4th Ed Update Project.

Post/Author/DateTimePost
#1

Zardnaar

Jun 21, 2008 18:54:06
I'm thinking of doing a 4th ed update for Darksun and was wondering if anyone here would be keen on helping. I was going to focus oin the original boxed set.

I've also got my FY 1015 notes as well and it would be easy to shoehorn some of the 4th ed changes into their if anyones interested (its a Word document). This thread could also be used to discuss some changes 4th ed made.

Some topics for consideration.

1. Races. Should Dragonborn and Tieflings be shoehorned into Darksun? Should Half Giants and maybe Kreen be NPC only races now as they have to be powered down alot to make them playable. I suggested Dray and Dragonborn become the same race (change some fluff and add breath weapons to Dray).

2. Classes. Can Warlocks be made to fit on Darksun or should they be modified and maybe called Psions until 4h ed Psionics are done or be a varient wizard. Also a basic mechanic for defiling and should any classes be eliminated (Gladiator?). Shuld Defiler be a paragon path?

3. Rough conversion guide to the MM as there are very few Darksun suitable 4th ed monsters. Ogres can be renamed as Hallf giants for example (change the fluff).

Higher level stuff like paragon paths and epic paths or Dragon/Avangion rules can be done later. You could also have say a Dragon Epic destiny and have an NPC Dragon Sorceror King and have totally different stats for the.
#2

the_ubbergeek

Jun 21, 2008 21:28:53
There is a Dark SUn classes thread in this section, which could be usefull (with a link to an Enworld thread on Dark Sun adaptation).
#3

Zardnaar

Jun 21, 2008 22:44:18
There is a Dark SUn classes thread in this section, which could be usefull (with a link to an Enworld thread on Dark Sun adaptation).

Yeah I know but I want to collect everything in one place and have it all organised and ready to print.
#4

bigmac

Jun 23, 2008 13:58:01
Can a moderator please rename this thread so that it has [Dark Sun] or [DS] in the title.

It is impossible to remember what campaign setting every thread is connected with, so unless/until the WotC management let us have separate forums again we need to have thread titles that are setting specific.
#5

jonplaywu

Jun 25, 2008 2:27:11
I am currently running a game in the DS setting, but until the Psionics book comes out I'm leaving my PC's in the Green Age. No Tieflings, Dray are dragonborn (no Pc's playing them yet) I will post the rough rules set I'm using, give me some feedback on what you think about them

A majority of this stuff has been cobbled togethr from other sources and othe rpeoples work, but I have sprinkled in a few things myself. I am trying to keep the game balanced while focusing on getting the theme of Athas in the green age(cleansing wars) true.

oh, i nixed the "bit" from my game and lowered the prices f items, but my intention is to give 50% - 20% of the gold per level, that way i think I'll still be able to capture the feel of a metal pour economy, but maintain the system implied in 4.0
#6

jonplaywu

Jun 25, 2008 2:28:16
Skills:
Utility Skills- you get a number of Utility Skills equal 1 + Int Bonus. Utility skills include "lost" skills like Appraise (int), Gambling (dex), Perform (cha), Forgery (dex), Craft (int) and Professions (varies). Taking one of these makes you trained.

Gods:
None; Elemental, Eldarin Godkings.

Worship on Athas takes one of two forms. Either you worship the ancient Eldarin ancients, dark spirits from long ages past who dwell deep in the Noldor forest in a deathless state, or you worship an aspect of the elements.

The Chaos, Elementals, The Four Points, The Four Pointed Cross
The Elemental forces have no names, what does fire need a name for, and so do not “visit” themselves upon the lands of mortals. Yet, they still allow a portion of their power to be seeded into mortals who supplicate themselves before the might of their power. What this means for a cleric is that; the cleric chooses an elemental force (Earth, Air, Wind, Fire, HEART!) and then decides what aspect of that power they represent (Death, Life, Change, etc…).
Rituals performed in worship to the elements require a sacrifice of that elemental type and must be performed at the height of the season that most represents that element.
Season Element
Fall Air
Winter Earth
Spring Water
Summer Fire

The Old Ones, The Godkings, They Who Dwell, Lords of Noldor
Worship of the Eladrin Godkings takes a much darker tone, and needs some historical explanation. At the beginning of the time of Empires, when new and young races began to appear all over Athas, the Eldarin were the first to learn of the powers of the “way”. Using this advanced science and power they learned of the life energies that each creature generates, the “soul” of the creature, and learned how to bend and shape, and finally how to harness this power. Using this knowledge, the kings of the Eldarin harnessed thousands of souls into themselves and gained a spark of godlike power.
The Eldarin almost exclusively worships the Godkings, though some evil creatures have made ancient pacts with these creatures of old.
During rites intoned to the Godkings, a live sentient creature must be sacrificed to their immortality by cutting the still beating heart form the creature’s chest. The high holiday for the Eldarin is the first day of spring, when life permeates the air the strongest On this day, all priests who worship the Godkings must sacrifice a life to their lieges.

Races:
Major (100,000+): Eldarin, Elf, Human, Halfling, Dwarven, Goblinoids, Orc, Ogre,
Minor (10,000+): Minotaur, Ettin, Giant, Gnome, Beastman, Awakened Animal, Doppleganger, Dragonborn, Gargoyle, Undead, Half Elves, Centaur
#7

jonplaywu

Jun 25, 2008 2:28:58
Slavery:
Exists within all walks of life, from simple servant for a middle class home, to a gladiator bodyguard for the wealthy.
The Legions:
Misused term for the armies of the Tyt Valley City States, no single entity, but exists as a physical manifestation of a treaty among the city states. Border protection and standing army of conquest. Each city commands a nominal force, which can either can be a single legion (in the case of Draj) or a vast standing army of many legions (in the case of Balic).
Magic:
Feared by the untutored, hated by the educated, and the source of many great evils throughout all Athas. Magic is not in itself evil, but many terrible figures have used magic to cut swathes of destruction across the civilized lands. Two schools of magic exist to the tutored: defiling magic and preserving magic. To cast spells normally, a person must tap into the life-force of the world and bend it into the desired affect. A person so inclined, may, if he or she wishes, bolster their power by stripping the life energy around him from the world and leaving a fine gray lifeless ash around them.*


*Game terms in notes
#8

jonplaywu

Jun 25, 2008 2:30:04
NOTES

PRESERVING MAGIC: No change from the normal rules of a warlock or a wizard. Clerics, paladins and other classes do not draw their power from the life energy of Athas, but from the Elemental Chaos.
DEFILING MAGIC: A wizard or warlock my choose to defile the life around him or her and regain some of their spent power, but the cost is a deathly circle of ash around them. Defiling can only be done within an area of life, so a deep lifeless desert cannot sustain this act, nor can any icy waste.

