Dicefreaks

Where Flavor Meets Mechanics
It is currently Mon May 29, 2017 6:41 pm

All times are UTC - 5 hours [ DST ]



Welcome
Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!


Post new topic Reply to topic  [ 12 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Elemental lord and Arcomental templates?
PostPosted: Mon Jan 16, 2017 11:15 pm 
Offline
Site Admin

Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4515
Sunsing
Large Elemental (Air, Negative)
Hit Dice:
52d8 + 884 (1300 hp)
Initiative: +
Speed: ft.
Armor Class: (+12 deflection, + Dex, +11 insight, + natural, -1 size), touch , flat-footed
Base Attack/Combat: +39/+
Attack:
Full Attack:
Space/Reach: 10 ft. /10 ft.
Special Attacks: call vacuum creatures, disintegration, rebuke vacuum creatures, spell-like abilities
Special Qualities: Damage reduction 25/-, immune to disintegration and electricity, Lord of Vacuum, regeneration 30, spell resistance
Saves: Fort +45, Ref +28, Will +39
Abilities: Str 40, Dex 45, Con 45, Int 38, Wis 33, Cha 34
Skills: Concentration +32, Intimidate +61, Knowledge (the planes) +55, Listen +54, Move Silently +60, Sense Motive +20, Spellcraft +29, Spot +54, Survival +8 (+14 planes)
Feats:
Epic Feats:
Climate/Terrain: Quasimental Plane of Vacuum
Organization: Solitary (unique)
Challenge Rating:
Treasure: Triple Standard
Alignment: Neutral Evil

Call Vacuum Creatures (Sp): 4/day, Sunsing may call 50 HD worth of creatures with the Air and Negative subtypes to aid him.

Disintegration (Ex): To touch Sunsing s form is to be obliterated. Any creature striking Sunsing with a natural or unarmed attack suffers 10d6 points of damage. Manufactured weapons that strike him take this damage as well.

Rebuke Vacuum Creatures (Su): Sunsing may rebuke or command creatures possessing both the Air and Negative subtypes as a 64th level evil cleric rebukes undead. Nonelementals gain their Charisma modifier as "turn resistance" for the purposes of this ability.

Spell-like Abilities: Always active- detect good, see invisibility, true seeing; at will -, greater dispel magic, greater teleport, suggestion, telekinesis, ; 4/day comprehend languages, read magic; 1/day . Caster level 50th; DC + spell level


Lord of Vacuum: Sunsing possesses the following traits.
-Divine Rank 0
-Is healed by negative energy damage.


Regeneration (Ex): Positive energy deals normal damage to Sunsing. When in an area with the Negative dominant trait, Sunsing's rate of regeneration is doubled.


Top
 Profile  
 
 Post subject: Re: Elemental lord and Arcomental templates?
PostPosted: Sat Apr 15, 2017 7:09 pm 
Offline

Joined: Wed Feb 17, 2016 10:20 pm
Posts: 13
I may have more versions but here is at least one version of each.

Creating an Elemental Lord


"Elemental Lord" is a template that can be added to any elemental, genie, or creature with an elemental subtype, with at least 20 HD. (mortals such as fire giants or elemental savants will use the totality of their character class and racial HD in place of HD where HD is used as a basis upon which to determine DCs unless otherwise noted).

HD: An Elemental lord receives the maximum hit points per die.

Speed: The base speed is increased by 50 for the following movement types:Earth: Burrow, Fire: Land, Air: Fly (Perfect maneuverability), Water: Swim Also, all elemental lords may choose a secondary movement type that is not of their opposing element. This speed is at the lord’s base speed. (fly speeds have average maneuverability.)

AC: All Elemental Lords receive a +10 bonus to their natural armor. Lords affiliated with Earth gain an additional bonus of +10 to their natural armor. Lords associated with air gain a deflection bonus of +5 to their AC. Lords associated with fire and water gain an insight bonus of +5 to their AC.


