Sorcerer-Monarch stats

Here are the spells that you assigned Abalach-Re, cast as psionic enchantments.

Abalach-Re’s Peripety

Abjuration

Spellcraft DC: 34

Components: V, S

Casting Time: 1 minute

Range: Personal

Target: You

Duration: 1 week

To Develop: 306,000 gp; 7 days; 12,240 XP. Seed: reflect (DC 27). Factors: increase duration by 100% x13 (+26 DC). Mitigating factor: psionic enchantment (expend epic manifestation slot) (-19 DC).

Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.


Abalach-Re’s Epic Mage Armor

Conjuration (Creation) [Force]

Spellcraft DC: 39

Components: V, S

Casting Time: 1 minute

Range: Touch

Target: Creature touched

Duration: 1 week (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

To Develop: 351,000 gp; 8 days; 14,040 XP. Seed: armor (DC 14). Factors: +16 additional armor bonus (+32 DC), increase duration by 100% x6 (+12 DC). Mitigating factor: psionic enchantment (expend epic manifestation slot) (-19 DC).

An invisible but tangible field of force surrounds the subject, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Hamanu ( Great King, Lion of Urik )
LE human male Champion of Rajaat stage I dragon psion (kineticist) 7/wizard 5/cerebremancer 10/Arch defiler 10/Athasian dragon 4

Size/Type: Medium Dragon
Hit Dice: 32d4+4d6+288+20+4 (464 hp)
Initiative: +10 (+2 Dex, +8 Superior Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 41 (+2 Dex, +5 amulet of natural armor, +4 ring of protection, +20 epic mage armor); touch 12, flat-footed 39
BAB: +10
BAB + Epic Attack Bonus: +18
Grapple Bonus: +24
Attack: +5 icy burst longsword +29 (1d8+11+1d6 cold); or by spell or power (touch or ranged touch +24)
Full Attack: +5 icy burst longsword +29/+24 (1d8+11+1d6 cold); or by spell or power (touch or ranged touch +24)
Special Attacks: Psionics, spells (dragon magic, psionic enchantment: metamixture, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, PR/SR 32, psionics, spells, tongues
Space/Reach: 5 ft./5 ft.
Saves Fort +30, Ref +30, Will +31 (Fort +20, Ref +17, Will +21 with gloves and cloak)
Abilities: Str 22, Dex 22 (16 without gloves), Con 22, Int 40 (30 without headband), Wis 12, Cha 16
Skills: Decipher Script +46 (+41 without headband), Knowledge (arcana) +46 (+41 without headband), Psicraft +39 (+34 without headband), Spellcraft +47 (+42 without headband)
Feats: Agonizing Radius, Body Fuel, Combat Casting, Craft Magic Arms and Armor, Distant Raze, Efficient Raze, Empower Spell, Extend Power, Fast Raze, Great Fortitude, Improved Initiative, Martial Weapon Proficiency (longsword), Quicken Spell, Psionic Body, Scribe Scroll, Widen Spell
Epic Feats: Epic Spellcasting, Epic Toughness, Improved Combat Casting, Improved Spell Capacity (X2), Multispell, Superior Initiative,

ECL: 44

Energy Storing (Su): Hamanu can store life energy from nearby creatures in psionically enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an attack of opportunity. Creatures within 190 feet gain one negative level each round Hamanu uses energy storing.

Immortality (Ex): Hamanu is naturally immortal and cannot die from natural causes. Hamanu does not age, and does not need to eat, sleep, or breathe. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat.

Immunities (Ex): Hamanu is immune to disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability drain, ability damage, polymorphing, petrification, or any other attack that alters his form. Immunities can voluntarily be lowered as a move action.

Regeneration (Ex): Cold and sonic effects deal normal damage to Hamanu (but his ring grants him resistance 30 to both). If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Hamanu can reattach the severed member instantly by holding it to the stump.

Tongues (Su): Hamanu can comprehend and speak any language of creatures that he interacts with.

Psionics: 250 power points/day, manifester level 17th, 31 powers known
Spells: Caster level 26th, spell save DC: 25 + spell level (20 + spell level without headband ), spells per day: 4/7/7/7/6/6/6/6/5/5/3

  • Dragon Magic: Hamanu can cast spells drawing on animal life energy in addition to defiling the plant life, which has the effect of having any spell he casts be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. He can also choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were cast in desolate terrain. All living creatures, except Hamanu, within the defiling radius must make a Fortitude save (DC 25), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus. When casting arcane epic spells, Hamanu can use animal life energy to reduce XP burn. Each point of Con damage inflicted using dragon magic reduces XP burn by 5 points.
  • Psionic Enchantment: Metamixture (Extend Power): Hamanu can apply his Extend Power metapsionic feat to spells.
  • Signature Spells: Hamanu has the following signature spells: burning hands, acid arrow, greater magic weapon, fire shield, waves of fatigue, acid fog, delayed blast fireball, incendiary cloud, meteor swarm. He can channel stored spell energy into signature spells that he did not prepare ahead of time. He can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.)

