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#1ZardnaarSep 16, 2006 6:54:04 | I had some prototype rules for the Sorceror Kings where I had a framework for them as "monsters" rather than NPC's with clas levels and I had a Sorceror King Template which I'll post for you below. In my DS campaign PCs can't realy become Dragons or Avangions as it was my belief due to the changes between 2nd ed and 3.5 you can't really make a PC Dragon and have the NPC Dragon kings be that scary for their CR. The other reason is yeah sure I could stat out a SK as CR 30, 40, 50 or whatever but theres virtually no point as realistically my games are unlikely to reach level 20 let alone 30+. The end result was SK's have CRs ranging from 24-36 or so putting them in the low epic. Essentially they fill the roll of arch demons and devils on other worlds and given the right circumstances, luck and an artifact or 2 a high level group of PCs could do one in. Sorceror King Template The Sorceror King template was applied to the Champions of Rajaat after they betrayed him. It is unknown if any other being could aquire this template due the the circumstances of its creation which involved the Dark Lens and the Pristine Tower. Any creature capable of manifesting psionics at 20th+level, magic at 20+ level and be able to cast epic spells could become a Sorceror King should the process be somehow repeated. Size and Type. The creatures size and type doesn't change. Hit Dice. Increase all current and future hit dice to d12. Speed. Same as the base creature. Attack. Same as base creatures Special Qualities: Channel Spell. Sorceror Kings can channel elemental power to their followers. In game terms this allows Templars to cast spells and turn/rebuke undead. Disguise Self (su) As a standard action Sorceror Kings can project a psionic/magical illusion over themselves. This gives them a +30 bonus on their disguise skill. The illusion is so perfect even tactile senses are effected and the Sorceror King may interact with a being as a normal member of the race the disguise assumes. Damage Reduction (su) Sorceror Kings have DR 15/magic Kings ResilenceA Sorceror King has maximum hit points per hit dice. Abilities: Increase from the base creature as follows. Str +4, Con +4, Int +6, Wis +2, Cha +2 Skills: Sorceror Kings have a +8 racial bonus on knowledge (any), spellcraft, or concentration checks. Feats: Sorceror Kings gain 5 bonus metamagic, metapsionic or item creation feats. Enviroment: City State Organisation: Usually solitary Challenge Rating:As base creature +2 Treasure:Special. Sorceror Kings have immense wealth available to them and can usually aquire any non magical equipment they desire. Assume a Sorceror King can aquire any magical item up to 25000 Cp in 1d6 days should they need it. At any time they can have up to double the wealth a standard creature of their CR can have as personal possessions. Alignment: Always evil (any-1 exception) Advancement: By character class Level Adjustment:- Well there you have it. Note I have kept it "weak" as in my game I wanted the CRs to remain in the mid 20's-mid 30's.Using Hamanu for example I think his CR crunches out at. 25 (Athasian Dragon stage 3-effectively Psion 23/Defiler 23+Dragon HD) +2 Template +2 (4 fighter levels) Total 29 If anyone wants I can stat him out but It'll take a while as I sift through my hard drive. Note the fighter levels I treated as non associated levels (read the back of the MM for details) as he is primarily a Psion/Defiler and is a large Dragon and lacks the sheer brut power a Great Wurm Dragon from a normal DnD game has. |