Sadira of Tyr Sun wizard stats

Post/Author/DateTimePost
#1

aggilus

Apr 11, 2007 16:19:28
Hello list members

After reading much of the files (catching up since AD&D) i decided I want to star a new campaing in v3.5 with Sadira of Tyr as the focus of the campaing.
She is now so powefull that she can use the sun´s energy to cast spells during the day.

I would need the stats in v3.5 of her new level... i can guess she leveled up since the defiler/preserver form in Dragon Kings sourcebook. I haven´t figure

Is there a thread stating her whereabouts?

Thanks for the help
#2

cnahumck

Apr 11, 2007 16:50:04
There has never been anything official done for her. I think on the sticky threads that are forum archieves some people have done some sun wizard templates, but they seem to be more powerful than the champion template at athas.org.

You might just want to use the champion template, minus the genocidal focus and only during the day, and have it apply to her. that would be a quick fix.

of course, making her genocidal focus dragons would be cool too.
#3

Zardnaar

Apr 11, 2007 17:00:39
There is a Shade template floating around. Thats for darkness though but my point is you could reverse engineer it into something for a sun wizard. The last mention of Sadira that I know of had her as a level 18 wizard. Perhaps bumping her up to level 21-22 might be appropriate to give her access to theepic spellcasting feat.
#4

Sysane

Apr 11, 2007 19:02:44
This could use some updating but this is what I had come up with awhile back:
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 it desires
Damage: A sun wizard without natural weapons has a heat based touch attack that deals 1d6+(sun wizard's 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 their touch attack or their natural weaponry, as they prefer. If they choose the latter, the sun wizard deals 1d6+( sun wizard's 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 wizards sun infused body is tough, giving them 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 to 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 + the 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.

#5

brun01

Apr 12, 2007 7:41:54
I did this conversion a while ago, I hope you like it

Sadira
A dark fog dissipates to reveal a winsome woman standing in its place. She had waves of amber hair spilling over her shoulders, and her skin was as dark as ebony. Her eyes had no pupils and glowed like blue embers, while wisps of black shadow slipped from between her lips whenever she exhaled.
Sadira CR 18
Female half-elf wizard (preserver) 5/veiled one 5
N Medium humanoid (elf)
Init +4; Senses low-light vision; Listen +4, Spot +4
Languages Common, Elf, Tyrian
AC 20, touch 20, flat-footed 10
(+4 Dex, +6 natural)
hp 66 (10 HD)
Resist fire 10
Fort +6, Ref +6, Will +11
-----------------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 metal dagger +10 (1d4+6/19-20)
Base Atk +4; Grp +9
Special Actions Freedom, sun casting
Wizard Spells Prepared (CL 18th):
9th—meteor swarm (DC 24), still sunburst (DC 24)
8th—incendiary cloud (DC 24), maximized silent still fireball (DC 24), protection from spells
7th—delayed blast fireball, silent still hold monster (DC 23), maximized silent still scorching ray (DC 23)
6th—acid fog, greater heroism, mage’s lucubration, transformation
5th—cloudkill (DC 20), hold monster (DC 20), magic circle against evil, overland flight, transmute rock to mud
4th—black tentacles (grapple +26), maximized burning hands (DC 19), silent still invisibility (DC 19), phantasmal killer (DC 19), wall of fire
3rd—dedication, dispel magic, nondetection, stinking cloud (DC 18), obscuring mist
2nd—fog cloud, silent disguise self (DC 17), levitate, misdirection (DC 17),web (DC 17)
1st—charm person (DC 16), disguise self (DC 16), mage armor, magic missile, obscuring mist, sleep (DC 16)
0—detect magic, open/close (DC 15), read magic, resistance
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Abilities Str 21, Dex 18, Con 19, Int 20, Wis 16, Cha 17
SQ alliance secret (battle trained), spell archive, subdual magic, summon familiar
Feats Combat Casting, Eschew Materials, Freedom, Maximize Spell, Scribe Scroll B, Silent Spell, Still Spell
Skills Bluff +13, Concentration +20 (+24 defensive casting), Decipher Script +13, Diplomacy +5, Disguise +13 (+15 impersonating elves/humans, +15/+17 to act in character), Gather Information +5, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (local [Tyr]) +15, Knowledge (the planes) +7, Intimidate +5, Listen +4, Spellcraft +20, Spot +4, Survival +5
Possessions gem of seeing
Spellbook spells prepared plus 0—all; 1st—X; 2nd—X; 3rd—X; 4th—X; 5th—X
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Subdual Magic When Sadira prepares a spell that inflicts lethal damage she can choose it to do non-lethal damage instead.
Sun Casting (Su) Sadira has gained the ability to draw energy from the Athas’ crimson sun to fuel her spells. During the daylight hours, she can choose whether to utilize plant energy or energy from the sun when casting spells. If using sun energy, the terrain is considered abundant. Sun energy has no impact on the environment. Spells cast using sun casting last only until the sun has set on the horizon, no matter how long their duration are.
During the night (or otherwise absence of daylight), Sadira has the following statistics
AC 14, touch 14, flat-footed 10
hp 46
Fort +4
Grp +4
Melee +1 metal dagger +5 (1d4+1/19-20)
Wizard Spells Prepared (CL 10th):
5th—cloudkill (DC 20), hold monster (DC 20), transmute rock to mud
4th—black tentacles (grapple +26), silent still invisibility (DC 19), phantasmal killer (DC 19), wall of fire
3rd—dedication, dispel magic, nondetection, stinking cloud (DC 18)
2nd—fog cloud, invisibility (DC 17), levitate, misdirection (DC 17),web (DC 17)
1st—charm person (DC 16), disguise self (DC 16), mage armor, magic missile, obscuring mist, sleep (DC 16)
0—detect magic, open/close (DC 15), read magic, resistance
Abilities Str 11, Con 15
Skills Concentration +18
------------------------------------------------------------
Hook “I have the power of the Crimson Sun to call upon. Do you think you can top that?”
#6

aggilus

Apr 12, 2007 9:15:12
I did this conversion a while ago, I hope you like it

Great answers everyone. I have to get used to read the v3.5 stats but it seems pretty awesome. Both character updates.

Thanks to all... now i´ll begin the campaing and the search for players...

Long live to Athas!!