Constantly Active Buffs: epic mage armor, mind blank, peripety

Pre-Combat Buff Spells/Powers when Given Time to Prepare: blur, force screen (augmented – 17 power points spent, +8 shield bonus to AC, final AC 49), globe of invulnerability, protection from spells, psionic freedom of movement, psionic true seeing

Psion Powers (31)
1 – bolt, control flames, demoralize, detect psionics, force screen, mind thrust
2 – control air*, detect hostile intent, ego whip, energy missile*, id insinuation
3 – body adjustment, body purification, dispel psionics, psionic blast
4 – detect remote viewing, empathic feedback, psionic freedom of movement, telekinetic maneuver, trace teleport
5 – fiery discorporation*, psionic true seeing, psychic crush, shatter mind blank, tower of iron will,
6 – dispelling buffer*, psionic disintegrate,
7 – divert teleport, evade burst
8 – recall death
9 – tornado blast*

*discipline power

Notable Spells Typically Prepared (not all spells at lower levels included; excludes those given as buffs above):

1 - magic missile

2 - glitterdust, flaming sphere

3 - stinking cloud, vampiric touch, slow

4 - dimension door (x2), enervation, ice storm, shout (x2)

5 - cloudkill, cone of cold (x2), quickened flaming sphere, wall of force, overland flight

6 - greater dispel magic (x2), circle of death (x2), chain lightning (x2)

7 – empowered cone of cold, greater teleport (x2), waves of exhaustion,

8 – quickened dimension door, greater shout, quickened ice storm, incendiary cloud (x2)

9 – quickened cloudkill (x3), quickened empowered fireball (x2)

10 – quickened circle of death, quickened widened fireball (x2)

This list is what Hamanu would prepare if going to war.

Epic Spells Known/Developed: defiler metamorphosis I (DC 50), epic mage armor (DC 46), peripety (DC 27)


Equipment
Epic Magic Items: cloak of epic resistance +10, headband of epic intellect +10, ring of greater universal energy resistance

Permanent Magic Items: +5 icy burst longsword, amulet of natural armor +5, gloves of dexterity +6, ring of protection +4

Permanent Psionic Items: boots of temporal acceleration; eyes of expanded vision; orb of energy storing x2 (1” diameter / 200 HD; 5” diameter / 1000 HD life energy capacity)

In addition, as a sorcerer-king with templars, royal defilers and royal academies of psionics working for him, Hamanu can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) he wishes.

Tactics: If Hamanu personally participates in a war, he devastates the battlefield with massive, often Widened area effect damage spells. Devastating combinations (with Multispell) include meteor swarm + quickened widened fireball + quickened empowered fireball or empowered cone of cold + quickened chain lightning + quickened widened fireball for damage, or circle of death combined with two quickened cloudkills to simply slay low HD foes over a large area.

Hamanu himself is incredibly difficult to harm. His ring of greater universal energy resistance largely covers his regeneration’s vulnerability to cold and sonic damage, and his Champion immunities protect him from many non-damage forms of harm. His buff spells and powers further enhance his defenses.

Notes: 17 Wishes used on ability scores (5 Str, 4 Dex, 4 Con, 4 Int)

Conversion Notes: Hamanu is listed as 21st-level dragon in Dragon Kings and 23rd-level in Wanderer’s Chronicle. I decided to go with the first-stage metamorphosis from Dragon Kings, but give him more character levels than the other stage I sorcerer-monarchs.

1 Like

Borys ( The Dragon, Dragon of Tyr, Dragon of Ur Draxa, etc. )
LE human male stage X dragon wizard 5/psion (egoist) 5/cerebremancer 20/arch defiler 10/athasian dragon 10

