Keeper of the Flame — a hidden tradition —
The elusive and mysterious harbingers pour out from the realms of faerie to raid mortal lands, speeding ahead of the main host to prepare the way to victory. Harbingers use the hidden passageways that crisscross the world to strike from the least expected directions and then melt away before their foes can mount a defense. Any faerie might pursue this path, though pixies are best suited to it.
Level Progression
Reference during buildThe elusive and mysterious harbingers pour out from the realms of faerie to raid mortal lands, speeding ahead of the main host to prepare the way to victory. Harbingers use the hidden passageways that crisscross the world to strike from the least expected directions and then melt away before their foes can mount a defense. Any faerie might pursue this path, though pixies are best suited to it.
Level 7 Keeper of the Flame
Level 10 Keeper of the Flame
Controlled Flame
Size 2 or smaller construct
Perception 5 (-5); truesight Defense 11; Health 20 Strength 10 (-0), Agility 14 (+4), Intellect 5 (-5), Will 5 (-5) Speed 12 Immune damage from disease, fi re, or poison; gaining Insanity; asleep, blinded, dazed, deafened, diseased, fatigued, frightened, immobilized, poisoned, prone, slowed, stunned Fiery Form A controlled flame takes half damage from weapons. In addition, it blazes brightly, emitting light out to 10 yards around it.
ATTACK OPTIONS
Fiery Touch(melee + 1) +4 with 1 boon (2d6 plus Ignite) Ignite The target must get a success on an Agility challenge roll with 1 bane or catch fi re. Ignite The target must get a success on an Agility challenge roll with 1 bane or catch fi re.