Defile Wizard Utility 2
You drain life from Athas to empower your spells.
Encounter * Arcane
Minor Action * Personal
Effect: You can cast 1 additonal Encounter Power.
Special: All terrain in Burst 2 becomes Defiled.
Any Wizards who chooses not to use this are Preservers.

Defiling the Land Wizard Utility 2
You drain energy from the very land to fuel your spells, leaving the earth barren and dessicated in your wake.
Encounter * Arcane
Minor Action Personal
Effect: You gain a +1 power bonus to attack and damage with spells until the end of your turn.
Sustain Minor: You can keep this effect sustained for an encounter or five minutes.
Special: Whenever you cast a spell while under the effect of this power, the square in which you are standing becomes defiled. You do not gain the benefit of this effect when standing in a defiled square.

Blacken Wizard Utility 6
Desperate for power, you rip the very soul from Athas, withering the landscape around you.
Daily * Arcane
Standard Action * Personal
Effect: You can cast 1 additonal Daily Power.
Special: All terrain in Burst 6 becomes Defiled.
Any Wizards who chooses not to use this are Preservers.

Scorch Wizard Utility 10
Desperate to revive your expended energy, you rip the very soul from Athas, withering the landscape around you.
Daily * Arcane
Standard Action * Personal
Effect: You recover all your class and racial powers as if you had just had an extended rest, but no powers from magic items. You gain no hit points or action points and do not actually rest during this period.
Special: All terrain in Burst 12 becomes Defiled.
Any Wizards who chooses not to use this are Preservers.

Burn Wizard Utility 16
In tearing away the life force of Athas, you channel its power to replenish your spent energy.
Daily * Arcane
Minor Action * Personal
Effect: As an immediate action, cast a single ranged attack spell. This spell is maximized and has the added descriptor NECROTIC added to it.
Special: All terrain in Burst 24 becomes Defiled.
Any Wizards who chooses not to use this are Preservers
#9

jonplaywu

Jun 25, 2008 2:30:54
EQUIPMENT CHANGES

Chariot: A chariot is a two-wheeled vehicle used for transportation, racing, war and processions. Transport chariots are very small and simple, requiring only a single animal to draw it. A war chariot built for two riders is slightly larger, but significantly better constructed. Generally one person will drive the chariot while the other uses a bow or other ranged weapon. A war chariot built for four is much larger than the other two kinds of chariots and requires at least two mounts to drive it. A war chariot offers cover to its occupants.
Crodlu: A crodlu is a large bipedal lizard mount, resembling a scaled ostrich.
Erdlu: Erdlus are large, flightless birds used as herd beasts. They stand 7 feet tall and weigh around 200 lbs.
Howdah: A howdah is an enclosure mounted on a riding animal containing space for one or more persons.
Howdahs can be fitted on inix or mekillots, and provide shade and cover from the elements. An inix howdah usually has room for only one person, though the war howdah, built much stronger, can hold four. A mekillot howdah can hold one or two persons, but a war howdah is much bigger, consisting of two levels and holding up to sixteen warriors.
Inix: The inix is a large, 16-foot long reptile commonly used for riding and as a beast of burden. An inix can be trained to carry a howdah or bear a half-giant (or other Large rider) with a specially constructed saddle.
Kank: A kank is a large, 8-foot long insect, commonly used as a personal mount. These insects cannot be used as food, for their meat smells atrocious, but they produce globules of honey that can be sold for 4 copper.
Mekillot: A mekillot is a huge, 6,000 lbs lizard, used for hauling large cargo or serving as transportation for troops. These beasts are hard to control and usually require a trained handler in addition to a tremendous amount of food and water.
Wagon: Wagons are an essential part of Athasian economy, as they facilitate the caravans that make life in roads possible. Open wagons are basic, open-topped wagons that can carry a certain amount of cargo. As Athasian wagons are built using little or no metal, there’s a limit to how much cargo they can carry. Open wagons generally require two beasts to draw them, but sometimes a single inix will work.
Enclosed wagons are more commonly used to transport people or fragile cargo that would otherwise be damaged by exposure to the elements.
Armored wagons are primarily used by caravans traveling through areas plagued by dangerous monsters or raiders. It is an enclosed wagon with agafari wood used to strengthen the wagon throughout. There are also mount points for fixed crossbows on each side of that wagon that can swivel 180 degrees. Anyone using the crossbows or firing out of the rear of the wagon (when it is open) receives cover. Armored wagons require at least four smaller mounts to draw it, two inixes or one mekillot.

Table 5-6: Mounts Mount Cost (Cp)
Chariot
Two-Person, Transport 50
Two-Person, War 125
Four-Person, War 250
Howdah
Inix 10
Inix, war 100
Mekillot 20
Mekillot, war 500
Wagon, open
1,000 lbs capacity 20
2,500 lbs capacity 35
5,000 lbs capacity 50
10,000 lbs capacity 100
Wagon, enclosed
1,000 lbs capacity 40
2,500 lbs capacity 70
5,000 lbs capacity 100
10,000 lbs capacity 200
Wagon, armored caravan 1000
Animal
Crodlu, riding 200
Crodlu, warmount 400
Erdlu 10
Inix 100
Kank, herding 50
Kank, riding 125
Kank, warmount 250
Mekillot 200


Crudlu Level 3 Brute
Large natural beast (mount) XP 150
Initiative +3 Senses Perception +8; low-light vision
HP 58; Bloodied 29
AC 17; Fortitude 16, Refl ex 14, Will 14
Speed 8
mBite (standard; at-will)
+6 vs. AC; 1d6 + 5 damage.
MTrample (standard; at-will)
The Crudlu can move up to its speed and enter enemies’
spaces. This movement provokes opportunity attacks, and the
Crudlu must end its move in an unoccupied space. When it
enters an enemy’s space, the Crudlu makes a trample attack:
+4 vs. Refl ex; 1d6 + 6 damage, and the target is knocked prone.
Charger (while mounted by a friendly rider of 3rd level or higher;
at-will) ✦ Mount
The Crudlu grants its rider a +5 bonus to damage rolls on
charge attacks.
Alignment Unaligned Languages —
Str 21 (+6) Dex 14 (+3) Wis 14 (+3)
Con 18 (+5) Int 2 (–3) Cha 10 (+1)