Size/Type: Gargantuan Dragon
Hit Dice: 40d4 + 10d6 + 750 + 4 (974 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), burrow 30 ft., fly 200 ft.
Armor Class: 54 (-4 size, +2 Dex, +21 natural, +5 deflection ring of protection, +20 epic mage armor); touch 13, flat-footed 52
BAB: +10
BAB + Epic Attack Bonus: +25
Grapple Bonus: +57
Attack: Claw +41 melee (2d8+20); or by spell (touch or ranged touch +27)
Full Attack: 2 claws +41 melee (2d8+20), bite +39 melee (4d6+10), tail slap +39 melee (2d8+10), 2 wings +39 melee (2d6+10); or by spell (touch or ranged touch +27)
Special Attacks: Breath weapon, frightful presence, genocidal focus, psionics, spells (casting time metamagic, dragon magic, metamagic raze, painful radius, psionic enchantments, signature spells)
Special Qualities: DR 15/epic and metal, energy storing, immortality, immunities, psionics, spells, SR/PR 61, store obsidian orbs, tainted aura, tongues
Space/Reach: 20 ft./20 ft.
Saves: Fort +38, Ref +25, Will +34
Abilities: Str 50, Dex 14, Con 41, Int 46 (32 with headband of epic intellect +14 ), Wis 24 (with periapt of epic wisdom + 10), Cha 14
Skills: Decipher Script +66, Knowledge (arcana) +66, Psicraft +53, Spellcraft +68 (Decipher Script +59, Knowledge (arcana) +59, Psicraft +46, Spellcraft +61 without headband ) [more skills]

Feats: Agonizing Radius, Body Fuel, Combat Casting, Craft Wondrous Item, Destructive Raze, Distant Raze, Efficient Raze, Empower Spell, Eschew Materials, Fast Raze, Great Fortitude, Improved Initiative, Maximize Spell, Multiattack, Psionic Body, Quicken Spell, Scribe Scroll, Spell Penetration, Widen Spell
Epic Feats: Enhance Spell, Epic Spellcasting, Ignore Material Components, Improved Manifestation x2, Improved Metamagic, Improved Spell Capacity x3, Multispell

ECL: 58

Breath Weapon (Su): 60-ft. cone of superheated sand which deals 25d12 damage. This damage is half fire damage and half piercing damage. Creatures caught in the area of effect can attempt Reflex saves to take half damage (DC 50).

Energy Storing (Su): Borys the Dragon can store life energy from nearby creatures in psionically enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an attack of opportunity. Creatures within 260 feet gain one negative level each round Borys uses energy storing.

Frightful Presence (Ex): This ability takes effect whenever Borys attacks, charges, or flies overhead. Creatures within a radius of 750 feet are subject to the effect if they have 49 or fewer HD. A potentially affected creature that succeeds on a Will save (DC 37) remains immune to Borys’ frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Athasian dragons ignore the frightful presence of other dragons.

Genocidal Focus – Dwarves (Su): Spells and powers that deal damage do +4d6 bonus damage against dwarves. Any weapon that Borys wields in combat is considered a dread weapon against dwarves. The weapon loses this dread ability if Borys ceases to wield it.

Immortality (Ex): Borys is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat.

Immunities (Ex): Borys is immune to disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability drain, ability damage, polymorphing, petrification, or any other attack that alters his form. Immunities can voluntarily be lowered as a move action.

Regeneration (Ex): Cold and sonic effects deal normal damage to Borys (but he is immune to them due to his ring). If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Borys can reattach the severed member instantly by holding it to the stump.

Tongues (Su): Borys can comprehend and speak any language of creatures that he interacts with.

Spells: Caster level 39th (+41 on caster level checks to overcome spell resistance), spell save DC: 28 + spell level (21 + spell level without headband), spells per day: 4/7/7/7/6/6/6/6/5/5/3/2. Due to his Improved Spell Capacity feats, Borys can cast spells up to 11th level.
• Casting Time Metamagic: Twice per day (but only once per spell) Borys can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic (with the reduction from Improved Metamagic, Borys’s eligible feats are Empower Spell, Enhance Spell, Maximize Spell, Quicken Spell, and Widen Spell).
• Dragon Magic: Borys can cast spells drawing on animal life energy in addition to defiling the plant life, which has the effect of having any spell he casts be treated as if it were cast in five terrain types better than the actual terrain, up to abundant. He can also choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were cast in desolate terrain. All living creatures, except Borys, within the defiling radius must make a Fortitude save (DC 25), or take 5 points of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus. When casting arcane epic spells, Borys can use animal life energy to reduce XP burn. Each point of Con damage inflicted using dragon magic reduces XP burn by 5 points.
• Metamagic Raze: Borys can gather energy during spell preparation to improve her metamagic capacity. Spell slot level adjustments from metamagic feats are reduced by one (to a minimum of one), but only once per spell. For each use of Metamagic Raze, Borys defiles a 5 ft. radius where the spell is prepared. Preparation of multiple spells increase the radius by 5 ft. for each spell prepared with this ability
• Painful Radius: The penalties suffered to attacks, saves and skill checks for being caught in Borys’s defiling radius increase to -3 (including the effects of Agonizing Radius).
• Psionic Enchantment: Far Reach x4: Borys can use touch spells and powers on targets up to 120 feet away.
• Psionic Enchantment: Psionic Raze: Borys can amplify the effects of his defiling radius to drain the psionic strength of creatures. When casting a spell, he can opt for his defiling radius to drain 1 power point per level of the spell slot expended from all creatures caught in the defiling radius. Using psionic raze costs 1 power point per two spell slot levels, rounded up. For example, an 8th level spell requires Borys to spend 4 power points and causes all victims to lose 8 power points.
• Signature Spells: Borys has the following signature spells: chill touch, scare, deep slumber, enervation, dominate person, eyebite, waves of exhaustion, horrid wilting, energy drain. He can channel stored spell energy into signature spells that he did not prepare ahead of time. Borys can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.)

