Rev ch 9 Yall busted sorcerers an Nazi Vril,Underworld mystical consciousness dies! Vril Black Sun code. Nazi destroyers!

Loyal Holy angels of the Highest have been alerted as to these dark forces trying to enmesh the dimensions an disturbed the multi-verse so a divine violation has occurred an will be dealt with.
The surreal shall not become real.Lucifer´s Project got everybody being gods an goddesses aka Adam an Eve Isis an Osiris ect,ect, Those been dead bout to be twice dead not resurrected.Night of the living Dead, From Dust to Dawn, Scorpion Kings…..Zombie USA and the rest of the world later more. Babylon the Great and her Children demons really gonna be imprisoned in hell forever = Archetype Mystical consciousness= fallen angel creations. Golem=soulless babies born for demonic habitation.The activities on this planet has been in a inverted debasing state for along time. An God lets it get as bad as it can get b4 divine intervention steps in. He will send out divine executioners to protect the good seed an those in honorable covenants an keeps promises made to certain lineages such as Abrams seed!

If righteous seeds have been planted in hearts those will continue to grow but the wicked persistent evildoers will be cut off r burned as chaff. So be Thankful that only father/mother GOD YAHUVEH AND IMMAYAH can see your heart even if a mustard seed of goodness is there to work with mercy is applied to help you become a over comer of your sinful nature.Living God likes to work with a person in a personal individual way an becoming a holy new creation is a process an God is a patient teacher so be a eager humble student an you shall find dat the Most High is a Great an Caring Friend. An forgives in a Large way...YAHUSHUA the messiah will burn them all on armageddon!

Ecology of the Fire Archon

“Souls made of fire, and children of the sun,
With whom revenge is agenda.”

Living flames forged by blazing magic, fire archons exist to destroy. Overrun and consume, take all and leave nothing but ashes — these are the desires that burn within fire archons’ incandescent souls from their first moments. Always hungry for conquest, these elemental mercenaries work for anyone with power and the promise of many victories.

History

In an ancient time, when the world had hardly been formed, primordial beings battled humanity´s souls and beeing served as gods for control of creation as they are today. In this cataclysmic conflict, the deific host marshaled armies of angels and cadres of exarchs, and though the primordials could call forth titanic beasts and their giant children, they could not muster a true military to face their enemies. To match their foes, the consummate creators of religions gave being to a means by which elemental creatures could be recreated — reshaped and hammered into soldiers. The warriors formed through this process were the first archons.

Fire archons believe that the honor of being the primordials’ first soldiers belongs to them, but that is a secret only the gods and primordials remember. Regardless of which type was first, the presence of the archons turned the tide of battle in the primordials’ favor. Given life, the archons could reproduce themselves, building armies faster than giants could be born or angels ordained. Their uncontrolled creation pleased the primordials.

 

Fire archons cannot reproduce by any typical means. Instead, they are created from another elemental’s body and spirit. To accomplish this, a ritual must be performed in a magic foundry infused with elemental fire. The nature of the elemental summoned by the ritual is not important. It might be a dumb earth beast or a highly intelligent elemental with ties to water. The ritual taps into the creative and recreative power of the primordials, wholly transforming that creature’s form and soul. Needless to say, most consider the creation of a fire archon a wholly evil act.

A

Fire Archon CR 6
hp 68 (8 HD); death throes

Often CE Medium elemental (extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Listen +8, Spot +9
Languages Common, Ignan

AC 18, touch 13, flat-footed 15
(+3 Dex, +5 armor)
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Fort +6, Ref +13, Will +7
Weakness vulnerability to cold

Speed 30 ft. in breastplate (6 squares), base speed 40 ft. {{see skill points below; original text just said 30 ft. (6 squares)}}
Melee mwk scimitar +14/+9 (1d6+6 plus 1d6 fire/18-20) or
mwk scimitar +10/+5 (1d6+6 plus 1d6 fire/18-20) and
mwk scimitar +10 (1d6+3 plus 1d6 fire/18-20)
Base Atk +6; Grp +12
Special Actions death throes, fire burst

Abilities Str 23, Dex 24, Con 19, Int 13, Wis 16, Cha 16
SQ darkvision 60 ft., immunities, vulnerability to cold
Feats Iron Will, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Intimidate +14, Jump +14, Listen +8, Spot +9 {{numbers I come up with if speed is base 30 ft (20 ft. with armor): 14/8/8/9; if speed is base 40 ft (30 ft. with armor), then these numbers work; I’m making the assumption that the base speed is 40 feet above based on the stats here.}}
Possessions 2 masterwork scimitars, masterwork breastplate

Fire Burst (Su) Three times per day as a standard action, a fire archon can unleash a 10-foot radius burst of fire centered on itself. The fire causes 3d8 points of fire damage to creatures in the area (Reflex DC 18 for half).