Kank Level 4 Brute
Large natural beast (mount, spider) XP 200
Initiative +3 Senses Perception +7; tremorsense 10
HP 40; Bloodied 20
AC 16; Fortitude 15, Refl ex 14, Will 12
Speed 6, climb 6 (spider climb)
mClaw (standard; at-will) ✦Poison
+7 vs. AC; 1d8 + 2 damage, and the target takes ongoing 5
poison damage and is weakened (save ends both).
M Double Attack (standard; at-will) ✦ Poison
The Kank makes two claw attacks.
M Combined Attack (while mounted by a friendly rider of 10th level
or higher; at-will) ✦Mount, Poison
When the Kank’s rider makes a melee attack, the Kank
makes a claw attack as a free action against the same
target.
Alignment Unaligned Languages —
Skills Stealth +14
Str 20 (+10) Dex 18 (+9) Wis 15 (+7)
Con 20 (+10) Int 1 (+0) Cha 10 (+5)

Inix Level 1 Soldier
Medium natural beast XP 100
Initiative +3 Senses Perception +0; tremorsense 5
HP 32; Bloodied 16
AC 16; Fortitude 14, Refl ex 12, Will 11
Resist 10 fire
Speed 6
m bite (standard; at-will) ✦ poison
+14 vs. AC; 1d6 + 6 damage, and a Medium or smaller target
is grabbed (until escape). A grabbed target takes 5 poison
damage at the start of the inix’s turn.
M Sting (standard; at-will) ✦ Poison
+6 vs. Fortitude; 1d4 + 6 damage, and the target takes ongoing
5 poison damage and is immobilized (save ends both). The
inix can use this attack against a target it has
grabbed.
MReactive Sting (immediate reaction, when an enemy grabbed by
the Inix escapes; at-will)
The inix makes a sting attack against the enemy.
Alignment Unaligned Languages —
Str 25 (+6) Dex 12 (+1) Wis 11 (+0)
Con 12 (+1) Int 1 (–5) Cha 10 (+0)

Erdlu Level 4 Skirmisher
Medium fey beast XP 175
Initiative +8 Senses Perception +8; low-light vision
HP 54; Bloodied 27
AC 18; Fortitude 16, Refl ex 18, Will 15
Speed 8, climb 6; see also fey step
mBite (standard; at-will)
+9 vs. AC; 1d6 + 4 damage, and the Erdlu shifts 1 square.
Charging Pounce
When the Erdlu charges, it deals an extra 1d6 damage and
knocks the target prone.
Swift Step (move; encounter) ✦ Shift
The Erdlu can shift 5 squares.
Alignment Unaligned Languages —
Endurnce Stealth +11
Str 14 (+4) Dex 18 (+6) Wis 13 (+3)
Con 14 (+4) Int 2 (–2) Cha 11 (+2)
#10

jonplaywu

Jun 25, 2008 2:32:40
ARMOR PRICE BONUS MIN ENHC BONUS CHK SPD WGHT
Light Armor
Artist’s armor 15 cp +1 - 0 12 lb.
Light caravan armor 25 cp +4 - -2 16 lb.
Light gladiator armor 40 cp +3 - -1 12 lb.
Hide armor 75 cp +3 - –1 25 lb.
Leather armor 50 cp +2 — 15 lb.
Medium gladiator armor 100 cp +4 - -3 16 lb.
Heavy Armor
Medium Tyr-armor 150 gp +5 - -4 -1 27 lb.
Chitin warsuit 165 sp +5 - -5 -2 25 lb.
Tyrian warsuit 210 gp +6 - -5 -2 40 lb.
Chainmail 300 gp +6 - –1 –1 40 lb.
Scale armor 400 gp +7 - — –1 45 lb.
Plate armor 1000 gp +8 - –2 –1 50 lb.
Shields
Light shield 5 cp +1 - — 6 lb.
Heavy shield 10 gp +2 - –2 15 lb. [/SIZE]
Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor
fitted for Large characters weighs twice as much.

Piecemeal Armor
Characters in a Dark Sun campaign seldom (if ever) wear complete suits of metal armor. As such, it is not uncommon for a hero to wear scavenged portions from various‖suits‖of‖armor,‖hence‖“piecemeal‖armor.” Determining the correct armor bonus for someone
wearing‖piecemeal‖armor‖can‖be‖difficult.‖For‖simplicity’s‖ sake, each piece of armor can cover the torso, each leg and each arm, with each location providing a certain AC bonus. Note that although helmets exist, they are not an essential part of the armor when it comes to determining
one’s‖overall‖AC bonus. As‖ a‖ word‖ of‖ note,‖ armor‖ includes‖ all‖ “layers”‖involved in its construction and use—no stacking of armor is permitted over a specific location. To‖determine‖a‖character’s‖total,‖overall‖AC, add up the AC bonuses for each location as listed on the table below: Piecemeal Armor; fractions of .5 or less are rounded down.
As noted on the table, some types of armor are not designed to cover every location; these locations are marked with an X on the table. A different type of armor must be worn over these body locations to gain any additional AC benefit. Although a helmet does not normally increase the armor class of a suit of piecemeal armor, a DM may rule that certain helmet-armor combinations—such as wearing the helmet from a suit of heavy armor in conjunction with piecemeal armor primarily composed of light armor pieces—provides an additional‖ +1‖ bonus‖ to‖ the‖ suit’s‖overall armor class. This additional bonus is at the sole discretion of the DM, and should be determined on a case-by-case basis.

Pricing and Weight
The cost and weight listed in the Player’s‖Handbook for armor is for the entire suit, minus a helmet. When dealing with piecemeal armor, consider the torso to cost and weigh 1/2 as much as that of a full suit, while each arm and leg costs and weighs 1/8th that of a full suit. In the case of a chain shirt or breastplate (or any other type of armor that only has two limbs), each limb (arms or legs, respectively)‖ costs‖ and‖ weighs‖ 1/4th‖ the‖ suit’s‖ total.‖Helmets must be purchased separately, costing 1/10th the suit’s‖cost‖and‖weighing‖1/10th‖it’s‖weight.
Table 1–3: Piecemeal Armor
Armor Type Torso One Arm Both Arms One Leg Both Legs
Cloth* 0.5 0.125 0.25 0.125 0.25
Leather 1 0.25 0.5 0.25 0.5
Hide 1.5 0.25 1 0.25 0.5
Scale mail 2 0.5 1 0.5 1
Chainmail 3 0.5 1 0.5 1
Full plate 4.5 0.75 1.5 1 2

*Cloth armor cannot be an armor unto itself, but can be added to bolster other armour and therefore cannot be used as a full suit.