Elemental Lord Qualities: The Elemental Lord retains the base creature's special qualities. The Lord also gains the following:

• Damage reduction: The Lord acquires a DR of 25/opposing element; if the damage reduced number for the base creature was higher, the Lord retains it, although the material(s) necessary to breach the reduction are replaced with the opposing element. Acid is treated as Air’s opposing element and Electricity is treated as Earth’s opposing element. If the Elemental Lord possessed different DR, he retains it as well. Different DR does not stack, only the best one applies.
• Immunity to poison, sleep effects, and stunning.
• Planeshift 3/day to their affiliated Elemental Plane only.
• Absorption of their affiliated energy type. (Fire-fire, Water-cold, Air-Elec,Earth-Acid) For example, if a Fire Lord was struck by a fireball, he would heal the damage it would otherwise deal.
• Vulnerability to their opposing energy type. The Elemental Lord takes 50% more damage from effects that deal damage of the opposing energy.
• Resistance 10 to nonopposing elements. (For example, a Fire Lord gains acid and electricity resistance 10)
• Not subject to critical hits or flanking
• Darkvision 60’
• Fast Healing (Ex): Elemental Lords all have Fast Healing equal to the Lord’s Constitution modifier.
• Spell Resistance equals the Lord’s CR+10.
• As the lesser nobility of the elemental planes, the Lords gain a degree of might unknown to mortals and regular elementals. The Elemental Lord gains immunity to polymorphing, petrification, or any other attack that alters its form.


Summon Elemental (Sp): As a standard action, the Elemental Lord can summon Elementals of his type. Twice per day, the Lord may summon a total of 40HD of elementals. Certain elemental lords are capable of summoning other creatures with the proper elemental subtype, such as genies, tritons or xorn. This is treated as separate from their Elemental Summoning abilities, and does not count against their limits for such.


Breath Weapon (Sp): All Elemental Lords may bring forth an elemental blast from within their being and expel it outwards in a gust of destruction.The breath weapon deals 1d8 points of damage for every 3 HD of the Elemental Lord. Creatures caught in the blast may make a reflex save (DC 10+½ Lord’s HD+con modifier) for half damage. The breath weapon is always a cone, and the damage type is that of their aligned element. See page 69 of the MM for sizes. An Elemental Lord may breathe once every 1d4 rounds.


Elemental Adaptation (Su): The Elemental Lord will exhibit special abilities or qualities different from his fellows. For example, a Water Elemental Lord may have the ability to form an enormous tidal wave to sweep away his foes, while a Fire Elemental Lord may have a flaming aura. Each Lord gains at least one special ability or one special quality related to his element. For every 20 total HD and Levels possessed, the Elemental Lord gains another such quality.


Elemental Metamorphosis (Ex): The Elemental Lord may assume a new shape and size based on its own preference. Size changes incur all the usual benefitsand penalties as stated in the MM for change. Certain attacks types may also change.


Special Attacks, and Spell-like Abilities or Psionics: Elemental Lords are not masters of the mystic in the same way their outsider brethren are, but they still wield power to set them beyond their lesser elementals. The Elemental retains any special attacks, spell-like abilities, and psionic attacks the base creature may have had. The caster level for such abilities is always equal to the Lord's HD+5. All Elemental Lords may cast from their affiliated Domains. Additionally, Elemental Lords may gain additional spelllike abilities based around their element.

All Lords gain the following spell-like abilities: at will: Affiliated Domain spells + 10 + charisma modifier in spell levels under 7th level. 3/day:Affiliated Domain spells above 7th level. 1/day: 5 + Charisma modifier spell levels. The save DCs are Charisma-based.


Abilities: Intelligence raises to 10 if it was lower. In addition, the Elemental Lord may apply up to a total of 12 points to his ability scores, although it is under no obligation to use these points. The Lord may also swap ability scores on a two for one basis; i.e. the Lord could exchange 2 points ofStrength for 1 point of Intelligence.

