Sun Wizard kit for 2nd AD&D????

Post/Author/DateTimePost
#1

rjtrotter

Nov 01, 2005 12:52:09
Okay I was hopping to find out about a Sun Wizard kit for 2nd Ad&d on the web, like the Cerulean and the Shadow Wizard kits. The one I did find on the web didn't work with the powers listed with Sadira in "Beyond the Prism Pentad" but I thought it was a good kit. Okay with that said, here is my question for the board, Given all the different sources from novels to game books to adventures what should be the powers and handicaps (to balance the kit) for 2nd Ad&d????

Here is the kit as is, can't remember were I found it now:

Sun Wizard

Description: The Sun Wizard is a magician who
has learned to draw their energy for spells
directly from the sun. This remarkable ability is
made possible by the Shadows of the Pristine
Tower through contact with the Steeple of
Crystals. The process is difficult and rarely done,
and then only for people who the Shadows deem
useful to themselves.
Role: Sun Wizards serve as minions, either
willing or otherwise, of the Shadow People of the
Pristine Tower. Their goal is to free their master
Raajat the Warbringer from his prison in the
Black. Once this has been accomplished, the
Shadows will return to being normal halflings.
Requirements: To be a Sun Wizard, a character
must be a wizard with an Constitution and
Intelligence of at least 12, and have 25 extra
character points to spend. The Sun Wizard is still
considered to be either a preserver or defiler.
Preferred Schools: None.
Barred Schools: None.
Non-weapon Proficiencies: Standard.
Weapon Proficiencies: Standard.
Equipment: Standard.
Special Benefits: The Sun Wizard gains a large
number of benefits from his association with the
Shadows and the sun. First, while the sun is in the
sky, all of the Sun Wizard’s magical energies are
supplied from it. Plants are completely untouched
by the caster’s magic, and they receive no terrain
restrictions/bonuses, nor defilement bonuses for
spell casting. Second, all spell durations are
extended until the sun sets. Third, they are
completely nurished for the day by the sun
energy (having no need for food or water) if at
least one hour is spend in direct sunlight.
When the sun sets, all bonuses are lost, and the
wizard casts spells as per their class.
Special Hinderances: Due to the large investment
of self into the process of becoming a Sun Wizard,
the character must spend 25 character points to
take this kit. This is done when the wizard
becomes a Sun Wizard.
The skin of the Sun Wizard turns an ebony black,
and their eyes a dark blue, while the sun shines,
the Sun Wizard is very clearly marked as a
wizard during daylight hours.
This produces a -4 reaction penality with anyone
the Sun Wizard meets, even those who have
grown tollerant of most magics. Sun Wizards are
rare and powerful, and they usually produce
alarmed reactions from those they meet.
Because of the process of becoming a Sun Wizard,
the Shadow People have a strong connection to
the wizard: they are able to subject their influence
on their actions. Once per month, the Sun Wizard
must make a saving throw vs spells, with any
Willpower modifiers, or begin to follow the direct
will of the Shadow People. The wizard will carry
out one task they set forth upon him, without
question, misunderstanding, or trickery. These
tasks are almost never detrimental to the Sun
Wizard--after all, if they die, then who will aid the
Shadows in thier liberation?

Rob.
#2

Sysane

Nov 01, 2005 13:08:49
If I remember correctly, there really wasn't a 2e kit. it was just something special they tagged to Sadira's 2e stats in tCSoT supplement.
#3

rjtrotter

Nov 01, 2005 13:13:47
If I remember correctly, there really wasn't a 2e kit. it was just something special they tagged to Sadira's 2e stats in tCSoT supplement.

I know but I was hopping to get some help from the board to create one...

Rob.
#4

Sysane

Nov 01, 2005 13:15:43
I know but I was hopping to get some help from the board to create one...

Rob.

Well, I don't know how many people are going to jump to help create 2e version, but I made a 3e/d20 one awhile back if your interested.
#5

rjtrotter

Nov 01, 2005 13:18:17
Well, I don't know how many people are going to jump to help create 2e version, but I made a 3e/d20 one awhile back if your interested.

Sure, I could then base a new kit on that information. Where can I find it?

Rob.
#6

Sysane

Nov 01, 2005 13:20:36
I'll just repost it.

Sun Wizard (Sun Touched)
A sun wizards appearance remains the same except that their skin takes on a black coloration and their eyes burn with a crimson glow when in direct sunlight. When the character breaths, wisps of steam can be seen when they exhale. When not in sunlight their appearance returns to the way they looked before becoming sun touched.
Sun wizards speak the languages they knew before their change.