Psionics: 383 power points/day, manifester level 29th, 36 powers known
Psion Powers (36)

1 – conceal thoughts, control light, detect psionics, far hand, mind thrust, my light

2 – chameleon*, detect hostile intent, ego whip, id insinuation, mass missive, psionic identify

3 – body adjustment, dispel psionics, mind trap, psionic blast, ubiquitous vision

4 – aura sight, intellect fortress, psionic divination, psionic freedom of movement, psychic vampire*, trace teleport

5 – incarnate, psionic revivify*, psionic true seeing, psychic crush, shatter mind blank

6 – psionic disintegrate, psionic restoration*, remote view trap

7 – divert teleport, fission*, ultrablast

8 – psionic mind blank

9 – apopsi

*discipline power

Constantly Active Buffs: arcane sight (with permanency), detect psionics (with incarnate), epic mage armor, epic spell reflection, psionic mind blank

Pre-Combat Buff Spells/Powers when Given Time to Prepare: displacement, globe of invulnerability, peripety, psionic freedom of movement, psionic true seeing, spell turning


Epic Spells Known/Developed: defiler metamorphosis I through X; Dragon’s dispel (DC 67); epic mage armor (DC 46); epic simulacrum (DC 30); epic spell reflection (DC 68); peripety (DC 27)

Notable Spells Typically Prepared (not all spells at lower levels included; excludes those given as buffs above):

1 – charm person, hypnotism, ray of enfeeblement

2 – command undead, touch of idiocy

3 – hold person, ray of exhaustion, suggestion, vampiric touch

4 – confusion, crushing despair, contagion

5 – empowered shout, feeblemind, hold monster, mind fog

6 – circle of death, greater dispel magic, mass suggestion, mislead, shadow walk

7 – quickened confusion, control undead, finger of death, quickened hold monster*, quickened mind fog*

8 – quickened circle of death*, polar ray x2, quickened hold monster, quickened mind fog

9 – empowered greater shout, mage’s disjunction, empowered polar ray, time stop, wail of the banshee

10 – empowered energy drain, enhanced polar ray*, quickened mass charm monster*

11 – quickened wail of the banshee*, enhanced polar ray
*prepared with metamagic raze plus Improved Metamagic

Dragon’s Dispel

Abjuration

Spellcraft DC: 67

Components: V, S

Casting Time: 1 standard action

Range: 300 ft.

Target: One creature or object

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

To Develop: 603,000 gp; 12 days; 24,120 XP. Seed: dispel (DC 19). Factors: additional + 28 to dispel check (+28 DC), 1-action casting time (+20 DC).

As greater dispel magic, but the maximum bonus on the dispel check is +38.


Equipment
Epic Magic Items: headband of epic intellect +14, periapt of epic wisdom +10, ring of universal energy immunity

Permanent Magic Items: ring of protection +5, staff of power, staff of size alteration

Permanent Psionic Items: orb of energy storing x10 (10 x 5” diameter / 1000 HD life energy capacity), third eye - view

In addition, as the greatest of all sorcerer-kings with kaisharga, templars, royal defilers and royal academies of psionics working for him, Borys can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) he/she wishes.

Tactics: Borys generally destroys all foes quickly with his overwhelming and terrible power. If he has a weakness, it is that he knows that nothing (except Rajaat) can equal his might.

Borys very rarely fights a true foe; usually when he kills, he uses his energy storing ability to kill weak creatures (such as the Dragon’s Levy or random travelers or herds encountered by mischance) by the accumulation of negative levels, storing their energy within his many orbs.

When facing an opponent he recognizes as meaningful, such as another advanced being or a party of known high-level characters, he buffs beforehand (teleporting away and/or using time stop to do so, if necessary) and returns protected and with a fission duplicate in place.


Notes: 19 Wishes used to increase ability scores (4 Str, 4 Dex, 4 Con, 5 Int, 2 Cha).

Conversion Notes: Clearly far more powerful than the other sorcerer kings. A 30th level dragon in 2e, here he has both 10 levels in the Athasian dragon prestige class and stage X dragon metamorphosis. I used a lot of the spells listed for him in the Wanderer’s Journal Dragon of Tyr entry, as well; some of those are his signature spells from the Champion of Rajaat template.