Non-Metal Weapons Break Roll Price MOD
Wood 5 5%
Bone 3 25%
Obsidian 1 50%
Obsidian, bone, and wood weapons are prone to breaking. Whenever a successful attack inflicts maximum damage, there is a % chance that the weapon will break, which is a roll of a d20. For example, Bruth is sent to the arena armed with a bone battleaxe. In the first round of combat, Bruth cleaves through the skull of an opponent (making a successful attack roll) and takes him down (rolling an 8 on his 1d8 die for damage). Unfortunately, the shock of splitting his opponents skull shatters his axe. (he rolls a d20 and rolls a 3)
Melee Weapons Prices
SIMPLE MELEE WEAPONS
One-Handed
Weapon
Club 1cp
Dagger 1gp
Javelin 5sp
Mace 2sp
Sickle 5gp
Spear 5sp
Two-Handed
Weapon
Greatclub 1cp
Morningstar 10sp
Quarterstaff 5cp
Scythe 5gp
MILITARY MELEE
One-Handed
Weapon
Battleaxe 15gp
Flail 10gp
Handaxe 5gp
Longsword 15gp
Scimitar 10gp
Short sword 10gp
Throwing hammer 5sp
Warhammer 15sp
War pick 15gp
Two-Handed
Weapon
Falchion 25gp
Glaive 25gp
Greataxe 30gp

Greatsword 30gp
Halberd 25gp
Heavy flail 25gp
Longspear 10sp
Maul 30gp
SUPERIOR MELE
One-Handed
Weapon
Bastard sword 30gp
Katar 3gp
Rapier 25gp
Two-Handed
Weapon
Spiked chain 30gp

Ranged Weapons Prices
SIMPLE RANGED WEAPONS
One-Handed
Weapon
Hand crossbow 25gp
Sling 1cp
Two-Handed
Weapon
Crossbow 25sp
MILITARY RANGED WEAPONS
Two-Handed
Weapon
Longbow 30sp
Shortbow 25sp
SUPERIOR RANGED WEAPONS
One-Handed
Weapon
Shuriken (5) 1gp

Adventuring Gear
Item Price Weight
Standard adventurer’s kit 15 sp 33 lb.
Backpack (empty) 2 sp 2 lb.
Bedroll 1 cp 5 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 sp 1/2 lb.
Rations, trail (10 days) 5 sp 10 lb.
Rope, hempen (50 ft.) 1 sp 10 lb.
Sunrods (2) 4 gp 2 lb.
Waterskin 1 cp 4 lb.
Ammunition
Arrows (30) 1 sp 3 lb.
Crossbow bolts (20) 1 sp 2 lb.
Sling bullets (20) 1 cp 5 lb.
Arcane implement
Orb 15 gp 2 lb.
Rod 12 gp 2 lb.
Staff 5 gp 4 lb.
Wand 7 gp —
Candle 1 cp —
Chain (10 ft.) 30 sp 2 lb.
Chest (empty) 2 sp 25 lb.
Climber’s kit 2 sp 11 lb.
Grappling hook 1 sp 4 lb.
Hammer 5 sp 2 lb. Pitons (10) 5 cp 5 lb.

Everburning torch 50 gp 1 lb.
Fine clothing 30 sp 6 lb.
Flask (empty) 3 cp 1 lb.
Holy symbol 10 sp 1 lb.
Journeybread (10 days) 50 sp 1 lb.
Lantern 7 sp 2 lb.
Ritual book 50 gp 3 lb.
Ritual components Varies —
Rope, silk (50 ft.) 10 sp 5 lb.
Spellbook 50 gp 3 lb.
Tent 10 sp 20 lb.
Thieves’ tools 20 gp 1 lb.
Torch 1 cp 1 lb.
FOODSTUFFS
Item Price
Food
Meal, common 2 cp
Meal, feast 5 sp
Drink
Ale, pitcher 2 cp
Wine, bottle 5 sp
Inn stay (per day)
Typical room 5 cp
Luxury room 2 sp
#11

jonplaywu

Jun 25, 2008 2:37:32
Muls
Racial Traits
Average Height: 5’ – 6’
Average Weight: 140 –350 lb.
Ability Scores: +2 Constitution,
Size: Medium
Speed: 6 squares
Vision: Low-ligh
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance
Special: All Muls are sterile and can never breed true. Muls are always the result of breeding a human male with a dwarven female.
Dwarven Resilience: You can use your second wind as
a minor action instead of a standard action.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
normally.
Dual Heritage: You can take feats that have either dwarf
or human as a prerequisite (as well as those specifically
for half-dwarves), as long as you meet any other
requirements.
Bonus Skill: You gain training in one additional skill
Bonus At-Will Power: You know one extra at-will
power from your class.

HALF-GIANT
Racial Traits:
Average Height: 6.5’’ – 8.5’
Average Weight: 540 – 750 lb.
Ability Scores: +2 Strenght, +2 Cons, -2 Dex
Size: Medium
Speed: 6 squares
Vision: normal
Languages: Common, Giant
Skill Bonuses: +2 Endurance
Special: May not wear normal armor, must have all armor custom made.
Oversized: You can use weapons of your size or one size larger than
you as if they were your size.

Powerful Build: For the purposes of lifting and carrying, treat the
half-giant as if his strength were 2 points higher.
Far Strider: You move +2 squares when you charge.
Who Am I Today?: Half-giants have an unstable alignment, tending to vary based on their companions. Thus, the general bent of their alignment is fixed on creation, but varies each day one step towards their comrade's mien. For example a Lawful Good half-giant, with Good friends, would veer to Good each day, while one who spends his time with an unaligned party shifts his to that alignment.