Feats: The Elemental Lord may “exchange” its current feats for new ones, provided it meets the prerequisites for the new feats. All Elemental Lords recieve the feat Energy Substitution as a bonus feat.

Class Levels: The Elemental Lord acquires class levels. The Lord has at least 10 levels in at least one class suited to his desires and duties. Thus, Tonkan, Princess Sunnis’s retainer, is a 10th level Fighter, while Kazahan, a Effreet Lord in the service of the Sultan of the City of Brass, is a 15th level Sorcerer 5th level Archmage. This acquisition assumes that the Lord attained powers and experience above and beyond his peers prior to its ascension. While level advancement does not provide size increases adjustments, the Lord gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rules Books, for level acquisition guidelines.

Challenge Rating: + 5 + ½ class levels

Treasure: quadruple standard base creature's.

Alignment: Varies

Advancement: By class progression


Creating an Archomental Template



"Archomental" is a template that can be added to any elemental lord, elemental, genie, or creature with an elemental subtype with at least 30 HD. (mortals such as fire giants or elemental savants will use the totality of their character class and racial HD in place of HD where HD is used as a basis upon which to determine DCs unless otherwise noted).

The base creature's sub-type changes to Extraplanar, and it retains it’s elemental affiliated subtype. Elemental Lords who ascend to Archomental statusreplace their powers with those noted here, unless it is stated that their older powers stack with the Archomental’s. An Archomental uses all the base creature's statistics, special abilities, and special qualities except as notedhere:

Hit Dice: The Archomental receives the maximum hit points per hit die.

Speed: Their primary movement mode is increased by 120 feet. Archomentals have two secondary movement modes, chosen from their non opposing elemental groups. This speed is equal to half of their primary movement speed (fly speeds for Fire or Water Archomentals are good maneuverability). Earth Archomentals using their burrow speed do not actually displace the earth, but move through it like a xorn. Affiliated movement modes are as follows: Earth-Burrow/Land, Air-Fly, Water-Swim, Fire-Land.

Armor Class: Natural armor is increased by +10, and the Archomental receives a deflection bonus equal to it’s Charisma modifier. Archomentals affiliated with Earth gain an additional bonus of +20 to their natural armor. Archomentals associated with air gain a dodge bonus of +10 to their AC. Archomentals associated with fire and water gain an insight bonus of +10 totheir AC.

Archomental Qualities: The Archomental retains the base creature's special qualities. The Archomental also gains the following:

• Damage Reduction (Su): The Archomentals acquires a DR of 25/epic and opposing element; if the damage reduced number for the base creature was higher, the Lord retains it, although the material(s) necessary to breach the reduction are replaced with the opposing element. Acid is treated as Air’s opposing element and Electricity is treated as Earth’s opposing element. If the Archomental possessed different DR, he retains it as well. Different DR does not stack, only the best one applies.
See invisibility at will (40th caster level)
Detect magic at will (40th caster level)
• Immunity to poison, sleep effects, and stunning.
Planeshift (Su): At will, to their affiliated Elemental Plane only.
• Elemental Leap (Su): Archomentals that are in contact with a piece of their element two or less size categories smaller than they are, may transfer themselves to another piece of that element anywhere on the plane. Except for that limitation, this ability works exactly like greater teleport.
• Absorption of their affiliated energy type. (Fire-fire, Water-cold, Air-Elec, Earth-Acid) For example, if a Fire Archomental was struck by a fireball, he would heal the damage it would otherwise deal.
• Vulnerability to their opposing energy type. The Archomental takes 50% more damage from effects that deal damage of the opposing energy.
• Resistance 20 to nonopposing elements. (For example, an Archomental of Fire gains acid and electricity resistance 20)
• Not subject to critical hits or flanking
• Darkvision 60 ft.
• Fast Healing (Ex): Archomentals all have Fast Healing equal to the Archomental’s Constitution modifier.
• Turn Elementals (Ex): The Archomental can turn and rebuke elementals as if it possessed the cleric’s domain power affiliated with its element. It’s turning level is equal to half its HD. This stacks with any turning it may receive from cleric levels.
• Regeneration (Ex): While in contact with a portion of their affiliated element, Archomentals gain Regeneration 20. (In the case of air Archomentals, which are always “in contact with” a portion of air, bringing them in contact with the earth is considered to remove their regeneration.) This regeneration may only be countered by removing them from the element in question. Effects that the Archomentals create themselves do not cause this regeneration to activate, but indirect effects do. (For instance, a Fire Archomental’s flaming aura would not give him regeneration, but if it set the trees in a forest ablaze, the forest fire would give him the regeneration.)
• Spell Resistance equal to the Archomental’s CR+12.
• Divine Rank 0: As the high Powers of the Inner Planes, the Archomentals gain a degree of might unknown to mortals and common elementals. An Archomental gains immunity to polymorphing, petrification, or any other attack that alters its form. An Archomental is not subject to energy drain, ability drain, orability damage. An Archomental is immune to mind-affecting effects. An Archomental is immortal and cannot die from natural causes. An Archomental does not age, and it does not need to eat, sleep, or breathe. They only way for an Archomental to die is through special circumstances.
• For the purpose of gate and similar spells, Archomentals are treated as unique creatures.


