killem2
2019-03-30, 08:47 PM
There is a player who is a Drow who plans to experiment on this creature. I, the GM, have homebrewed a makeshift version of the fleshcrafting ability/brew potion. Basically he can extra 1 Ex ability from this thing and drink an extract to permanently gain the Ex ability with possible side effects.
How can he continue to keep it sedated?
It was extremely difficult to get it under control in the first place.
For reference.
THE-FLAME-THAT-SINGS , A PERI CR 15
XP 51,200
Female advanced young peri
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., Perception +29, Smoke Sight
DEFENSE
AC 38, touch 24, flat-footed 24 (+9 Dex, +5 dodge, +14 natural)
hp 277 (19d10+184)
Fort +15, Ref +20, Will +18
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10 , cold 10 ; SR 25
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee scimitar +2 (flaming burst) +28/+23/+18/+13 (1d6+15/15-20) (Combat Expertise turned on)
Melee wings +25/+25 (1d6+9)
Special Attacks burn(2d6, DC 28)
Fire Shield – When struck by non reach melee attack 1d6 + 15 fire damage. Caster Level check for SR is 1d20 + 15 (lasts 1rd/level)
Attacks of Opportunity
Can make 10 per round.
Acrobatics Checks to avoid attacks
Taking 10 is 46, and will be moving full speed.
STATISTICS
Str 29, Dex 28, Con 28, Int 29, Wis 24, Cha 33
Base Atk +19; CMB +28(+30 disarm); CMD 48(50 vs. disarm)
Feats Circling Mongoose, Combat Expertise, Combat Reflexes, Disarming Strike, Dodge, Improved Critical (Scimitar), Improved Disarm, Martial Weapon Proficiency, Mobility, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Scimitar)
Skills Acrobatics +36 , Bluff +33 , Diplomacy +33 , Fly +35 , Heal +26 , Intimidate +30 , Knowledge (Arcana) +28 , Knowledge (Planes) +31 , Knowledge (Religion) +28 , Perception +29 , Perform (Sing) +33 , Sense Motive +29 , Spellcraft +31 , Stealth +31 , Use Magic Device +30
Languages Celestial, Common, Draconic, Elven, Ignan, Telepathy100 ft.,
SQ aligned (good), flame jump, resistance to acid 10, resistance to cold 10, smoke sight, spell-like abilities, whirlwind dance
Gear scimitar +2 (flaming burst), wings, boots of elvenkind
During combat & Morale The-Flame realized many foes she faces are likely to be resistant to fire. She has also has the advantage of starting the battle with Fire Shield active. On of her first actions is to consume this with Pyrotechnics for a well places Blind or Smoke screen. She is an expert with her Scimitar and prefers to shroud her enemies in smoke and use her Circling Mongoose and remarkable acrobatics checks to avoid attacks and disarm her opponents. Otherwise she may prefer to lead with her wall of fire (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistant to fire, then she uses fireball and flame strike to quickly remove them from the battle. If badly wounded (Less than 60 hp), she uses flame jump to travel to the Guard-ian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top. However, she will fight to the death if unable to get to the flame to heal.
SPECIAL ABILITIES
Aligned (Good) Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving damage reduction.
Burn (Ex) You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex (DC 28) save or catch fire, taking 2d6 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Flame Jump (Sp) A peri can enter any fire equal to the peri's size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Fire (Ex) You never take fire damage.
Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Spell-Like Abilities (Sp) (CL 15th; concentration +23) Constant-fire shield (warm shield)
At will-aid, flame jump, pyrotechnics (DC 20), scorching ray
3/day-fireball (DC 21), flame strike (DC 23), wall of fire
Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Whirlwind Dance (Su) Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri's burn special attack. The save DC is Dexterity-based.
TEMPORARY BONUSES
Temporary Bonuses Applied Aid,
How can he continue to keep it sedated?
It was extremely difficult to get it under control in the first place.
For reference.
