Difference between revisions of "Sun spirit"
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{{Creature | {{Creature | ||
− | |name=Sun Spirit |tier=Elite |points= | + | |name=Sun Spirit |tier=Elite |points=22 |
|descriptors=[ [[Bony]] ], [ [[Undead]] ], [ [[White]] ] | |descriptors=[ [[Bony]] ], [ [[Undead]] ], [ [[White]] ] | ||
− | |basicspecialties=Avoider, Stubborn, Sturdy, Offensive, | + | |basicspecialties=Avoider, Stubborn, Sturdy, Offensive, Powerful |
|advancedspecialties=Determined, Aggressive | |advancedspecialties=Determined, Aggressive | ||
− | |extras= | + | |extras=Destructive 2 |
|ad=7 |gd=5 |will=3 | |ad=7 |gd=5 |will=3 | ||
|accuracy=1 |stealth=0 |perception=1 |agility=0 | |accuracy=1 |stealth=0 |perception=1 |agility=0 | ||
− | + | |movement=15 meter [[fly speed]] with 2 meter aerobatics distance. 15 meter [[swim speed]] with 0 meter sink. | |
− | |hp=3 |toughness=3 |savedc=7 | | + | |hp=3 |toughness=3 |savedc=7 |strongman=0 |magic=2 |
− | |weight=20 | + | |weight=20 [[kilograms]] |
|size=2 meters |reach=1.5 meters | |size=2 meters |reach=1.5 meters | ||
}} | }} | ||
At the beginning of its turn, if it's not in direct sunlight, it catches [[on fire]]. | At the beginning of its turn, if it's not in direct sunlight, it catches [[on fire]]. | ||
− | The sun spirit has a [[ | + | The sun spirit has a [[Heavy]] [[Magic-Damage]] '''Solar Intensification''' weapon, which can only be performed in direct sunlight, and makes an attack against [[AD]] for 1d8+2 Light damage (damage bonus included) to each other creature and unattended object in a 10 meter wide [[spray]] beam of light emanating from the sun to the sun spirit, and past the sun spirit for up to 400 additional meters. |
It gets [[Demolition]] +4. | It gets [[Demolition]] +4. | ||
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===== Advancement ===== | ===== Advancement ===== | ||
− | '''Lunacy (5 points)''': The Sun Spirit may treat moonlight as though it were sunlight. When using Solar Intensification with moonlight instead, the Sun Spirit deals 1d6+1 Cold damage ( | + | '''Lunacy (5 points)''': The Sun Spirit may treat moonlight as though it were sunlight. When using Solar Intensification with moonlight instead, the Sun Spirit deals 1d6+1 Cold damage ([[Magic Power]] included) instead of Light damage. The Sun Spirit gains [[Resistances|Cold Resist 1]]. The Sun Spirit gains two [[Advanced Specialties]]. |
− | '''Refraction (15 points)''': When a [[spray]] that deals Light damage passes within 10 meters of the Sun Spirit, it may change the direction of that part of the [[spray]] as an [[immediate action]]. The Sun Spirit gains six [[Advanced Specialties]]. | + | '''Refraction (15 points)''': When a [[spray]] that deals Light damage passes within 10 meters of the Sun Spirit ([[Muscle-Area]] is applied), it may change the direction of that part of the [[spray]] as an [[immediate action]]. The Sun Spirit gains six [[Advanced Specialties]]. |
Revision as of 08:04, 29 January 2015
Sun Spirit
The sun spirit is a creature of many delicate fin bones, which drift gently in the breeze.
The sun spirit is not particularly smart, and can only speak Solar languages. It lives on a diet of bones.
Sun Spirit Elite — 22 points
| |
AD 7 GD 5 Will 3 HP 3 Toughness 3 | |
Accuracy 1 Save DC 7 Magic Power 2 | |
Stealth 0 Perception 1 Agility 0 | |
Descriptors [ Bony ], [ Undead ], [ White ] | |
Movement 15 meter fly speed with 2 meter aerobatics distance. 15 meter swim speed with 0 meter sink. | |
Size 2 meters Reach 1.5 meters | |
Weight 20 kilograms | |
Basic Specialties Avoider, Stubborn, Sturdy, Offensive, Powerful | |
Advanced Specialties Determined, Aggressive | |
Extras Destructive 2 |
At the beginning of its turn, if it's not in direct sunlight, it catches on fire.
The sun spirit has a Heavy Magic-Damage Solar Intensification weapon, which can only be performed in direct sunlight, and makes an attack against AD for 1d8+2 Light damage (damage bonus included) to each other creature and unattended object in a 10 meter wide spray beam of light emanating from the sun to the sun spirit, and past the sun spirit for up to 400 additional meters.
It gets Demolition +4.
The sun spirit is healed instead of wounded by Light damage.
Advancement
Lunacy (5 points): The Sun Spirit may treat moonlight as though it were sunlight. When using Solar Intensification with moonlight instead, the Sun Spirit deals 1d6+1 Cold damage (Magic Power included) instead of Light damage. The Sun Spirit gains Cold Resist 1. The Sun Spirit gains two Advanced Specialties.
Refraction (15 points): When a spray that deals Light damage passes within 10 meters of the Sun Spirit (Muscle-Area is applied), it may change the direction of that part of the spray as an immediate action. The Sun Spirit gains six Advanced Specialties.