Death Throes (Su) When a fire archon is reduced to 0 hit points, it explodes. Treat this effect as a fire burst attack that causes 5d8 points of damage.

Vulnerability to Cold (Ex) A fire archon takes half again as much (+50%) damage as normal from cold attacks.

Fire Archon Blazesteel CR 7
hp 105 (10 HD); wounded burst

Often CE Medium elemental (extraplanar, fire)
Init +8; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Common, Ignan, Terran

AC 20, touch 14, flat-footed 16
(+4 Dex, +4 armor, +2 shield)
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Fort +9, Ref +11, Will +8
Weakness vulnerability to cold

Speed 40 ft. (8 squares)
Melee mwk scimitar +16/+11 (1d6+7 plus 1d6 fire/18-20)
Base Atk +7; Grp +14
Combat Options flanking fire
Special Actions wounded burst

Abilities Str 25, Dex 19, Con 22, Int 14, Wis 16, Cha 15
SQ darkvision 60 ft., immunities, vulnerability to cold
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (scimitar)
Skills Balance +5, Intimidate +15, Jump +21, Listen +12, Spot +12, Tumble +15
Possessions masterwork scimitar, masterwork chain shirt, masterwork heavy steel shield 
Wounded Burst (Su) If a fire archon blazesteel is reduced to half its hit points or reduced to 0 hit points, it unleashes a 10-foot radius burst of fire centered on itself. The fire causes 5d8 points of fire damage to creatures in the area (Reflex DC 21 for half).

Flanking Fire (Ex) When a fire archon blazesteel flanks a foe, it may make an extra basic attack against that foe whenever it attacks. In addition, the fire archon blazesteel’s attacks against the flanked foe cause +1d6 points of fire damage for every other fire archon adjacent to the flanked target.

Vulnerability to Cold (Ex) A fire archon takes half again as much (+50%) damage as normal from cold attacks.

Fire Archon Ash Disciple CR 8
hp 119 (14 HD); death throes

Often CE Medium elemental (extraplanar, fire)
Init +10; Senses darkvision 60 ft.; Listen +12, Spot +12
Languages Common, Ignan, Terran

AC 21, touch 16, flat-footed 15
(+6 Dex, +5 armor)
Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning
Fort +8, Ref +15, Will +9
Weakness vulnerability to cold

Speed 40 ft. (8 squares); flame step
Melee slam +16 (1d6+5 plus 1d6 fire and target catches fire)
Ranged fire bolt +16 (50-ft. range; 8d6+5 fire and foe catches fire; creatures adjacent to target take 1d6 fire)
Base Atk +10; Grp +15
Atk Options Point Blank Shot, Precise Shot
Special Actions cinder burst, death throes, flame step, flame wave

Abilities Str 21, Dex 23, Con 19, Int 15, Wis 16, Cha 17
SQ darkvision 60 ft., flame step, immunities, vulnerability to cold
Feats Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Weapon Focus (slam)
Skills Balance +8, Intimidate +18, Jump +26, Knowledge (the planes) +7, Listen +12, Spot +12, Survival +3 (+5 on other planes), Tumble +23
Possessions +1 mithral shirt

Cinder Burst (Su) Once per encounter as a standard action, a fire archon ash disciple can unleash a 10-foot radius burst of fire centered on itself. The fire causes 8d8 points of fire damage to creatures in the area and blinds them for 1 round (Reflex DC 21 for half and to avoid blindness).

Death Throes (Su) When a fire archon ash disciple is reduced to 0 hit points, it explodes. Treat this effect as a cinder burst attack that causes 10d8 points of damage.

Flame Step (Su) As a move action, a fire archon ash disciple can teleport to within 15 feet of any fire creature within 100 feet.

Flame Wave (Su) Once per encounter, a fire archon can unleash a wave of flames in a 30-ft. cone. Creatures in the area take 8d8 points of fire damage (Reflex DC 21 for half) and are pushed back two squares (no save).

Vulnerability to Cold (Ex) A fire archon takes half again as much (+50%) damage as normal from cold attacks.

 

 

Yet some may not like cold as others much they create hot sweaty cold hot weather!strange but haarp and chemtrails help them on their conditions!

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