Racial ability: Unstoppable
Your bestial rage and enormous size let loose in an orgy of unstoppable destruction!
Encounter Minor
Gain resistance 2 to all attacks until end of your next turn

Racial Feats:

I’m A Late Bloomer
*Half-Giant only: Increase size to large, reach changes to 2, speed increases to 8 and lose oversized.
Tier: Paragon


Half-giants use 3 times as much food and 9 times as much water as a human, however, they can carry far more equipment and provisions than ordinary folk can.

Thri-Kreen
Mantis-like desert nomads with an alien perspective.

Racial Traits:
Average Height: 6’-7’2”
Average Weight: 125-250 lbs.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 8 squares
Vision: Darkvision
Languages: Common, Thri-Kreen
Skill Bonuses: +2 Athletics, +2 Perception, Proficiency Gythka, Chatka
Special: May not wear normal armor, must have all armor custom made.

Multi-Limbed: Thri-kreen have six limbs: two are used as legs, two are primary arms, and two are secondary arms. The thri-kreen gains +1 to AC when wielding two weapons or a chakta, and changing/drawing weapons and retrieving/stowing items are free actions for the thri-kreen. They may carry an item in all four arms, but are still limited to one attack per round unless they have a power that changes this.

Trance: Thri-kreen need only 4 hours of rest during an extended rest. During this time, they remain partially aware of their surroundings, taking a -5 penalty on Perception tests.

Poisonous Bite * Thri-Kreen Racial Power
While they usually rely on weapons, the thri-kreen also has a poisonous bite.
Encounter * Minor Action * Poison
Attack: STR+2 vs. AC
Damage: 1d4+STR
Effect: The thri-kreen makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+4 and 2d4+STR damage, and at 21st level it increases to STR+6 and 3d4+STR damage.

Racial Feats:

Crystal Gland
*Thri-Kreen only By sacrificing its ability to use the poison in its bite attack, the Thri-Kreen can generate a sticky substance that hardens in 24 hours to the strength of steel. During the 24 hour time the Crystal can be shaped into any form the Thr-Kreen chooses. The amount generated is enough to create a small dagger or Chatka, the substance cannot be maintained in its glue form.
Making larger items takes building the item in stages, and the Thri-Kreen can only generate his CON bonus in days each month.
Tier: Heroic

Thri-Kreen Equipment:

Weapon Prof. Damage Range Price Weight Group Properties
Chakta +2 1d6 6/12 NA 1lbs Light Blade One-Handed, thown
Gythka +2 2d4 - NA 5lbs Pole Arm Two- HandedReach
#12

jonplaywu

Jun 25, 2008 2:40:17
Rajaat’s Pact
Through a dark pact binding your soul to that of the Warbringer Rajaat, you have gained ultimate power, but at ultimate cost.

Prerequisite: 21st level, Skill: Arcane, Feat: Ritual Caster
Alignment: Chaotic Evil, Evil, Unaligned Race: Human

Becoming a dragon requires that the human undergo a lengthy metamorphosis as he rises from 20th to 30th level. It’s a 10-step process begun when the character first casts the defiler metamorphosis Ritual upon reaching 20th level.
During each stage, the character’s form changes, soon becoming unrecognizable as human. The figure undergoes tremendous growth and acquires great mass. Scales and wings form, and the dragon undergoes a period of complete savagery before regaining his senses.
The defiler metamorphosis ritual explains the 10-step process. Any interference with its casting or failure to follow exactly the steps outlined by the ritual results in the failure of the ritual and the death of the caster.
As each stage of the metamorphosis is extremely painful, the dragon must pass a Endurance skill check or die in the process.
Once an individual becomes a dragon by reaching 21st level, he is immune to the effects of age and will never die of natural causes, though poison and disease can still kill. The dragon also gains the ability to understand and speak any language.

I am become death, destroyer of worlds…
With the ritual cast, your path into darkness is guaranteed. Moving from the shell of mortality, you now perceive all reality in its most base form. Life force is your meat and drink, and all that consumes you is the need to drink your fill. As you gain more power, and your form contorts further and further into the shape of a dragon, your relation with people around diminishes. Only “higher” beings such as yourself are worthy of respect, and you become anathema to beings of “purity” and “goodness”.
During the Metamorphosis, you will be given opportunities to abandon this dark road, but they will become more and more difficult until you finally cross the threshold and become a true “Dragon”.

The Defiler’s Wake

Draconic Ascension: When you complete your final
quest, your draconic nature yearns to complete your apotheosis. With the final casting of the Metamorphosis ritual, your body leaves any vestiges of your mortal form and takes on the form of a “True Dragon”. Tearing free of the trappings of mortality you rise into the Feywild, passing into the empty Astral Sea. There, your path creates a new conduit for you to move freely from the mortal plane to the Astral.
Forming your own domain out of pure will, you create a place for your “perfect form” to hold audience as the “True Dragon” for eternity.
Soon enough, your transcendent senses discern
mortal prayers directed at you.





