Maddened Magnate: Difference between revisions

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m (Text replacement - "| Min-CR = 27" to "| Min-CR = 26")
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = As a swift action, the Magnate may gesture toward a foe and send the force of the Outer Dark upon them. A column of smoky, inky blackness streams from their space and crashes against their chosen target, as long as the target is within 50 feet of their space and they have line of sight to that victim (line of effect is not required, this works through force walls!). This ability inflicts {{Special-Swift-Dmg}} points of damage as {{dmg|negative}} damage, and the victim is [[push]]ed to the outer range limit of Glance of Darkness(out to fifty feet away from the Magnate). This push may be resisted as normal, and of course any victims may fall prone to negate the movement at any time.
| Ability-3-Description = As a swift action, the Magnate may gesture toward a foe and send the force of the Outer Dark upon them. A column of smoky, inky blackness streams from their space and crashes against their chosen target, as long as the target is within 50 feet of their space and they have line of sight to that victim (line of effect is not required, this works through force walls!). This ability inflicts {{Special-Swift-Dmg}} points of damage as {{dmg|negative}} damage, and the victim is [[push]]ed to the outer range limit of Tide of Darkness(out to fifty feet away from the Magnate). This push may be resisted as normal, and of course any victims may fall prone to negate the movement at any time.


The target may roll a Reflex save against a DC of {{Save-DC}} in order to negate the forced movement entirely, but alas, the damage is not changed.
The target may roll a Reflex save against a DC of {{Save-DC}} in order to negate the forced movement entirely, but alas, the damage is not changed.
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If boxed in, they will teleport away without hesitation and use rays and tides to harry a pursuing foe.
If boxed in, they will teleport away without hesitation and use rays and tides to harry a pursuing foe.


They will fight hard and smart, but they will not throw their lives away on a chance encounter. if their foe is too much, and their plans allow failure, they will flee. Otherwise, they will battle to the death without pause. If they successfully flee battle, they award experience and loot as if defeated.
They will fight hard and smart, but they will not throw their lives away on a chance encounter. If their foe is too much, and their plans allow failure, they will flee. Otherwise, they will battle to the death without pause. If they successfully flee battle, they award experience and loot as if defeated.





Revision as of 05:36, 24 June 2022