Fiery Vent (Shield Magic Property): Difference between revisions
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Any enemy creature which ends their turn inside the bonfire suffers {{Order|4}} as {{dmg|fire}} damage. | Any enemy creature which ends their turn inside the bonfire suffers {{Order|4}} as {{dmg|fire}} damage. | ||
Any enemy creature which ends their turn inside of or adjacent to the fiery inferno gains the [[Burned]] condition, inflicting | Any enemy creature which ends their turn inside of or adjacent to the fiery inferno gains the [[Burned]] condition, inflicting {{dmg|fire}} damage according to the character level of the wielder of the shield. There is no save against this condition. | ||
As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Vaulting]] as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies. | As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either [[Walk]] or [[Vaulting]] as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies. |
Revision as of 17:13, 28 June 2019
Fiery Vent (Shield Magic Property)
A shield with this special ability is typically decorated with some sort of a fiery motif. Raging forest fires, cheerful bonfires, or merry hearths are common motifs, as are depictions of fiery elementals, or depictions of fiends wreathed in flames. Even abstract designs reminiscent of burning are sometimes seen.
As a standard action, the wielder of this shield may cause a fiery mass of self-sustaining flame to manifest adjacent to their space, the raging bonfire being roughly spherical or circular and filling a single unblocked, unoccupied square. This fiery brand occupies a space as though it were a creature, and can be moved around by Combat Maneuvers or forced movement, or it can be moved into or through by such means as Clamber checks or Overruns. Any required checks are made against the Maneuver Defense of the wielder of the shield.
Any enemy creature which ends their turn inside the bonfire suffers (Order 4 damage): 1d6+3 points of damage per character level (max 14d6+42 at character level 14) as fire (energy, common) damage.
Any enemy creature which ends their turn inside of or adjacent to the fiery inferno gains the Burned condition, inflicting fire (energy, common) damage according to the character level of the wielder of the shield. There is no save against this condition.
As a move action, the wielder of the shield can command the blazing fire to move a distance equal to the wielder's Walk speed, using either Walk or Vaulting as its movement type. The mass of flames cannot hold or manipulate anything in any way. If not commanded to move, the raging fire remains at rest, occupying a square as an ally creature of the wielder and all of their allies.
Up to once per round, as a standard action, if the wielder of the shield has line of sight to the fiery sphere and it is within the distance they could cover with a Run maneuver, the wielder of the shield may command the deadly flames to blaze up at a creature it is adjacent to. The wielder of the shield makes a Maneuver Offense check against the Maneuver Defense of the targeted creature. If successful the targeted creature suffers (Order 6 damage): 1d6+5 points of damage per character level (max 17d6+85 at character level 17) as fire (energy, common) damage.
The mass of leaping flames is considered an attended object and cannot be harmed by hit point damage. It can be Sundered to destroy it, having a Durability of one. The difficulty of a Sunder check against the mass of flame is the Maneuver Defense of the Caster. It cannot push aside unwilling creatures, batter down large obstacles, or inflict any Siege Damage. The raging flames gutter away into nothingness immediately if it exceeds a distance from the shield further than a Run maneuver of the wielder.
- Creation: Creator (Feat), Bailiwick Check (DC 30), a pale remnant (tier 2), and an item symbolic of the enchantment.