Champions and Sorcerer Kings

Post/Author/DateTimePost
#1

zombiegleemax

Jul 24, 2005 1:37:53
These are the templates I would use with the Who's Who thread (and am using to recreate Kalid-Ma). Obviously, they're based on this from the Library of Urik website, so I can't really take any credit for them aside from a couple of minor modifications.

[b]Champion Of Rajaat (template)[/b]
The base creature’s type and size remains unchanged. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: A Champion always has maximum hit points.
Armor Class: Champions gain a +4 insight bonus to AC.
Attacks and damage: Champions gain a +2 to hit and damage rolls.
Special Attacks: A Champion gains the following special attacks.
Chosen Prey (Ex): the Champion gets a +4 bonus to hit and deals double damage against members of the race he's to exterminate,
Extermination (Ex): A Champion can instantly slay against members of the race he's to exterminate on a critical hit if the victim does not succeed on a Fortitude save (DC 10 + half the Champion's character level + the Champion's Charisma modifier).
Special Qualities: A Champion retains all the special qualities of the base creature and also gains the following:
Ageless (Su): A Champion no longer ages and cannot die of old age. Any previous age penalties remain, but no new penalties accrue.
Damage reduction 5/-: If the creature already possesses damage reduction, they stack;
Fast healing 5: If the creature already possess this ability, use the best value;
Fire and cold resistance 10: If the creature already possesses such resistance, they stack;
Immune to disease, including magical diseases.
Perfect Memory (Ex): A Champion can remember everything he has lived through, even things that happened before he became a Champion.
Power Resistance: A Champion has Power Resistance of 20 + his Charisma modifier.
Spell Resistance: A Champion has Spell Resistance of 20 + his Charisma modifier.
Abilities: A Champion receives a +4 inherent bonus to Strength, Dexterity, Constitution, and Charisma.
Feats: Same as the base creature plus 2 bonus feats of the Sorcerer Monarch’s choice.
Challenge Rating: as base creature +5
Treasure: Standard for a creature of the adjusted CR
Alignment: Same as base creature (usually evil)
Advancement: Same as the base creature

[b]Sorcerer Monarch (template)[/b]
The base creature’s type and size remains unchanged. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: As base creature.
Armor Class: As base creature.
Attacks and damage: As base creature.
Special Attacks: A Sorcerer Monarch gains the following special attacks.
Arcane Prowess (Su): The DCs to save against spells cast by a Sorcerer Monarch are increased by +2.
Psionic Prowess (Su): The DCs to save against powers manifested by a Sorcerer Monarch are increased by +2.
Special Qualities: A Champion retains all the special qualities of the base creature and also gains the following:
Abundant Life (Su): A Sorcerer Monarch is immune to ability drain and energy drain effects, although they are still vulnerable to ability damage.
Commanding Presence (Su): Any being with fewer Hit Dice than the Sorcerer Monarch that successfully makes a Will save against a Sorcerer Monarch’s use of the Bluff, Diplomacy, or Intimidate skills must immediately make a second save against the same DC. The results of the second save are kept, even if they are worse than the first.
Grant Spells (Su): A Sorcerer Monarch can channel the energies of the elemental planes in the form of templar spells. However, he's not able to use it himself, instead granting these spells to his templars. The Champion is always aware of his templar’s spell use and may deny it if he wishes.
Abilities: A Champion receives a +4 inherent bonus to Intelligence and Wisdom.
Feats: Same as the base creature plus 2 bonus feats of the Champion’s choice.
Challenge Rating:as base creature +5
Treasure: Standard for a creature of the adjusted CR
Alignment: Same as base creature (usually evil)
Advancement: Same as the base creature

Any thoughts?
#2

Pennarin

Jul 24, 2005 2:12:39
Sysane's gonna have an heart attack when he sees the tilte of this thread! :pile:
#3

zombiegleemax

Jul 24, 2005 2:33:23
Sysane's gonna have an heart attack when he sees the tilte of this thread! :pile:

I'll get ready with the defib paddles, but I ain't doing cpr
#4

kalthandrix

Jul 24, 2005 7:13:59
SWEET! DUDE! SWEET! DUDE!
(sorry- dude wheres my car flashback)
#5

zombiegleemax

Jul 24, 2005 7:40:59
SWEET! DUDE! SWEET! DUDE!
(sorry- dude wheres my car flashback)

Dude! I loved that movie :D
#6

xlorepdarkhelm_dup

Jul 24, 2005 9:26:44
Heh.... seems familiar somehow. It's not my version of those things.... it was the front "runner-up" to my concepts/designs. Refitted and redesigned slightly.