Borys still has genocidal focus on his statblock, unlike a lot of the others, since dwarves aren’t extinct.

1 Like

Salient feats, as in from Deities and Demigods? Are you guys using some homebrew ones, or are they in DDG?

And I haven’t read the current epic rules from athas.org, but I don’t recall anything about evolution score. I see how you calculated it, and I think you treated it as an ability score (i.e., evolution - 10, divide by 2, round down).

As an aside, I never got the connection between stage and level in the 3e rules.

1 Like

In 3e, stage and level aren’t directly connected. You have to be at least stage I dragon or avangion (having cast the defiler metamorphosis I/preserver metamorphosis I epic spell) to take the Athasian dragon or avangion prestige class. And eventually the prestige class gives you the next metamorphosis spell in the series without development cost. But it’s not one to one.

I had Kalak, above, use the metamorphosis spell but not take the prestige class due to the conflict between sources about his status.

2 Likes

The salient feats are my homebrew. The rules for Deities and Demigods don’t really work well IMO.

That’s right. In addition, it’s +2 to evolution score for every rank of metamorphosis. RHD are never counted, only class levels and +2 per rank of metamorphosis.

In Legends of Athas, ranks of metamorphosis is disconnected to character level, but in my version every rank of metamorphosis grants 2 RHD. So Borys has 20 dragon RHD.

What is RHD? Wracking my brain and not coming up with anything.

1 Like

In D&D 3.0/3.5 RHD = Racial Hit Dice. They are HD from race. Here is an Ogre statblock in 3.5e. One is the standard Ogre, the other is an standard Ogre with Barbarian class levels on top.

As you can see from Type, it is a “giant”, which will determine the stats it will get from it’s RHD. The Ogre has 4 giant RHD, which is 4d8 for giants. The other Ogre has that and 4 barbarian levels, so is 4d8 + 4d12 (the latter being the barbarian levels).

1 Like

I’m going to be offline for 4th of July stuff this weekend, but Tectuktitlay, Lalali-Puy, and Oronis will be along when I get the chance.

Not sure what to do about Daskinor…

1 Like

Tectuktitlay ( Father of Life, Master of the Two Moons, King of Draj )
LE human male Champion of Rajaat stage II dragon wizard 6/arch defiler 5/psion (shaper) 3/cerebremancer 17/Athasian dragon 5

Size/Type: Medium Dragon
Hit Dice: 31d4+5d6+252+4 (410 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 39 (+4 Dex, +5 amulet of natural armor, +20 epic mage armor ); touch 14, flat-footed 35
BAB: +10
BAB + Epic Attack Bonus: +18
Grapple Bonus: +25
Attack: +5 keen macahuitl +30 (1d8+12/17-20); or by spell (touch or ranged touch +22)
Full Attack: +5 keen macahuitl +30/+25 (1d8+12/17-20); or by spell (touch or ranged touch +22)
Special Attacks: Psionics, spells (casting time metamagic 1/day, dragon magic, painful radius, psionic enchantments, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, psionics, spells, SR/PR 32, tainted aura, tongues,
Space/Reach: 5 ft./5 ft.
Saves: Fort +31, Ref +26, Will +29 (Fort +23, Ref +18, Will +21 without cloak)
Abilities: Str 24 (18 without belt), Dex 18, Con 24, Int 42 (32 without headband), Wis 12, Cha 14
Skills: Decipher Script +53, Knowledge (arcana) +53, Psicraft +37, Spellcraft +55 (Decipher Script +48, Knowledge (arcana) +48, Psicraft +32, Spellcraft +50)
Feats: Agonizing Radius, Body Fuel, Combat Casting, Distant Raze, Efficient Raze, Empower Spell, Eschew Materials, Enlarge Spell, Extend Power, Great Fortitude, Improved Initiative, Martial Weapon Proficiency (macahuitl), Maximize Power, Psionic Body, Quicken Spell, Scribe Scroll, Widen Spell
Epic Feats: Epic Spellcasting, Improved Combat Casting, Improved Manifestation, Improved Spell Capacity, Multispell

ECL: 44

Energy Storing (Su): Tectuktitlay can store life energy from nearby creatures in psionically enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an attack of opportunity. Creatures within 190 feet gain one negative level each round Tectuktitlay uses energy storing.

Immortality (Ex): Tectuktitlay is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. The only way for him to die is through special circumstances, usually by being slain in magical or physical combat.

Immunities (Ex): Tectuktitlay is immune to disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability drain, ability damage, polymorphing, petrification, or any other attack that alters his form. Immunities can voluntarily be lowered as a move action.