Size and Type: Same as base creature.
Hit Dice: Same as base creature.
Speed: Same as base creature.
Armor Class: The base creature’s natural armor bonus improves by +4.
Attack: A sun wizard has a touch attack that it can use once per round. If the base creature can use weapons, the sun wizard retains this ability. A creature with natural weapons retains those natural weapons. A sun wizard fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A sun wizard armed with a weapon uses its touch or a weapon, as she desires.
Damage: A sun wizard without natural weapons has a touch attack that uses heat to deal 1d6+ sun wizards Int modifier points of damage; a Fort save (DC 10 + 1/2 sun wizard’s HD + sun wizard’s Int modifier) halves the damage. A sun wizard with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 + Int modifier points of extra damage on one natural weapon attack.
Special Attacks: Same as base creature
Special Qualities: A sun wizard retains all the special qualities of the base creature and gains those described below.
Damage Reduction (Su): The sun wizard’s sun infused body is tough, giving her damage reduction 15/-.
Immovability (Su): The sun wizard is immovable while on the ground. Any creature attempting to physically move the character must succeed on an opposed Strength check, which the sun wizard gains a +20 bonus on the check.
Immunities (Ex): A sun wizard is immune to cold and fire attacks.
Spell Resistance (Ex): The sun wizard gains spell resistance equal to 15 + sun wizard’s HD .
Sun Magic (Su): The sun wizard can draw energy from the sun in order to fuel their spells. The character can choose whether to utilize plant energy or sun energy when casting spells. Sun energy has no impact on the environment. Spells powered with sun energy increase the sun wizard’s caster level by 10 for purposes of determining level-dependent spell variables and for caster level checks.
Abilities: Increase from base creature as follows: Str +6, Con +6, Int +4.
Skills: Same as base creature.
Feats: Sun wizards gain Spell Penetration and Greater Spell Penetration as bonus feats.
Environment: Any, usually same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature + 6.
Treasure: As base creature
Alignment: As base creature.
Advancement: By character class.
Level Adjustment: Same as base creature +8.

Sun Touched
The sun wizard needs to be in sunlight in order to gain the benefits of this template. When removed from sunlight the sun wizard looses all the above powers and abilities after a number of rounds equal to the characters caster level. These abilities return the instant the sun wizard is exposed to sunlight. The sun wizard immediately looses all sun touched powers the round after sun set and can not access them again till the following day's sun rise.

#7

rjtrotter

Nov 01, 2005 13:49:00
I'll just repost it.

Thanks, Rob....
#8

rjtrotter

Nov 03, 2005 11:48:04
Here is the updated kit. I have used the information from the sun wizard kit here from here the inforamtion on sadira on the original kit I found on the web. Please some look over it and let me know if you think there needs to be any changes:

Sun Wizard

Description: The Sun Wizard is a magician who has learned to draw their energy for spells directly from the sun. This remarkable ability is made possible by the Shadows of the Pristine Tower through contact with the Steeple of Crystals. The process is difficult and rarely done, and then only for people who the Shadows deem useful to themselves.
Role: Sun Wizards serve as minions, either willing or otherwise, of the Shadow People of the Pristine Tower. Their goal is to free their master Raajat the War-bringer from his prison in the Black. Once this has been accomplished, the Shadows will return to being normal Halflings.
Requirements: To be a Sun Wizard, a character must be a wizard with a Constitution and Intelligence of at least 12. The Sun Wizard is still considered to be either a preserver or defiler.
Preferred Schools: None.
Barred Schools: None.
Non-weapon Proficiencies: Standard.
Weapon Proficiencies: Standard.
Equipment: Standard.
Special Benefits: The Sun Wizard gains a large number of benefits from his association with the Shadows and the sun. First, the sun wizard can draw energy from the sun in order to fuel their spells. The character can choose whether to utilize plant energy or sun energy when casting spells. Sun energy has no impact on the environment. Spells powered with sun energy increase the sun wizard’s caster level by 10 for purposes of determining level-dependent spell variables and for caster level checks. Second, all spell durations are extended until the sun sets. Third, their strength increases by 5 points, their MAC is +1, and they have a continual emanation of an armor spell while in daylight.
Special Hindrances: When the sun sets, all bonuses are lost, and the wizard casts spells as per their class.
The skin of the Sun Wizard turns ebony black, and their eyes a dark blue, while the sun shines, the Sun Wizard is very clearly marked as a wizard during daylight hours.
This produces a -4 reaction penalty with anyone the Sun Wizard meets, even those who have grown tolerant of most magic’s. Sun Wizards are rare and powerful, and they usually produce alarmed reactions from those they meet. Because of the process of becoming a Sun Wizard, the Shadow People have a strong connection to
the wizard: they are able to subject their influence on their actions. Once per month, the Sun Wizard must make a saving throw vs. spells, with any Willpower modifiers, or begin to follow the direct will of the Shadow People. The wizard will carry
out one task they set forth upon him, without question, misunderstanding, or trickery. These tasks are almost never detrimental to the Sun Wizard--after all, if they die, then who will aid the Shadows in their liberation?


Rob.
#9

Pennarin

Nov 03, 2005 12:13:49
This is no comment on rjtrotter's kit.
This blast from the past is making me shudder. Thank god for 3E.