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Special Allies
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<blockquote data-quote="chronoplasm" data-source="post: 4718394" data-attributes="member: 73795"><p><strong>Special Allies</strong></p><p> </p><p>Special Allies are powerful beings that can be summoned by the party, usually by using some kind of artifact.</p><p>When you summon a special ally, it appears in a space next to whoever summoned it, provided that the space is large enough to contain the creature without squeezing.</p><p>The creature obeys commands from each member of the party. </p><p>The creature remains for up to 8 hours or until any party member uses a minor action to dismiss it.</p><p>If reduced to 0 hit points or fewer.</p><p>Any party member may spend a move action to have the special ally move up to its speed.</p><p>Any party member may spend a standard-action to have the special ally attack or defend. </p><p>Any party member may spend a minor action to have the special ally perform a minor action.</p><p>When a creature provokes an opportunity attack from your special ally, any party member may spend an immediate interrupt to command the ally to attack.</p><p>Special allies do not level up, but they do take a share of experience points from each encounter.</p><p> </p><p><strong>Buuga, Goblin Scout</strong></p><p>Level 5 Special Ally. Fey Humanoid (Goblin)</p><p>Ability Scores: Strength 14, Constitution 12, Dexterity 18, Intelligence 6, Wisdom 6, Charisma 18</p><p>Size: Small</p><p>Speed: 6 Squares, Climb 4</p><p>Defenses: AC 20; Fortitude 15, Reflex 18, Will 17</p><p>Hit Points: 50</p><p>Attack Bonus: +9</p><p>Damage: 1d6</p><p>Melee Basic Attack: Dagger; +9 vs. AC; 1d6 + 2 damage.</p><p>Ranged Basic Attack: Slingshot; ranged 10/20; +9 vs. AC; 1d6 + 6 damage.</p><p>Buuga's Tactics: Whenever Buuga is missed by an attack, each ally may shift Buuga one square.</p><p> </p><p><strong>Ramcore, Iron Golem</strong></p><p>Level 10 Special Ally. Natural Animate (Construct)</p><p>Ability Scores: Strength 18, Constitution 18, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 6</p><p>Size: Large</p><p>Speed: 7 Squares</p><p>Defenses: AC 24; Fortitude 26, Reflex 22, Will 18</p><p>Hit Points: 100</p><p>Immune: Poison and disease</p><p>Attack Bonus: +14</p><p>Damage: 1d12</p><p>Melee Basic Attack: Slam; +14 vs. AC; 1d12+6 damage.</p><p> </p><p><strong>Solaris, Angel Mercenary</strong></p><p>Level 21 Special Ally. Immortal Humanoid (Angel)</p><p>Ability Scores: Strength 16, Constitution 12, Dexterity 12, Intelligence 12, Wisdom 18, Charisma 22</p><p>Size: Medium</p><p>Speed: 6 Squares, Flying 6 (Hover)</p><p>Defenses: AC 35; Fortitude 35, Reflex 30, Will 37</p><p>Resist 30 radiant and 30 necrotic</p><p>Hit Points: 122</p><p>Attack Bonus: +26</p><p>Damage: 2d6</p><p>Melee Basic Attack: Holy Blade; +26 vs. AC; 2d6 + 6 radiant damage.</p><p>Lay on Hands: Solaris spends a healing surge; an adjacent ally regains 6 hit points. Each party member commanding Solaris may use this power only once per encounter.</p><p>Trained Skills: Religion</p><p> </p><p><strong>Bane, God of Conquest</strong></p><p>Level 33 Special Ally. Immortal Humanoid (Deity)</p><p>Ability Scores: Strength 23, Constitution 21, Dexterity 12, Intelligence 6, Wisdom 6, Charisma 12</p><p>Size: Huge</p><p>Speed: 10 Squares, Teleport 10</p><p>Defenses: AC 45; Fortitude 50, Reflex 44, Will 44</p><p>Hit Points: 300</p><p>Attack Bonus: +35</p><p>Damage: 2d12</p><p>Melee Basic Attack: Axe; +35 vs. AC; 2d12 + Strength modifier damage.</p></blockquote><p></p>
[QUOTE="chronoplasm, post: 4718394, member: 73795"] [B]Special Allies[/B] Special Allies are powerful beings that can be summoned by the party, usually by using some kind of artifact. When you summon a special ally, it appears in a space next to whoever summoned it, provided that the space is large enough to contain the creature without squeezing. The creature obeys commands from each member of the party. The creature remains for up to 8 hours or until any party member uses a minor action to dismiss it. If reduced to 0 hit points or fewer. Any party member may spend a move action to have the special ally move up to its speed. Any party member may spend a standard-action to have the special ally attack or defend. Any party member may spend a minor action to have the special ally perform a minor action. When a creature provokes an opportunity attack from your special ally, any party member may spend an immediate interrupt to command the ally to attack. Special allies do not level up, but they do take a share of experience points from each encounter. [B]Buuga, Goblin Scout[/B] Level 5 Special Ally. Fey Humanoid (Goblin) Ability Scores: Strength 14, Constitution 12, Dexterity 18, Intelligence 6, Wisdom 6, Charisma 18 Size: Small Speed: 6 Squares, Climb 4 Defenses: AC 20; Fortitude 15, Reflex 18, Will 17 Hit Points: 50 Attack Bonus: +9 Damage: 1d6 Melee Basic Attack: Dagger; +9 vs. AC; 1d6 + 2 damage. Ranged Basic Attack: Slingshot; ranged 10/20; +9 vs. AC; 1d6 + 6 damage. Buuga's Tactics: Whenever Buuga is missed by an attack, each ally may shift Buuga one square. [B]Ramcore, Iron Golem[/B] Level 10 Special Ally. Natural Animate (Construct) Ability Scores: Strength 18, Constitution 18, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 6 Size: Large Speed: 7 Squares Defenses: AC 24; Fortitude 26, Reflex 22, Will 18 Hit Points: 100 Immune: Poison and disease Attack Bonus: +14 Damage: 1d12 Melee Basic Attack: Slam; +14 vs. AC; 1d12+6 damage. [B]Solaris, Angel Mercenary[/B] Level 21 Special Ally. Immortal Humanoid (Angel) Ability Scores: Strength 16, Constitution 12, Dexterity 12, Intelligence 12, Wisdom 18, Charisma 22 Size: Medium Speed: 6 Squares, Flying 6 (Hover) Defenses: AC 35; Fortitude 35, Reflex 30, Will 37 Resist 30 radiant and 30 necrotic Hit Points: 122 Attack Bonus: +26 Damage: 2d6 Melee Basic Attack: Holy Blade; +26 vs. AC; 2d6 + 6 radiant damage. Lay on Hands: Solaris spends a healing surge; an adjacent ally regains 6 hit points. Each party member commanding Solaris may use this power only once per encounter. Trained Skills: Religion [B]Bane, God of Conquest[/B] Level 33 Special Ally. Immortal Humanoid (Deity) Ability Scores: Strength 23, Constitution 21, Dexterity 12, Intelligence 6, Wisdom 6, Charisma 12 Size: Huge Speed: 10 Squares, Teleport 10 Defenses: AC 45; Fortitude 50, Reflex 44, Will 44 Hit Points: 300 Attack Bonus: +35 Damage: 2d12 Melee Basic Attack: Axe; +35 vs. AC; 2d12 + Strength modifier damage. [/QUOTE]
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