Regeneration (Ex): Cold and sonic effects deal normal damage to Tectuktitlay (but he is immune to cold due to his ring). If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Tectuktitlay can reattach the severed member instantly by holding it to the stump.

Tongues (Su): Tectuktitlay can comprehend and speak any language of creatures that he interacts with.

Spells: Caster level 30th, spell save DC: 26 + spell level (21 + spell level without headband), spells per day: 4/7/7/7/6/6/6/6/5/5/2

  • Casting Time Metamagic: Once per day Tectuktitlay can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic (Tectuktitlay’s eligible feats are Empower Spell, Enlarge Spell, Maximize Spell, and Widen Spell).
  • Dragon Magic: Tectuktitlay can cast spells drawing on animal life energy in addition to defiling the plant life, which has the effect of having any spell he casts be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. He can also choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were cast in desolate terrain. All living creatures, except Tectuktitlay, within the defiling radius must make a Fortitude save (DC 25), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus. When casting arcane epic spells, SK can use animal life energy to reduce XP burn. Each point of Con damage inflicted using dragon magic reduces XP burn by 5 points.
  • Painful Radius: The penalties suffered to attacks, saves and skill checks for being caught in Tectuktitlay’s defiling radius increase to -3 (including the effects of Agonizing Radius).
  • Psionic Enchantment: Metamixture (Extend Power, Maximize Power): Tectuktitlay can apply his Extend Power and Maximize Power metapsionic feats to spells.
  • Signature Spells: Tectuktitlay has the following signature spells: 1 – ray of enfeeblement, 2 – resist energy, 3 – slow, 4 – wall of fire, 5 - wall of force , 6 – acid fog, 7 – control weather, 8 – incendiary cloud, 9 – meteor swarm. He can channel stored spell energy into signature spells that she did not prepare ahead of time. Tectuktitlay can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.)

Psionics: 362 power points/day, manifester level 21st, 36 powers known

Constantly Active Buffs: aura sight (with incarnate), detect psionics (with incarnate), ubiquitous vision (with incarnate), psionic mind blank

Pre-Combat Buff Spells/Powers when Given Time to Prepare: globe of invulnerability, peripety, psionic freedom of movement, psionic true seeing, resist energy (sonic)


Epic Spells Known/Developed: defiler metamorphosis I (DC 50), defiler metamorphosis II (DC 53) [developed free at 5 th level of Athasian dragon], epic mage armor (DC 46), peripety (DC 27)

Notable Spells Typically Prepared (not all spells at lower levels included; excludes those given as buffs above):

1st – magic missile, shield,

2nd – blindness/deafness, gust of wind, spectral hand

3rd – fireball, haste, lightning bolt, stinking cloud

4th – enervation, empowered scorching ray, enlarged slow, enlarged fireball (x3)

5th – cloudkill, empowered lightning bolt (x2), quickened magic missile, enlarged empowered scorching ray, enlarged enervation

6th – acid fog, circle of death, greater dispel magic, quickened scorching ray, widened fireball

7th – finger of death, quickened fireball (x2), power word blind, quickened slow (x2)

8th – enlarged delayed blast fireball (x2), quickened enervation, polar ray (x2)

9th – quickened cloudkill (x2), enlarged polar ray, power word kill, time stop,

10th– widened delayed blast fireball, enlarged meteor swarm

Psion Powers:

1 - control flames, control light, deceleration, detect psionics, energy ray, mind thrust (6)

2 - bestow power, body equilibrium, ego whip, energy push, id insinuation, mass missive (6)
3 - body adjustment, dispel psionics, energy bolt, energy wall, ubiquitous vision (5)

4 - aura sight, correspond, psionic divination, psionic fabricate*, psionic freedom of movement, trace teleport (6)

5 - catapsi, ectoplasmic shambler, incarnate, psionic major creation, psychic crush, psionic true seeing (6)

6 - crystallize*, psionic overland flight, (2)

7 - energy wave, mass ectoplasmic cocoon* (2)

8 - matter manipulation, psionic mind blank (2)

9 - true creation* (1)

*discipline power


Equipment
Epic Magic Items: cloak of epic resistance +8, headband of epic intellect +10, ring of cold immunity

Permanent Magic Items: belt of giant strength +6,* *ring of spell turning

Permanent Psionic Items: amulet of catapsi; gloves of object reading; orb of energy storing (1” diameter / 200 HD life energy capacity – worn as necklace); orb of energy storing (4” diameter / 800 HD life energy capacity); third eye - conceal

In addition, as a sorcerer-king with templars, royal defilers and royal academies of psionics working for him, Tectuktitlay can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) he wishes.