Summon Elemental (Sp): As a standard action, the Archomental can summon elementals of his type. The Archomental may summon a total of 50 HD of small to elder elementals in a given day. 1/week, the Archomental may summon a primal elemental of up to 50 HD. They are under no obligation to use all of their limit at once, and may divide it up over the day as they see fit. Certain Archomentals are capable of summoning other creatures with the proper elemental subtype, such as genies, tritons or xorn. This is treated as separate from their Elemental Summoning abilities, and does not count against their limits for such.

Elemental Adaptation (Su): The Archomental will exhibit special abilities or qualities different from his fellows. For example, a Water Archomental may have the ability to form an enormous tidal wave to sweep away her foes, while a Fire Archomental may have a flaming wake. Each Archomental gains at least one special ability or one special quality related to hiselement. For every 20 total HD and Levels possessed, the Archomental gains another such quality.

Elemental Splendor (Su): The presence of an Archomental brings with it all the glory of the Inner Planes that it represents. The area within 80 feetof an Archomental is suffused with the essence of the element they embody, which has the following effects:

Fire: The area becomes blisteringly hot. Unprotected flammable materials catch fire immediately, such as paper, cloth and wood. Those with unprotected clothing catch on fire. Magical flammable items, such as wand and scrolls get a save to avoid combustion. All metal in the area is treated as if under the 3rd round effects of a heat metal spell. (Fort save DC 10 + ½ HD + Con modifier negates) Metal and magic items that pass their save must continue to make a save every round it is within the aura. All creatures within the area take 5d6points of fire damage a round.

Earth: The area becomes oppressing, as if one were entombed. All speeds are reduced by 20 feet, and all creatures within the aura must make a fortitude save (DC 10 + ½ HD + Con modifier) or begin to suffocate. Creatures within the aura who make their saves are immune to the suffocation effect for as long as they remain within the aura.

Water: The area becomes damp and humid. All nonmagical fires are extinguished, and magical fire effects are impeded. (Spellcraft DC 10+½ HD +Con modifier + spell level or spell is lost) All creatures within the area must make a Fortitude save (DC 10 + ½ HD + Con modifier) or begin drowning. Creature’s that make their saves are immune to the drowning effect for as long as they remain within the aura.

Air: The area is filled with a raging gale. The area is treated as if a hurricane was within it’s boundaries, but the save DC is based on the Archomental. (See pp 95 of Dungeon Master's Guide for effects) Spellcasting within the aura requires a concentration check equal to the DC of the gale + the spell level or the spell is lost. The gale’s DC is 10 + ½ HD +Con modifier.