Draconic Features
All Dragons gain the following class features.
21st-Level Dragon: At this level, the individual undergoing dragon metamorphosis enters the first of 10 stages which result in the alteration of his physical form. The humanoid form of the dragon doubles in mass, attaining a weight of 350 pounds. The dragon may gain bulk while retaining its original size, may grow up to 8 feet in height, or may increase in density without apparent changes in size or bulk. These changes are unpredictable and can’t be controlled. While the dragon still retains many humanoid characteristics, it develops a slight elongation to the face and nostrils. A more pronounced spine and rudimentary shoulder and back scales also mark this stage of the metamorphosis process. The character gains +2 to all stats and can never use an ability without defiling* the land around it.
22nd-Level Dragon: This stage involves further alterations to the dragon’s physical form, resulting in an increase in size to as tall as 10 feet and in weight to approximately 450 pounds. Other changes include a more pronounced elongation of the face, the beginnings of scales on the dragon’s now-prominent snout, a further delineation of the spine, and the emergence of a tail stub. The character’s defenses all go up +1 and you gin the trance ability if you don’t have it already.
23rd-Level Dragon: In the third metamorphic stage, the dragon increases in weight to 650 pounds and gains an additional foot in height. A drastic lengthening of all limbs, including fingers and toes, occurs. The neck lengthens dramatically as well, lifting the now-markedly reptilian head and face high above the shoulders. By
this level, body hair has vanished. The characters AC increases by +1 and gains the vulnerability Radiant at this level.
24th-Level Dragon: At this stage, the dragon’s original humanoid form is nearly impossible to distinguish. Weight increases to almost 900 pounds and the dragon may reach 12 feet in length (or height). Full scales cover the dragon except for the underbelly and the underside of its limbs, giving the metamorphosing creature an AC increase of +4. The dragon’s legs lose their human structure, developing huge thighs, sharp-angled, bony calves, and taloned feet. Some dragons also develop a prominent hunch about the shoulders and waist. The dragon can now move at a speed of 15 in both an upright position and on all four limbs. Its taloned fingers allow the dragon two attacks as an at-will basic melee (each 2d10 + STR damage each). The Dragon can no longer wear clothes or Armor at this point.
25th-Level Dragon: In this stage of the metamorphosis, the dragon reaches a full 12 feet from snout to tail and weighs nearly 1,600 pounds. Its hardened scales give it an AC bonus + 2. A magical enchantment now makes the dragon impervious to normal weapons; only magical weapons of +1 or better will inflict damage upon it. The jaws become prominent, endowing the dragon with a bite attack that inflict 4d12+STR points of damage. The tail continues to grow. During this phase, the dragon enters what is known as an “animalistic period” during which its savagery is uncontrollable most of the time. Every time the character enters a combat situation it must roll a STR vs WILL attack against itself. If the Roll succeeds the Character will go on a rampage attacking everything in site for 1d4+Dragon levels in days.
26th-Level Dragon: At this stage, the dragon now weighs 2,000 pounds. Its form is completely hunched into the classic dragon posture, but erect stance is still possible. The dragon’s height can reach 16 feet. The dragon’s scales now afford the bonus of + 2 AC, and the strengthened hind legs allow the dragon a jump bonus of +10. The dragon’s claws now cause 2d10+STR+5 points of damage each. Every time the character enters a combat situation it must roll a STR vs WILL attack against itself. If the Roll succeeds the Character will go on a rampage attacking everything in site for 1d4+Dragon levels in days.
27th-Level Dragon: During this stage, the dragon’s weight doubles to 4,000 pounds and its length increases to 20 feet. Body scales now give the dragon a bonus of + 1. Most importantly, the dragon develops the ability to use its breath weapon, as a range 10 blast 3 4d10+CON, recharge 5,6. Every time the character enters a combat situation it must roll a STR vs WILL attack against itself. If the Roll succeeds the Character will go on a rampage attacking everything in site for 1d4+Dragon levels in days. At this point all equipment must be Large size or becomes to small and delicate for the Dragon to use successfully.
28th-Level Dragon: In this stage, the dragon’s weight again increases, this time to 10,000 pounds. Its now full-grown tail extends the dragon’s length to 25 feet. The dragon develops a tail attack as an encounter which causes 5d10 damage, while damage from each claw attack increases to 2d10+STR+10. The dragon’s tough hide and scales improves its AC by + 1 as well as immunity to weapons with a magical enchantment of less than +2. A natural magic resistance develops during this stage granting it a +2 versus any magical save. As this stage draws to a close, the dragon’s animalistic period also ends; pain-wracked fury once more succumbs to the discipline of cold logic and cunning.
29th-Level Dragon: By this stage, the dragon’s length increases to 30 feet and its weight to 20,000 pounds. The dragon now sprouts wings, although these rudimentary structures only allow it a flying speed of 4 (clumsy flyer). The scaly armor of the dragon affords an Ac increase of +1, while damage from the breath weapon as a range 20 blast 5 4d10+CON, recharge 4,5,6. The dragon’s magic resistance rises to +6 versus magic saves. The Dragon loses the ability to use anything that is not either large size or custom made for its frame.
30th-level dragon: This is the final stage of the dragon metamorphosis. The original humanoid form of the dragon disappears completely, leaving only a pure dragon in its wake. The newly metamorphosed dragon is 40 feet long and weighs 50,000 pounds. Its wings are fully formed, allowing a flying movement of 18 (hover), while its scales offer the dragon an AC bonus of +2. Its magic resistance is now +8 versus magical saves. Damage from each claw attack becomes 2d10+STR+15, and the dragon’s breath weapon attains its maximum damage potential as a range 20 blast 5 4d10+CON, recharge 3,4,5,6

Channeling the Power
Body of the Dragon Draconic Utility 26
By tearing away at the very fabric of the life force around it, the Dragon can regain all its power spent.
Daily✦Healing
Standard Action Personal
Effect: During a short rest (10 minutes or more) the Dragon can cause a lush area to become totally defiled. By defiling this area, the dragon acts as if it had taken a full rest and regains its entire daily and encounter powers including powers from magic items, and hit points.
Special: This ability cannot be done in any area other than an extremely lush and fertile place. Examples include, a bucolic valley, a lush farmstead in spring, a pure virgin wood. After the ability is enacted, everything in 30 + lvl burst of the Dragon is reduced to ash. Living creatures are affected by a (CHA + lvl of dragon) vs WILL or take (d10 x lvl) of dragon NECROTIC damage.

Defiler Metamorphosis
By ripping into the life force of the world, you gain the ability to shape your own into that of a greater being.
Level: 20
Category: Creation
Time: Special
Duration: Instantaneous
Component Cost: Special
plus 1 healing surge
Market Price: Not For Sale
Key Skill: Arcana

Once cast, the character mutates his physical form drastically, each time becoming less human and more dragon.
The character may begin his preparation time at any point as he approaches his next level, building structures, gathering components, studying, etc. But the ritual cannot be cast before he has earned all the necessary experience points.
Though the experience points have been earned, the character gains no benefits of his new ritual level until after the character metamorphosis ritual is cast.
The exact material components, preparation time, and casting time differ, depending on what level the character is about to achieve, grouped by level into low, middle, high, and final metamorphosis.

