insane (as by the <em>insanity</em> spell). This effect ends if Legion is ever destroyed.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 34345, member: 63"] [b][size=3]Legion[/size][/b] 12th level Ghost Sorcerer Hit Dice: 12d12 (78) Initiative: +3 AC: 16 Attacks/Damage: As host. Saves: Fort n/a, Ref +7, Will +8 Feats: Silent Spell, Still Spell, Combat Casting, Extend Spell, Empower Spell, Maximize Spell Abilities: Int 13, Wis 10, Cha 16 Special Abilities: Spellcasting (Sp): Legion casts spells as a 12th Level Sorcerer. He has access to the following spells: 1st Level—Chill Touch, Comprehend Languages, Expeditious Retreat, Maxmilian’s Earthen Grasp, Shield 2nd Level—Detect Thoughts, Knock, Levitate, Minor Image, Protection from Arrows 3rd Level—Fireball, Gust of Wind, Haste, Lightning Bolt 4th Level—Phantasmal Killer, Shadow Conjuration, Shout 5th Level—Magic Jar, Wall of Force 6th Level—Geas [i]Incoporeal (Su):[/i] When in ghost form, Legion is incoporeal until he finds a new host. He is harmed only by other incoporeal creatures and weapons of +1 or better enchantment, or magic, with a 50% chance to ignore any damage caused by a coporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently. [i]Malevolence (Sp):[/i] As magic jar. [i]Ghostly Rejuvenation (Su):[/i] In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s level) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. [i]Turn Resistance (Su):[/i] A ghost has a +4 turn resistance (counts as +4 HD for turning attempts; i.e., a 16 HD creature). [i]Aura of Suffering (Sp):[/i] Legion’s most powerful attack is one created simply by his existence. His power, from years of siphoning the power of Magi and from skipping from one host to the next, has enhanced his magical essence to dwarf that of even a dragon. Only natural magi are affected by this aura. Thus, while ghosts can sense his presence, natural magi can be driven insane. Up to twelve times per day, Legion can unleash this attack, flooding the targeted magus with all the horrors the ghost has seen over a legion of lifetimes. This attack affects one natural magus, which must succeed a Will save (DC 34) or be driven insane (as by the [I]insanity[/I] spell). This effect ends if Legion is ever destroyed. [/QUOTE]
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