THE-FLAME-THAT-SINGS , A PERI CR 15
XP 51,200
Female advanced young peri
NG Medium outsider (good, native)
Init +9; Senses darkvision 60 ft., Perception +29, Smoke Sight
DEFENSE
AC 38, touch 24, flat-footed 24 (+9 Dex, +5 dodge, +14 natural)
hp 277 (19d10+184)
Fort +15, Ref +20, Will +18
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10 , cold 10 ; SR 25
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee scimitar +2 (flaming burst) +28/+23/+18/+13 (1d6+15/15-20) (Combat Expertise turned on)
Melee wings +25/+25 (1d6+9)
Special Attacks burn(2d6, DC 28)
Fire Shield – When struck by non reach melee attack 1d6 + 15 fire damage. Caster Level check for SR is 1d20 + 15 (lasts 1rd/level)
Attacks of Opportunity
Can make 10 per round.
Acrobatics Checks to avoid attacks
Taking 10 is 46, and will be moving full speed.
STATISTICS
Str 29, Dex 28, Con 28, Int 29, Wis 24, Cha 33
Base Atk +19; CMB +28(+30 disarm); CMD 48(50 vs. disarm)
Feats Circling Mongoose, Combat Expertise, Combat Reflexes, Disarming Strike, Dodge, Improved Critical (Scimitar), Improved Disarm, Martial Weapon Proficiency, Mobility, Simple Weapon Proficiency, Spring Attack, Weapon Focus (Scimitar)
Skills Acrobatics +36 , Bluff +33 , Diplomacy +33 , Fly +35 , Heal +26 , Intimidate +30 , Knowledge (Arcana) +28 , Knowledge (Planes) +31 , Knowledge (Religion) +28 , Perception +29 , Perform (Sing) +33 , Sense Motive +29 , Spellcraft +31 , Stealth +31 , Use Magic Device +30
Languages Celestial, Common, Draconic, Elven, Ignan, Telepathy100 ft.,
SQ aligned (good), flame jump, resistance to acid 10, resistance to cold 10, smoke sight, spell-like abilities, whirlwind dance
Gear scimitar +2 (flaming burst), wings, boots of elvenkind
During combat & Morale The-Flame realized many foes she faces are likely to be resistant to fire. She has also has the advantage of starting the battle with Fire Shield active. On of her first actions is to consume this with Pyrotechnics for a well places Blind or Smoke screen. She is an expert with her Scimitar and prefers to shroud her enemies in smoke and use her Circling Mongoose and remarkable acrobatics checks to avoid attacks and disarm her opponents. Otherwise she may prefer to lead with her wall of fire (hopefully cutting the enemy in half) and her whirlwind dance. If she detects that a foe she is fighting is not resistant to fire, then she uses fireball and flame strike to quickly remove them from the battle. If badly wounded (Less than 60 hp), she uses flame jump to travel to the Guard-ian Flame (M-3) and there uses its healing properties to restore herself. If the enemies are still in her temple. She then returns and reignites the battle. She will use this strategy again and again until she is either dead or the enemies are purged from her mountain top. However, she will fight to the death if unable to get to the flame to heal.
SPECIAL ABILITIES
Aligned (Good) Your natural weapons, as well as any weapons you wield, are treated as Good for the purpose of resolving damage reduction.
Burn (Ex) You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex (DC 28) save or catch fire, taking 2d6 damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Flame Jump (Sp) A peri can enter any fire equal to the peri's size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.
Immunity to Electricity (Ex) You never take electricity damage.
Immunity to Fire (Ex) You never take fire damage.
Resistance to Acid (Ex) You may ignore 10 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Spell-Like Abilities (Sp) (CL 15th; concentration +23) Constant-fire shield (warm shield)
At will-aid, flame jump, pyrotechnics (DC 20), scorching ray
3/day-fireball (DC 21), flame strike (DC 23), wall of fire
Telepathy (Su) You can mentally communicate with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Whirlwind Dance (Su) Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri's burn special attack. The save DC is Dexterity-based.
TEMPORARY BONUSES
Temporary Bonuses Applied Aid,