I had borrowed some Salient Divine abilities from Deities & Demigods in my versions of those two templates.
#7

nytcrawlr

Jul 24, 2005 10:07:05
SWEET! DUDE! SWEET! DUDE!
(sorry- dude wheres my car flashback)

"We're really hot chicks."
#8

nytcrawlr

Jul 24, 2005 10:13:23
I like them both, though I think the Champion template needs to be a bit beefier, namely change fast healing to regeneration.

But that's IMO.
#9

zombiegleemax

Jul 24, 2005 12:26:42
I think I might use this. I'd change the spell and power resistances to actual SR and PR rather than bonuses to saves. I would also add the +4 bonus to abilities to all abilities for champion and all mental abilities for monarch. regeneration is a good call for champ . . . maybe bump it to 10. one last suggestion might be adding in a bonus to spellcasting/manifesting level ability. Not increase in powers and spells, just an increase in their respective strengths. Kinda like the sun wizard template, just not so strong and without needing the sun. If i remember it correctly (+10 to spellcasting level?), then say add a +4 to both manifesting and spellcasting? pretty hefty, but considering the subjects here, you really can't be overpowered.

nic


edit: forgot to say good job. even if not completely original, good overall work. :D
#10

zombiegleemax

Jul 25, 2005 1:54:25
Heh.... seems familiar somehow. It's not my version of those things.... it was the front "runner-up" to my concepts/designs. Refitted and redesigned slightly.

I had borrowed some Salient Divine abilities from Deities & Demigods in my versions of those two templates.

Before my time Who runs the Library of Urik site anyway? (hope their not too ticked with me using their stuff as a basis)

BTW, I case you haven't guessed, I'm all for you guys at the Epic Templarate doing official (i.e. better) versions of said templates.
#11

xlorepdarkhelm_dup

Jul 25, 2005 1:56:32
Before my time Who runs the Library of Urik site anyway? (hope their not too ticked with me using their stuff as a basis)

I honestly don't remember, actually. Kinda sad. I'm horrible with names. Grummore probably knows, and has it in his link page somewhere.
#12

zombiegleemax

Jul 25, 2005 2:00:31
I like them both, though I think the Champion template needs to be a bit beefier, namely change fast healing to regeneration.

But that's IMO.

Like Regen 5? With epic and what doing actually damage?
#13

zombiegleemax

Jul 25, 2005 2:07:21
I think I might use this. I'd change the spell and power resistances to actual SR and PR rather than bonuses to saves.

Reason I did that is that dragon already get SR & PR at some stage (forget which). I like to limit my redundancy when possible ;)

I would also add the +4 bonus to abilities to all abilities for champion and all mental abilities for monarch. regeneration is a good call for champ . . . maybe bump it to 10.

I put the Cha bonus on the Champion template mainly cause I figure Rajaat would include something like that to make it easier for them to gather armies.

one last suggestion might be adding in a bonus to spellcasting/manifesting level ability. Not increase in powers and spells, just an increase in their respective strengths. Kinda like the sun wizard template, just not so strong and without needing the sun. If i remember it correctly (+10 to spellcasting level?), then say add a +4 to both manifesting and spellcasting? pretty hefty, but considering the subjects here, you really can't be overpowered.

Good point, since they were essentially beefed up by the same source as Sadira.

edit: forgot to say good job. even if not completely original, good overall work. :D

Thanks
#14

zombiegleemax

Jul 25, 2005 2:09:43
I honestly don't remember, actually. Kinda sad. I'm horrible with names. Grummore probably knows, and has it in his link page somewhere.

You and me both. Handles and nicknames, though, those stick for some reason
#15

nytcrawlr

Jul 25, 2005 9:34:25
Like Regen 5? With epic and what doing actually damage?

Was thinking more like 10, at least.
#16

zombiegleemax

Jul 25, 2005 12:23:14
my spell and power resistance comment was along the lines of a resistance that could be stacked with later resistance. not all champs became dragons or monarchs, afterall. or, conceivably. can resistance from multiple sources stack? even if they can't, it would still make sense to give it to them and not hold it back just for dragons.

if one's to include salient divine powers, i'd say hold it for monarchs and not include it for champs.

nic
#17

kalthandrix

Jul 26, 2005 18:00:24
Question- I am currently working on Borys and I was wondering about the entry on the Champion of Rajaat- "Hit Dice: A Champion always has maximum hit points". Is that retroactive or is it just from the point the template is applied forward?

