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Witchfire pathfinder
Witchfire pathfinder










witchfire pathfinder
  1. #Witchfire pathfinder code
  2. #Witchfire pathfinder plus

DescriptionWhen an exceptionally vile hag or witch dies with some malicious plot left incomplete, or proves too horridly tenacious to succumb to the call of death, the foul energies of these wicked old crones sometimes spawn incorporeal undead known as witchfires. A bolt of witchflame has a range of 60 feet with no range increment. Any creature entering the same square as a witchfire or striking it with a melee attack must succeed on a DC 22 Will save or begin burning with witchflame, even if the attack would not otherwise harm the witchfire because of its incorporeal nature. The supernatural flames can only be extinguished before this duration expires by a break enchantment, miracle, remove curse, or wish spell-the effective caster level of the witchflame is equal to the witchfire’s HD (CL 10th for most witchfires). While under the effects of the witchflame, the victim gains vulnerability to fire and takes half again as much damage (+50%) from fire attacks of any sort. While these eerie flames deal no additional damage, the affected creature glows as per faerie fire and becomes sickened. Treasure standard Special Abilities Witchflame (Su) Any creature damaged by the incorporeal touch or ranged bolt attacks of a witchfire must succeed on a DC 22 Will save or become engulfed in sickly green flames. Organization solitary or coven (3 witchfires and hags-see below) SQ sound mimicry (animal noises) Ecology Environment any swamps or woodlands Skills Bluff +17, Fly +14, Intimidate +20, Knowledge (any two) +13, Perception +16, Sense Motive +16, Stealth +19 Spell-Like Abilities (CL 9th concentration +16)Īt will- dancing lights, disguise self, ghost sound (DC 17), invisibility, pyrotechnics (DC 19), ray of enfeeblement (DC 18)ġ/day-summon (level 4, 2 will-o’-wisps 50%) Statistics Str -, Dex 22, Con -, Int 17, Wis 16, Cha 25įeats Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility

#Witchfire pathfinder plus

Ranged witchflame bolt +13 (8d6 fire plus witchflame) Melee incorporeal touch +13 (8d6 fire plus witchflame) Perception +16 Defense AC 24, touch 24, flat-footed 17 (+7 deflection, +6 Dex, +1 dodge)ĭefensive Abilities incorporeal, witchflame, Immune fire, undead traits Offense Speed fly 50 ft. 284, Pathfinder #5: Sins of the Saviors pg. Witchfire Bathed in sickly green flames, this insubstantial specter of a beautiful young woman floats just off the ground. Publishers use these marks when books are returned to them.A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Zįamilies | Templates | Types | Subtypes | Universal Monster Rules Remainder Mark - A remainder mark is usually a small black line or dot written with a felt tip pen or Sharpie on the top, bottom, side page edges and sometimes on the UPC symbol on the back of the book.If excessively worn, they will be marked as "tray worn."

witchfire pathfinder

Flat trays for SPI games are not graded, and have the usual problems.If excessively worn, they will be marked as "card worn." The cardboard backing of miniature packs is not graded.

witchfire pathfinder

  • In most cases, boxed games and box sets do not come with dice.
  • Due to the nature of loose counters, if a game is unplayable it may be returned for a refund of the purchase price.
  • Boardgame counters are punched, unless noted.
  • Major defects and/or missing components are noted separately.
  • Example, EX+ is an item between Excellent and Near Mint condition.
  • A "plus" sign indicates that an item is close to the next highest condition.
  • When only one condition is listed, then the box and contents are in the same condition.

    witchfire pathfinder

    #Witchfire pathfinder code

  • Boxed items are listed as "code/code" where the first code represents the box, and the second code describes the contents.











  • Witchfire pathfinder