Strategos21 - Leadership in Times of Change
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If the target tries to escape, he suffers automatic fire damage equal to I d6 per Circle. The flames follow the target, who must make a new Reflex save every round the flames try to surround him. As a barrier, the flames provide a deflection bonus equal to tEe caster's Charisma or Intelligence modifier plus hi elernentalist Circle, as the flames bum incoming attacks or slash at their sources. Water: The water version of this technique works best when underwater or near a body or water. A large. Trying to cross it inflicts automatic subdual damage equal to I d6 per Circle, and the target must make a new Reflex save.
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If he fails, the water tosses him back inside. As a barrier. For an extra energy point, this technique can create bindings or barriers made of ice, with the same effect as the earth version. Effect Elenientuls: N0n11ai. Earth: TIle amount of sailor stone can impede crcaruresin the area as per a web spell or be used to dig when decreasing the amount, removing the material in the area, with a height or depth of 5 feet.
Fire: The conflagration is a normal fire that deals Id6 points of fire damage to anyone who spends a round inside tile area. All flammable materials bum normally unless the fire is quenched by normal or magical means. When reducing the amount, Ihe fire in tbe affected area dies down instantly.
Hilter: As the create water spell but it can also be used to reduce it by the same amount, Effeci Oil Elementals: As haste if increasing the amount, or as slow when decreasing it, Move Element Base Cost: 2 points Increase per Point [0 ft. Air: Creates soft breezes of less than 20 mph.
II is enough to clear smoke and push gases and vapours in a different direction to their non:na! The material can be used to make platforms or palisades, as it is the only element that maintains the position at which tne caster leaves it with this technique. Fire: Creates a clear path across a patch of flames, on which creatures suffer no damage.
Tf the fire is pushed so that it touches flammable objects, they start burning even when the fire returns to its original position after the technique ends. It can be used to cross rivers and other bodies of water, It also works with pools of fairly liquid materials I ikeaci dsand poisons. Effect on Elementals: As hold monster.
The elemental resists with a Fortitude save instead of Reflex. Fire: Creates lancets of flames or shoots them from a nearby tire source. On a failed save, the target must make a second saving throw to avoid any flammable materials in his possession from catching on fire. Effec: Elementals: Double damage if targeted by an attack of the opposite element. Air: This technique does no!
For an extra energy point, this effect lasts for 10 minutes per caster level. For another extra energy point, the sculpted air can take on a semisolid quality. Earth: As Slone shape, with the technique's parameters i nstead 0 f the spell's, Fire. The same as with air, butthe fire can be made to mimic the shape of objects. For an extra energy point. Waler: As for earth, but it can be used on ice. A water sculpture can keep its shape for [0 minutes per caster level by paying an extra energy point, Effect on Elementals: As polymorph other, bur the elemental can attempt a saving throw every hour, Example I A 12th level wizard Int 16 , 2nd Circle of Fire.
He chooses to do damage, shooting flaming bolts at the wolves from the torch he is holding. This is a Project Element effect with the following base parameters.
Instantaneous Damage: 4d6 points of fire damage Saw: Reflex halves DC 15 Since he is facing three rather strong beasts he decides to increase the damage by 4d6 2 extra energy points , have it affect the other two creatures 2 points , and be harder to avoid. His IOtal cost is 10 energy points. Fire lancets shoot from the torch, and the three wolves must save against Reflex DC 18 or suffer 8d6 points or lire damage. Being cold creatures. Example 2 A 9th level sorcerer Charisma 19 , 4th Circle of Earth is running from a formian colony in the company of his party four extra members.
They know the surface lies near, but they tum a comer to find themselves trapped in a dead end. As be is a 4th Circle elementalist, he can sacrifice four spells in the same tum, and he chooses four of his remaining I st level spell slots. The party huddles together and the earth buckles under the sorcerer's will, taking them to the surface and away from the encroaching formians. He understands what he is doing and has practiced it long enough that he can skip some steps in the proces.
A mastered technique always uses the arne parameters to achieve the same effect, which allows the elementalist to perform it as a spell-like ability that takes a standard action. This constancy also reduces the cost to activate the technique by half, and the caster transforms his spells and spell slots as a free action. To master a technique, the player defines all the parameters and pays 75 XP per energy point in the final cost to activate the technique. From now on, be can use this ability as many times as he can afford.
An elernentalisr can master one technique per Intelligence modifier per Circle.
Nonelernentalists can master only one technique per Intelligence modifier. The mastered technique will always have the same effect even if tbe caster advances to another Circle of the Elementalist School. The only parameters affected by advancement are those that depend on caster level. A mastered technique has no verbal, somatic or material components, although many eiernentalists are fond of naming the technique and shouting its name as they perform it.