I guess another question to follow that is if all Con bonuses to HP are retroactive- applying to all HD. I have always seen it that Con increases to HP are, which is why the spell Bears Endurance gives you 2 HP per level- but that is magic where the increases I am talking about are just increases due to leveling.

Another question- I am full of them tonight- do the SK's get the increases to Wic and Int due to their age? I mean they are really old and I know that they do not have the penalties, but would that stop them from applying the increases- and if they do get them, how much do you think it would be or a creature that is thousands of years old. I only ask because it effects the DC of their powers and the skill points.
#18

Pennarin

Jul 26, 2005 18:08:32
Another question- I am full of them tonight- do the SK's get the increases to Wic and Int due to their age? I mean they are really old and I know that they do not have the penalties, but would that stop them from applying the increases- and if they do get them, how much do you think it would be or a creature that is thousands of years old. I only ask because it effects the DC of their powers and the skill points.

Everyone I asked the question to told me that rule-wise, further gain of bonuses and penalties from age dissappear once you become immortal.
People have also told me they didn't like the idea of allowing immortals to increase their Wis and Int indefinately as if their mind was still growing older.
#19

zombiegleemax

Jul 27, 2005 2:21:19
Question- I am currently working on Borys and I was wondering about the entry on the Champion of Rajaat- "Hit Dice: A Champion always has maximum hit points". Is that retroactive or is it just from the point the template is applied forward?

Yeah, it's retroactive to all hit dice. At least that's what I took it to mean (didn't change it from the original incarnation).

I guess another question to follow that is if all Con bonuses to HP are retroactive- applying to all HD. I have always seen it that Con increases to HP are, which is why the spell Bears Endurance gives you 2 HP per level- but that is magic where the increases I am talking about are just increases due to leveling.

! That's a good question! The answer is, I have no idea. I always took it that level bonuses to Con weren't retroactive, but now you've got me thinking. Let me do some digging.

Another question- I am full of them tonight- do the SK's get the increases to Wic and Int due to their age? I mean they are really old and I know that they do not have the penalties, but would that stop them from applying the increases- and if they do get them, how much do you think it would be or a creature that is thousands of years old. I only ask because it effects the DC of their powers and the skill points.

I'm with Penn on this one, ageless critters don't receive mental aging bonuses.
#20

zombiegleemax

Jul 27, 2005 2:52:23
I've always and will always think bonuses to con or increases thereof grant retroactive hit points. In the same vein maxing out hit dice grants retroactive bonuses. In the same way when someone becomes undead I would either roll a dice to affect hit points (say a creature with 4d6 becomes undead. I would roll "1d7" for each of those hit dice. 1 equals no 1-6 add hit points. 7 means no change) or have them reroll all dice using d12s (that 4d6 creature who had say 18 hit points rerolls 4d12 and keeps what they get, even if it's less than they had before).

as for mental stats. immortality ought not stunt mental growth. i say give the increase to mental stats . . . it denotes experience, plain and simple. if you're artificially aged, you get the physical penalties but not the mental bonuses. why? because your body is suffering the ravages of time prematurely. but you have not actually experienced those years, meaning you have not gained the experience that goes along with those years. so while an immortal may not gain penalties to phys from aging, they ARE gaining the experience of their years, and therefore ought to gain the mental bonuses. anything else is just asinine and makes no sense.

and using the slippery slope argument that all immortals ought to have insane mental stats . . . well maybe they should. if you've been around for thousands of years, i'm sure you've picked up all sorts of information. but you've probably also forgotten more than a mortal will ever know. so i'd say give the boost accrued normally through a mortal life, and after all those bonuses have been gained, either stop gaining mental stats or start gaining them based on some other age progression.
#21

zombiegleemax

Jul 27, 2005 3:08:40
Was thinking more like 10, at least.