Low (21st, 22nd, and 23rd levels): When approaching these levels, the character is merely beginning his metamorphosis toward dragon form. The preparation time at these levels must be at least one year, during which time the caster must have access to a laboratory and temple, in which he or she can gather artifacts of evil. Such materials must be discovered by the character or his minions and each item must be studied for at least eight hours every day for the entire year. Acquisition of such items will usually be a quest in and of itself; once used, these items cannot be used for this ritual again. The material components must include vast riches (at least 10,000 gp worth of jewels, gems, coins, or artistic treasures), a vast structure where the transformation might take place, and no fewer than 1,000 levels worth of living creatures for the life-leeching process. The artifacts dissolve into ash and the living creatures are slain one heartbeat after the character begins casting. The structure, which must cost more than 50,000 gp to build, is not destroyed and may be used again to cast this ritual when attaining all three of the low levels. The ritual is cast from the deep interior of the structure, where the caster will actually transform — no other beings may be present at the instant of casting. The casting time is a full 24 hours; any interruption results in ritual failure.
Middle (24th, 25th, and 26th levels): At the middle levels, the process is similar. The preparation time extends to two years per casting, during which time the caster must befriend and visit a powerful creature from an elemental plane. The caster must visit the planar creature three days of every fifteen for the entire preparation period. The DM must create and role-play the elemental creature — it is likely that it will force the character to perform difficult missions, more often than not for its own amusement, all through the preparation period. The material components include fewer riches (at least 5,000 gp) but more living creatures (no fewer than 2,000 Levels). A new structure must be built, which can be used for all three middle-level transformations, but this structure must be made of stone and obsidian, and must be ornately decorated, costing no less than 125,000 gp. The casting time is three days; any interruption results in ritual failure and death. (no save)
High (27th, 28th, and 29th levels): For the high levels of dragon metamorphosis must take place in a temple created solely of Obsidian with a value of no less than 250,000 gp. Inside the temple the character must bind four 21st lvl or higher Elementals (one of each element). During the binding, the Dragon must eat the creature and absorb their life force energy. The actual casting time is 24 hours, and the caster must have the full cooperation of at least three powerful beings (11th lvl or higher) for the entire time. Locating beings willing to cooperate should be easy, but getting their cooperation requires exchanges of favors, quests, etc.; preparation time is equal to the time it takes to convince the beings to cooperate.
Final (30th level): The final stage of dragon metamorphosis requires no preparation and a single material component; the slain body of a good creature defeated in single combat; the victim must be intelligent, have at least 20 levels, and be capable of casting spells or channeling divine magic. The ritual must be cast over the fallen victim within one hour of his defeat; the casting time is merely one turn. In all cases, the living creatures used as material components must be within one mile of the caster. Once cast, the character must make a STR vs WILL save roll or die in the mutation process. Any interruption or mistake during the casting of the ritual will kill the character character. This ritual can only be cast by characters.





The Great One’s Gift
Through understanding the life force of Athas, you tap into the living creatures of the world and become something greater, better and more wholesome.

Prerequisite: 21st level, Skill: Arcane, Feat: Ritual Caster
Alignment: Lawful Good, Good, Unaligned Race: Human

Becoming an Avangion requires that the human undergo a lengthy metamorphosis as he rises from 20th to 30th level. It’s a 10-step process begun when the character first casts the preserver metamorphosis Ritual upon reaching 20th level.
During each stage, the character’s form changes, soon becoming unrecognizable as human. The figure undergoes tremendous growth and acquires a soft golden glow. Gossamer wings form, and the Avangion undergoes a period of contemplative trance befre being able to continue with its advancement.
The preserver metamorphosis ritual explains the 10-step process. Any interference with its casting or failure to follow exactly the steps outlined by the ritual results in the failure of the ritual and the death of the caster.
As each stage of the metamorphosis is extremely taxing to the caster and the Avangion must spend at least one week per level of advancement in contemplative solitude.
Once an individual becomes a Avangion by reaching 21st level, he is immune to the effects of age and will never die of natural causes, though poison and disease can still kill. The Avangion also gains the ability to understand and speak any language.

I am the light, the start of life and I bring you peace.
With the ritual cast, your path into the light is guaranteed. Moving from the shell of mortality, you now perceive all reality in its highest form. Life force is your meat and drink, yet to give into your hunger is to destroy yourself. As you gain more power, and your form contorts further and further into the shape of an Avangion, your relation with people around diminishes. Only “higher” beings such as yourself are capable of truly understanding you, yet your goals include all life and all creatures.

The Preserver’s Ascension
Anvangion Ascension: When you complete your final
quest, your pure nature yearns to complete your apotheosis. With the final casting of the Metamorphosis ritual, your body leaves any vestiges of your mortal form and takes on the form of a “True Avangion”. Tearing free of the trappings of mortality you rise into the Feywild, passing into the empty Astral Sea. There, your path creates a new conduit for you to move freely from the mortal plane to the Astral.
Forming your own domain out of pure will, you create a place for your “perfect form” to hold audience as the “True Avangion” for eternity.
Soon enough, your transcendent senses discern
mortal prayers directed at you.

Channeling the Power
Revive the Earth Avangion Utility 21
In blenin your life force with that of Athas, you return life to where there is little.
Daily✦Healing
Standard Action Personal
Effect: During a short rest (10 minutes or more) the Avangion can cause an area previously defiled to become lush and fruitful. By rejuvenating this area, the avangion expends this daily power but all allies within the area regain all abilities and hitpoints as if they had just taken an extended rest. In addition to this, any vegitation in the area springs forth rapidly around them to create a small lush area equal to a burst 20/Avangian level progressionin squares around them
Special: This ability can be done in any area other than the shadowfel, where life is anathema to its very existence. The action of doing this renders the avangion helpless for 1 minute/Avangion level.