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For example, a 10th level sorcerer of the 3rd Circle of Water Charisma 16 masters a technique that shoots ice shards at an enemy. The base co t for Project Element is 3 energy points, plu 2 because he is conjuring the ice from nowhere. He would deal a base 6d6 points of damage, but he raises it to 8d6 for an extra energy point, and also raises the base DC from 16 to 18, for another 2 points.
The total cost for this technique would be 8 energy points. The elernentalist pays XP to master this technique, which he names razor fros t. From this point onward, it will cost him only 4 energy points to activate and he may use it as a spell-like ability in a single standard action, instead of taking one full round plus a standard action. Invokers specialise in their relationship with elementals and other denizens of the Elemental Planes, exploiting the possibilities of the Conjuration school to the fullest. A good invoker does not rely on simple spells like summon monster or even planar binding to call the elementals to do his bidding, saving his spells for tasks that he cannot accomplish through knowledge and practice alone.
Calling elementals through special rituals, the invoker is not limited in his summonings to those brutish collections of matter and a couple of outsiders, but can a I so call native elemental creatures and even higher elementals like sylphs and undines, Spellcasters with enough power and the daring to lise it can even call an Elemental Ruler in order to make long-lasting pacts of mutual assistance. All spellcasters have access to the denizens of the Elemental Planes through spells like contact other plane.
The School of Elernentalisrn has worked hard to uncover more friendly and stable methods of gaining the aid ofthe primordial forces of Creation and, while these secrets have leaked to the arcane community, itis students of the Four Ways who benefit most from them. TIle two main contributions of elernentalism to arcane practice are the elemental conjuration rituals. N Few spellcasters bother with the elemental rituals, for the spell method is quicker and less expensive.
It also bas the potential to anger the Elemental Courts and win the caster a few enemies he could do without if he had only said' please'. Major elemental conjuration works through rituals, which are powered by the enactor's will and an offering to the creature being called.
An elementalist can summon creatures of any element but he works much better with those aligned to his Primary Way. There arc many differences between conjuring elementals through spells and doing so with elementalist school , rituals.
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The second difference stems from this, as a ritual-summoned elemental will no! J immediately try to attack the caster if it breaks free of a planar binding. There may be protective measures just in case, bur the elernentals either do not notice or pretend not to care, as they can return to their home plane at any time. Unlike the practice of demonology. Luckily for invokers, base elernentals are content with simple offers in exchange for their services, and the higher elernentals are as curious about the Material Plane as the caster is eager to obtain their aid.
Elemental Lore The key to all summoning rituals is knowledge, Even ifelementals are simple and without a Byzantine pol itical structure as fiends have, it is imperative that any who would harness a sentient expression of a primordial force do so with full knowledge. Fortunately, knowledge about elementals and their realms is readily available in most arcane libraries, and even the conjuration spells offer much in the way of insight.
Contact other plane offers a sort of information desk for enterprising invokers, which is the way many of them research the necessary knowledge for their rituals. Invoking simple elementals and elemental creatures is not difficult, with spellcasrers sticking to the most basic rituals in order to minimize expenses and effort.
If they wish to invoke the more powerful higher elernentals and creatures like djinn and efreet, not to mention Elemental Rulers, it is more than worthwhile to conduct more specialised research.
Every advantage counts when dealing with these strong and temperamental entities. Higher elementals and their rulers are individuals in every respect of the word, and while a general ritual may invite a random gnornide into the summoning circle, targeting a specific creature or at leas!
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One of the eas iest facts to fi nd is a creature's allegiance and status in respect to the Elemental COUltS. Calling for a herald from the minor court of Kerr'ka'kr the All-Consuming is more likely to attract the attention of a particular royal salamander 0 f that court than if the ritual calls for any royal salamander to attend.
A higherelemental belongs to a family line independent of court allegiance, and sometimes that family includes a particular mentor the creature respects. The Elemental Courts chapter has more details on courts and status. The strongest leverage to have in the summoning of an elemental creature i-s its name.
An elemental has two names: the one it uses daily and its True Name, which is always spoken in the creature's native tongue. A ritual containing a name always brings the same individual, with the True Name giving the invoker certain leverage in any following deal. The key skill for learning the basic formulae for the elemental surrunoning rites is Knowledge the planes.
The check is a week of research that the caster spends digging up the knowledge he wants, and the DC depends on the obscurity of such lore. Wards I ike protection [rom elements and magic circle against elements described in this book are not vital to the summoning, for most elementals are not immediately hostile as are demons and devi Is, but they are always a good failsafe in case things go wrong. However, elemental rituals require specific ingredients or they will not work at all, no check or roll necessary. Learning this alphabet requires that the caster speak the appropriate elemental tongue and the language of its alphabet.