Tactics: In the Cleansing Wars, Tectuktitlay focused on fire and lightning magic and energy-based psionic powers to ignite the wemics’ plains, wind and weather magic to spread the fires and limit the wemics’ movement, and movement-limiting powers and spells such as wall spells and powers, deceleration, and slow.

If he participates in a war leading the army of Draj, he will use wide-area damage or killing spells to destroy the opposition – such as fireball, cloudkill, acid fog, delayed blast fireball, incendiary cloud, or meteor swarm, often using Enlarge Spell and/or Widen Spell. At 30th caster level, he can cast Enlarged Fireball or Enlarged Delayed Blast Fireball from over a half mile away. He can use Multispell combos such as acid fog + quickened cloudkill + quickened slow to both trap and kill enemies, or widened delayed blast fireball + quickened fireball + quickened cloudkill for sheer mass slaughter.

Tectuktitlay also usually prepares death spells such as circle of death, finger of death, and power word kill, and debuff spells such as slow/enlarged slow/quickened slow, power word blind, and enervation/enlarged enervation/quickened enervation. Like most sorcerer-monarchs, he tends to use psionics to buff himself but rely on magic for offense.


Notes: 13 Wishes used to increase ability scores (4 Dex, 4 Con, 5 Int).

Conversion Notes: Tectuktitlay in Dragon Kings is listed as 22nd-level dragon, so here he is a stage II dragon and higher level than Kalak, Abalach-Re, and Andropinis.

Some edits made to the earlier SKs:

  • Abalach-re’s attack bonus with Vizier’s Thorn was wrong; fixed
  • Abalach-re had no reason to have protection from arrows in her buff spell list, since it’s entirely redundant with/worse than her inherent DR 10/epic from the Champion template. So it’s gone.
  • Kalak had leftover filler wording in his stat block; removed
  • Kalak was missing his bonus defiling feats from his Arch Defiler levels, so he gains Distant Raze, Efficient Raze, and Fast Raze
  • Kalak had the body purification power to heal himself of ability damage, but he’s immune to it from the Champion template. Looks like he had one too many powers anyway. Gone.
  • Kalak had no reason not to have both ring slots filled; he’s got royal defilers to make stuff for him. So he gained a ring of greater cold resistance and lost protection from energy (cold) from his buff spell list.
  • Andropinis gets his Genocidal Focus from the Champion template, since elves aren’t extinct
  • Nibenay’s attack bonuses and dagger damage were wrong; corrected
  • Nibenay’s contingency is reworded not to activate on things like petrification he’s immune to anyway
  • Hamanu’s equipment section was missing; added
  • Hamanu’s AC was increased to account for his new ring of protection
  • Hamanu’s epic mage armor (already in his AC line and list of epic spells developed) was added to his list of buff spells
  • Hamanu’s Energy Storing radius corrected
  • Additional spells added to the “typically prepared” list for Abalach-re, Kalak, and Andropinis
  • Psionic items have been added to fill several unused item slots; boots for Kalak, third eye for Andropinis and Nibenay, amulet for Tectuktitlay

Still struggling with Lalali-Puy. The Oba is a problem; I have two very different ideas for her (a psionics-first sorcerer-monarch unlike the others who largely use psi as backup to magic; and a “blood mage” leech/dragon-defiler who basically never touches plant energy except for trees of life but uses animal life energy very heavily).

1 Like

I am usually a contrarian, but I have Lalali-Puy as a thrallherd as many other people have it. There is no way that the cult that the Oba has going on is purely organic IMO.

I might make two versions of her: one as a psionics-first" (manifester level greater than caster level, unlike the other SKs) thrallherd, and one as a “blood mage” (with the leech prestige class, lots of orbs of energy storing, an unique epic spell or two based on life leeching, etc).

Would you mind if I used the Epic/Legendary Thrallherd feats you posted a few years back for her thrallherd version?

I’m not sure I agree that her cult can’t be ‘natural’ though. This might be just different views of human nature, but I personally find it very odd that only L-P and in some sources Hamanu seem to be genuinely treated as deities by their population. We know out of world, in game terms, the SKs aren’t real gods. But in world … Nobody has ever seen a real god to compare to; the SKs are immortal (until the Prism Pentad at least!), incredibly powerful, and able to grant power to their priesthood.

IMO they qualify perfectly well as gods by polytheistic standards, and we don’t see any evidence that Athas ever had a monotheistic tradition that would expect gods to be omniscient or omnipotent. If Alexander the Great had started displaying SK level powers, IMO lots of people would have accepted him as a real god or demigod. If he’d then ruled more or less stably for a thousand or 2000 years rather than dying at 33…

Go ahead. I don’t think I am the only one to have ever created them, they are just thrallherd versions of existing leadership based feats.