Avangion Features
All Avangions gain the following class features.
21st-Level Avangion
This spell transforms an arcane caster into the first stage towards becoming an Avangion. The casters type becomes Aberration,losing all previous types, and gaining all advantages of the new type. The caster no longer can die of old age, and no longer suffers penalties to attributes for aging. Also the caster gains the following abilities at will: comprehend languages, discern lies, detect good/evil as an at-will range 20.
The spell must be cast within a specialized focus structure designed specifically for the first three preserver metamorphosis spells, costing no less than 5,000,000cp. (50,000 gp) This focus structure is actually a purified area that has been untouched by defiling, and the cost is made up of the remains (ash, physical remains, artifacts, etc...) of enemies of life. I.e. high level defilers and the like. Physically the newly formed avangion changes very little, save possibly gaining slightly more noble features or the eyes may take on a gold or silver sheen.
22nd-Level Avangion
This spell transforms an arcane caster into the second stage towards becoming an Avangion. At this stage the defensive nature of the avangion starts to manifest, allowing them to gain a +1 deflection bonus on its armor value as well as resistance 5 against all attacks except necrotic. The spell must be cast within a specialized focus structure designed specifically for the first three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling, and the cost is made up of the remains (ash, physical remains, artifacts, etc...) of enemies of life. I.e. high level defilers and the like. Physically the avangion’s skin takes on a metallic glow similar to its eyes, and any hair they have turns pure white.
23rd-Level Avangion
This spell transforms an arcane caster into the third stage towards becoming an Avangion. At this stage the avangion increases yet further giving them an increased deflection bonus on armor up to +2 total, and they gain the ability to fly speed 6 (clumsy flyer) The spell must be cast within a specialized focus structure designed specifically for the first three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling, and the cost is made up of the remains (ash, physical remains, artifacts, etc...) of enemies of life. I.e. high level defilers and the like. Any concealment of the avangions true form is lost at this stage. As enormous gossamer wings sprout from the back and shoulders. The wings themselves are filmy and nearly transparent, though they span about 20 feet. The avangion’s eyes become bright silver and the skin glitters in the sunlight.
24th-Level Avangion
This spell transforms an arcane caster into the fourth stage towards becoming an Avangion. At this stage the avangion’s defensive abilities increase dramatically. Their deflection bonus on the armor raises to +3 and resistance 10 against all attacks except necrotic and they improve the ability to fly speed 10 (clumsy grounded). An avangion also gains a +1 bonus to their cha due to their heightened sense of self and inner power. The spell must be cast within a specialized focus structure designed specifically for the second three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from no less than three powerful good creatures. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. The avangions original form becomes increasingly vague. All hair has vanished at this point and webs of filmy winglike material forms between the arms, torso, and their fingers and toes. Its existing wings form into multiple folds which can be extended out to a 25 foot span.
25th-Level Avangion
This spell transforms an arcane caster into the fifth stage towards becoming an Avangion. At this stage the avangion deflection bonus to armor increases up to +6, they improve the ability to fly speed 18 (hover). At this point the Avangions inner nature and outer form have changed to the point that they no longer require material or somatic components to cast spells or perform rituals. In addition the avangion’s size increases 1 size category, gaining all the inherent features therein. Also note that at this point, the avangions body has changed so much as to make grappling them extremely difficult, the avangion now adds their Int modifier to all grapple checks. The spell must be cast within a specialized focus structure designed specifically for the second three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from no less than three powerful good creatures. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. At this point the original form starts to become lost in the wispy folds of its wings, which can now extend to a 30foot span. The jaw retracts while the eyes grow larger. The arms and legs grown thinner to the point where they can no longer support the their own weight. The avangion now can only float or fly at all times. The avangion can also no longer wield hand held weapons or make standard unarmed attacks, though it may still touch objects and creatures with the extensions of its body. Avangions at this stage gain the ability to absorb magical items that take up body slots into their body gaining all of the ability of the item as if the item were worn, this effect lasts until they absorb a new item into the same slot at which point the former abilities are lost. (Note the act of absorbing the magical item destroys the item in question.) This ability is very important at this point as the avangion is no longer able to use many magic items, that take up body slots, regularly due to the massive transformation of the body.
26th-Level Avangion
This spell transforms an arcane caster into the sixth stage towards becoming an Avangion. Their deflection bonus on the armor raises to +8, their flight ability makes them immune to crashing unless brought to the ground by another being, cha increases by another +1. The spell must be cast within a specialized focus structure designed specifically for the second three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from no less than three powerful good creatures. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. At this stage the avangion becomes far more mobile and graceful. Its incredible shining wings now span up to 40 feet, with the central body being now nearly lost in their folds.
27th-Level Avangion
This spell transforms an arcane caster into the seventh stage towards becoming an Avangion. Due to the transformation the mind and body of the avangion changes yet more, gaining a bonus of +1 cha, +1 wis, and +2 dex. and resistance 15 against all attacks except necrotic The spell must be cast within a specialized focus structure designed specifically for the third three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from the eight casters that contribute to the ritual. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. The original form is nearly lost at this point. The creature now has only a head and torso which are nearly lost among the near endless folds of its gossamer wings. The wing span is now about 50 feet when fully extended.

28th-Level Avangion
This spell transforms an arcane caster into the eight stage towards becoming an Avangion. At this point the avangions defensive capabilities increase to raise its deflection bonus to +10 and resistance 20 against all attacks except necrotic. A brilliant radiance of light extends out to in a burst 5 centered in the avangion that acts as a permanent aura of light (Which grants combat advantage to any evil creature within the burst) as well as dispelling all darkness and negating the normal affect of a defiler casting within the Avangions aura radius. The spell must be cast within a specialized focus structure designed specifically for the third three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from the eight casters that contribute to the ritual. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. The wingspan at this point has increased to 65 foot.
29th-Level Avangion
This spell transforms an arcane caster into the ninth stage towards becoming an Avangion. Their deflection bonus on the armor raises to +12, cha increases by another +1, and the aura increases to burst 10 centered on the Avangion while gaining the ability to act as a variant of the ray of enfeeblement spell to all evil creatures within the aura. (All evil creatures within the radius are attacked immediately INT vs Fort Hit: 1d10 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.) The spell must be cast within a specialized focus structure designed specifically for the third three preserver metamorphosis spells, costing no less than 5,000,000 Cp. (50,000 gp.) This focus structure is actually a purified area that has been untouched by defiling in an area no less than one mile in all directions, and the cost is made up of gifts from the eight casters that contribute to the ritual. The structure is centered around a single bush or tree that the preserver has himself personally saved from defiling. Physically the avangion gains still more to its wings, now being an 80 foot span that nearly envelopes its torso and head. From a distance the avangion resembles a cloud of interwoven wings at this point.
30th-Level Avangion
This spell transforms an arcane caster into the final form of an Avangion. The final form increases 1 size category, gaining all the inherent features therein, and gains a +2 bonus to wis, and a +1 bonus to cha. The aura also advances to its final state with a radius of burst 15 and causes defling to backlash unto itself. (any defiler who uses their ability within the aura, causes 1d10/level of spell damage to themselvesThe spell must be cast within a specialized focus structure designed specifically for the final preserver metamorphosis spell, costing no less than 8,200,000 Cp. (82,000 gp.) This focus structure is a stone tomb large enough to hold the Avangion, built around a perfectly sealed glass case. In addition a diamond, of value no less than 10,000 gp, is incorporated into the focus structure. The casting time is one round, although upon casting the avangion, focus structure, and diamond disappear for 2d12 months for places unknown, leaving only the glass case behind. If the glass case is damaged during this time frame the avangion is lost to oblivion. In its final form the avangions wings span 90 feet.