Archomentals may make their followers, allies, or beings of similar alignments immune to the negative effects of their aura. This immunity lasts until the Archomental dismisses it (a free action).

Elemental Metamorphosis (Ex): The Archomental may assume a new shape ands ize based on its own preference. Any adjustments in size and or form may affect the Archomental’s attack methods or size modifiers. The designer should modify attack methods accordingly, but keep basic combat stats the same, with the exception of adjusting physical statistics for size change as according topp. 291 of the Monster Manual.

Elemental Prime (Ex): The might of an Archomental within her element is unquestioned. Her attacks cut through resistances like a blade. Creatures with nonpermanent resistance or immunities (such as that from spells or magic items)have their protections subjected to a dispel check each they attempt to resistan elemental attack from the Archomental, as if the Archomental had cast greater dispelling. This check happens automatically. Items that are dispelled in this way remain inactive for 24 hours.
Creatures with innate resistance or immunity are not safe from the Archomental’s attacks either. They must make a Fort save (DC 10 + ½ HD + Conmodifier) every time they are exposed to an attack they would resist or ignore. Failure indicates their resistance is stripped away completely, and success indicates it has been halved. Creatures with immunity who pass their save are treated as having resistance 40. The Archomental may be able to strip other elemental based abilities away, such as water breathing, movement through earth, or the ability to fly. The save remains the same, although the use of such abilities should be noted within the individual Archomental description.

Wrath of the Inner Planes (Sp): 4 times per day, Archomentals may bring forth an elemental blast. This deals 1d12 points of damage for every 4 HD ofthe Elemental Lord, plus 1d12 per point of constitution modifier. Creatures caught in the blast may make a reflex save (DC 10 + ½ Lord’s HD + Con modifier) for half damage. The blast is a cone based upon their size as if it were a breath weapon, and the damage type is 1/2 that of their aligned element, and ½divine. See page 69 of the Monster Manual for cone sizes.


Spell-like Abilities or Psionics: An Archomental retains the spell-like abilities and psionic attacks of the base creature. The caster level for spell-like abilities is always the Archomental’s HD + 4. All Archomentals may cast from their affiliated Domains. Additionally, they may gain additional spell like abilities based around their element.
All Lords gain the following spell-like abilities. At will - Affiliated Domain spells, plus 25 + Charisma modifier in spell levels under 7th level. 3/day -Affiliated Domain spells above 7th level, plus 10 + Charisma modifier spell levels. 1/day - 1 epic spell with a Spellcraft DC of under 40. The save DCs are Charisma-based.


Abilities: The Archomental‘s Intelligence, Wisdom and Charisma raise to20 if they were lower. The Archomental also gains 16 additional points addwhere it sees fit. These bonuses stack with those gained by the Elemental Lord template. The Lord may also swap ability scores on a two for one basis; for example, the Lord could exchange 2 points of Dexterity for 1 point of Constitution.

Feats: The Archomental may “exchange” its current feats for new ones, provided it meets the prerequisites for the new feats. All Archomentals gainthe Energy Substitution feat for free.

Class Levels: Archomentals acquire class levels. The Archomental has atleast 16 levels in at least one class suited to their motivations and goals. Thus, Princess Sunnis, Lady of the Earth is a cleric, while the Grand Sultan of All Effreet has levels of sorcerer and rogue. This acquisition assumes that the Archomental attained powers and experience above and beyond his peers prior toits ascension. While level advancement does not provide size increases adjustments, the Archomental gains feats, skills, increased attack bonuses, and the like as if he were an epic NPC. See the Epic Level Handbook, inaddition to the Dungeons and Dragons core rule books, for level acquisition guidelines.

Challenge Rating: +8 + ½ class level
Treasure: Quadruple standard base creature's.
Alignment: Any
Advancement: By class progression


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 12 posts ]  Go to page Previous  1, 2

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

suspicion-preferred