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Character Name
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Alignment
Current XP
Next Level XP
XP Change
Class
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Campaign
Deity
Level
Size
Age
Gender
Height
Weight
Eyes
Hair
Ability
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Total Skill Points:
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Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
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DC
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Spells
/Day
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Spells
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
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Psionics
Manifester
Level
Key
Ability
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Bonus
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Current
Currency
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Description
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Character Traits
Character Flaws
Contacts / Friends
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Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=418028][B][SIZE=+1]Hydroxi[/SIZE][/B][/URL] None Neutral Water Elemental Elemental, [B]Level[/B] 2, [B]Init[/B] +0, [B]HP[/B] 18/18, [B]Speed[/B] 20/90 [B]AC[/B] 17, [B]Touch[/B] 11, [B]Flat-footed[/B] 17, [B]Fort[/B] +5, [B]Ref[/B] +0, [B]Will[/B] +0, [B]Base Attack Bonus[/B] 1 [B] Slam [/B] +4 (1d6+3, x2) (+1 Size, +6 Natural) [B]Abilities[/B] Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 [B]Condition[/B] Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe. Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed. Drench (Ex) The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Condition and Effects
Additional Information
Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Elementals do not eat, sleep, or breathe.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed. Drench (Ex) The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Other Notes
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