I think I'll go with Regeneration 5 (epic). That's beefy enough as it is.
#22

Pennarin

Jul 27, 2005 3:17:18
as for mental stats. immortality ought not stunt mental growth. i say give the increase to mental stats . . . it denotes experience, plain and simple. if you're artificially aged, you get the physical penalties but not the mental bonuses. why? because your body is suffering the ravages of time prematurely. but you have not actually experienced those years, meaning you have not gained the experience that goes along with those years. so while an immortal may not gain penalties to phys from aging, they ARE gaining the experience of their years, and therefore ought to gain the mental bonuses. anything else is just asinine and makes no sense.

The argument that was given to me is that Hamanu is the prime example of the immortal mindset, and that guy has done and redone and redone everything a thousand times over. Its very difficult for Hamanu to progress mentaly, its in fact difficult for him not to regress. He tries very hard to experience new things, something quite difficult for an immortal.

The right way to go, IMHO, would be to continue giving mental stat increases for age for the first few hundred years, and then stop.

Seker is the one I discussed this with.
#23

zombiegleemax

Jul 27, 2005 3:50:58
my spell and power resistance comment was along the lines of a resistance that could be stacked with later resistance. not all champs became dragons or monarchs, afterall. or, conceivably. can resistance from multiple sources stack? even if they can't, it would still make sense to give it to them and not hold it back just for dragons.

if one's to include salient divine powers, i'd say hold it for monarchs and not include it for champs.

nic

You're right with the SR/PR thing. Dragons don't get those til stage 8, and Rajaat would have given his Champions some defense against magic and psionics.

BTW, I think SR value overlap, but don't quote me
#24

zombiegleemax

Jul 27, 2005 3:56:51
I've always and will always think bonuses to con or increases thereof grant retroactive hit points. In the same vein maxing out hit dice grants retroactive bonuses. In the same way when someone becomes undead I would either roll a dice to affect hit points (say a creature with 4d6 becomes undead. I would roll "1d7" for each of those hit dice. 1 equals no 1-6 add hit points. 7 means no change) or have them reroll all dice using d12s (that 4d6 creature who had say 18 hit points rerolls 4d12 and keeps what they get, even if it's less than they had before).

From the PH (page 10): "When an ability score changes, all attributes associated with that score change acordingly"

And (refering to Mialee's Int increase example) "She does not retroactively get additional skill points for her previous levels."

So I guess it could go either way with Con increases.
#25

xlorepdarkhelm_dup

Jul 27, 2005 4:08:33
I believe Con increases do increase your hit points retroactively. I can't remember where in the book, but it is distinctly different than the Int increases for skill points.
#26

ruhl-than_sage

Jul 27, 2005 7:06:35
Not that I support this ridiculous exercise in pointlessness, but CON is retroactive.
#27

kalthandrix

Jul 27, 2005 7:57:13
Not that I support this ridiculous exercise in pointlessness, but CON is retroactive.

Come on Sage- you know that you will love the end product that I will come up with :D ;) :P
#28

flip

Jul 27, 2005 8:44:43
From the PH (page 10): "When an ability score changes, all attributes associated with that score change acordingly"

And (refering to Mialee's Int increase example) "She does not retroactively get additional skill points for her previous levels."

So I guess it could go either way with Con increases.

Con increases your HP retroactively.

Int does not increase your skill points retroactively.

If it helps, your HP are a pool, what you have currently. Skill points are learned and gained at that level so it uses the value you had at that level. .... uh, maybe that could have been more clear.
#29

zombiegleemax

Jul 27, 2005 8:56:41
Con increases your HP retroactively.

Int does not increase your skill points retroactively.

If it helps, your HP are a pool, what you have currently. Skill points are learned and gained at that level so it uses the value you had at that level. .... uh, maybe that could have been more clear.

Cool
#30

ruhl-than_sage

Jul 27, 2005 20:43:49
Come on Sage- you know that you will love the end product that I will come up with :D ;) :P

:heehee have fun making the rules. I will never use them, but hey I'm sure plenty of people will
#31

Sysane

Aug 01, 2005 9:21:37
Sysane's gonna have an heart attack when he sees the tilte of this thread! :pile:

Eh... at least Irikos wasn't brought up :P
#32

nytcrawlr

Aug 01, 2005 9:32:05
Did someone mention Mr. I again?

/me cues up that chessy music from the Mr. T 80s cartoon
#33

Sysane

Aug 01, 2005 9:51:56
Did someone mention Mr. I again?

/me cues up that chessy music from the Mr. T 80s cartoon

Do you think that Irikos had a dog with a mohawk like Mr.T? The "I Dog"?