18.10 Fire Elementals

PIC

Fire Elementals Lore

Arcana DV 7: Fire elementals are native to Ignis, the fire planet. They tend to be fast and agile, and they burn their opponents to ash in combat.

Arcana DV 12: Fire elementals burn fast and bright, with little insulation from their surroundings. This makes them vulnerable to cold attacks, which can chill their very core.

Ember

Level 4 Skirmisher

Small animate

HP 18 IP 14

Defenses Armor 8 Brawn 5 Fort 5 Ment 6 Ref 9

Movement 20 ft.

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Attributes 2, 4, 0, -3, 0, 2

Alignment Neutral

Accuracy +2; Brawling +3

Power 4; 4 ✨

Traits Simple-minded

Ember Abilities

Combustion

Standard action

Tags: Fire

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The ember makes a -2 attack vs. Fortitude against something adjacent to it.

Hit: 1d10+1d6+2 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Ignition

Standard action

Tags: Fire

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The ember makes a +2 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+2 damage immediately and during each of the ember’s subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Kindled

Level 8 Skirmisher

Medium animate

HP 31 IP 22

Defenses Armor 11 Brawn 10 Fort 8 Ment 9 Ref 11

Movement 30 ft.

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Attributes 4, 5, 0, -2, 0, 2

Alignment Neutral

Accuracy +4; Brawling +6

Power 8; 6 ✨

Traits Simple-minded

Kindled Abilities

Combustion

Standard action

Tags: Fire

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The kindled makes a +0 attack vs. Fortitude against something adjacent to it.

Hit: 1d10+2d6+3 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Fireball

Standard action

Tags: Fire

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The kindled makes a +4 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d10+3 damage.

Miss: Half damage.

Ignition

Standard action

Tags: Fire

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The kindled makes a +4 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+5 damage immediately and during each of the kindled’s subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Bonfire

Level 12 Skirmisher

Large animate

HP 50 IP 34

Defenses Armor 14 Brawn 13 Fort 10 Ment 11 Ref 13

Movement 40 ft.

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Attributes 5, 6, 0, -2, 0, 3

Alignment Neutral

Accuracy +6; Brawling +8

Power 11; 9 ✨

Traits Simple-minded

Bonfire Abilities

Combustion

Standard action

Tags: Fire

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The bonfire makes a +2 attack vs. Fortitude against something adjacent to it.

Hit: 1d10+3d6+4 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Fireball

Standard action

Tags: Fire

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The bonfire makes a +6 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d10+1d6+4 damage.

Miss: Half damage.

Ignition

Standard action

Tags: Fire

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The bonfire makes a +6 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+8 damage immediately and during each of the bonfire’s subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Inferno

Level 16 Skirmisher

Large animate

HP 122 IP 82

Defenses Armor 16 Brawn 16 Fort 13 Ment 13 Ref 15

Movement 40 ft.

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Attributes 6, 6, 2, 1, 2, 3

Alignment Neutral

Accuracy +10; Brawling +12

Power 14; 11 ✨

Traits Simple-minded

Inferno Abilities

Combustion

Standard action

Tags: Fire

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The inferno makes a +6 attack vs. Fortitude against something adjacent to it.

Hit: 1d10+5d6+5 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Fireball

Standard action

Tags: Fire

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The inferno makes a +10 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d10+3d6+5 damage.

Miss: Half damage.

Ignition

Standard action

Tags: Fire

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The inferno makes a +10 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+13 damage immediately and during each of the inferno’s subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.

Elder

Level 20 Skirmisher

Huge animate

HP 180 IP 120

Defenses Armor 19 Brawn 20 Fort 16 Ment 17 Ref 17

Movement 50 ft.

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Attributes 7, 7, 2, 2, 2, 4

Alignment Neutral

Accuracy +12; Brawling +14

Power 17; 14 ✨

Traits Simple-minded

Elder Abilities

Combustion

Standard action

Tags: Fire

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The elder makes a +8 attack vs. Fortitude against something adjacent to it.

Hit: 1d10+6d6+7 damage immediately, and again at the end of the target’s next turn. Any extra damage applies to both the initial damage and the delayed damage.

Critical hit: All instances of damage are doubled, not just the initial damage.

Fireball

Standard action

Tags: Fire

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The elder makes a +12 attack vs. Reflex against everything in a Tiny (5 ft.) radius within Short (30 ft.) range.

Hit: 1d10+4d6+7 damage.

Miss: Half damage.

Ignition

Standard action

Tags: Fire

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The elder makes a +12 attack vs. Fortitude against one creature within Medium (60 ft.) range.

Hit: The target catches on fire as a condition. It takes 1d6+17 damage immediately and during each of the elder’s subsequent actions.

The condition can be removed if the target makes a difficulty value 10 Dexterity check as a move action to put out the flames. Dropping prone (half speed, -2 Armor and Ref) as part of this action gives a +5 bonus to this check. This condition is automatically removed if the target takes damage from a Cold or Water ability.

Critical hit: All damage from the condition is doubled, not just the initial damage.