That’s true enough. I suspect many people feel that they are ruled by cruel gods.

Lalali-Puy ( Oba of Gulg )
NE human female Champion of Rajaat stage I dragon wizard 5/leech 10/psion (egoist) 3/cerebremancer 14/Athasian dragon 2

Size/Type: Medium Dragon
Hit Dice: 32d4 + 2d6 + 204 + 4 (348 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 44 (+6 Dex, +20 epic mage armor, +8 amulet of epic natural armor); touch 16, flat-footed 38
BAB: +10
BAB + Epic Attack Bonus: +17
Grapple Bonus: +18
Attack: +5 mindfeeder dagger +23 melee (1d4+6); or leech’s touch +23 melee touch (1d6); or by spell or power (touch or ranged touch +23)
Full Attack: +5 mindfeeder dagger +23/+18 melee (1d4+6); or leech’s touch +23 melee touch (1d6); or by spell or power (touch or ranged touch +23)
Special Attacks: Death knell 2/day, leech’s touch, psionics, spells (cannibalizing raze +3, dragon magic, life-draining radius, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, psionics, spells, SR/PR 32, tainted aura, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +21, Ref +20 (+17 without gloves), Will +21
Abilities: Str 12, Dex 24 (18 without gloves), Con 22, Int 40 (30 without headband), Wis 14, Cha 29 (23 without cloak)
Skills: Knowledge (arcana) +50 (+45 without headband), Spellcraft +52 (+47 without headband) [add the rest]
Feats: Agonizing Radius, Body Fuel, Combat Casting, Controlled Raze, Craft Wondrous Item, Empower Spell, Enlarge Spell, Great Fortitude, Improved Initiative, Maximize Spell, Psionic Body, Quicken Spell, Scribe Scroll,
Epic Feats: Craft Epic Wondrous Item, Epic Spellcasting, Improved Spell Capacity, Multispell

ECL: 42

Energy Storing (Su): Lalali-Puy can store life energy from nearby creatures in psionically enchanted obsidian orbs. Gathering and storing energy is a full-round action that provokes an attack of opportunity. Creatures within 170 feet gain one negative level each round Lalali-Puy uses energy storing.

Genocidal Focus – Aarakocra (Su): Spells and powers that deal damage do +4d6 bonus damage against aarakocra. Any weapon that Lalali-Puy wields in combat is considered a dread weapon against aarakocra. The weapon loses this dread ability if Lalali-Puy ceases to wield it.

Immortality (Ex): Lalali-Puy is naturally immortal and cannot die from natural causes. She does not age, and does not need to eat, sleep, or breathe. The only way for her to die is through special circumstances, usually by being slain in magical or physical combat.

Immunities (Ex): Lalali-Puy is immune to disease, poison, stunning, sleep, paralysis, death effects, disintegration, energy drain, ability drain, ability damage, polymorphing, petrification, or any other attack that alters her form. Immunities can voluntarily be lowered as a move action.

Regeneration (Ex): Cold and sonic effects deal normal damage to Lalali-Puy. If she loses a limb or body part, the lost portion regrows in 3d6 minutes. Lalali-Puy can reattach the severed member instantly by holding it to the stump.

Tongues (Su): Lalali-Puy can comprehend and speak any language of creatures that she interacts with.

Spells: Caster level 29th, spell save DC: 25 + spell level (20 + spell level without headband), spells per day: 4/7/7/6/6/6/6/5/5/5/2.
• Cannibalizing Raze: Lalali-Puy can cannibalize her own life force to power her spells. While casting a spell, she can increase her effective caster level by three, but she takes 5d8 points of damage. The damage caused by Cannibalizing Raze requires a Concentration skill check DC 10 + damage inflicted. A failed skill check means the spell fails, but it is not expended.
• Dragon Magic: Lalali-Puy can cast spells drawing on animal life energy in addition to defiling the plant life, which has the effect of having any spell she casts be treated as if it were cast in one terrain type better than the actual terrain, up to abundant. She can also choose to cast spells without draining from the plant life at all, but in this case, the spell is cast as if it were cast in desolate terrain. All living creatures, except Lalali-Puy, within the defiling radius must make a Fortitude save (DC 25), or take 1 point of Con ability damage. The use of this ability requires a perfect obsidian orb, of no less than 1,000 gp value, as a focus. When casting arcane epic spells, Lalali-Puy can use animal life energy to reduce XP burn. Each point of Con damage inflicted using dragon magic reduces XP burn by 5 points.
• Life-draining Radius: Living beings caught in Lalali-Puy’s defiling radius suffer 1 point of damage per level of the spell being cast, e.g. a 5th level spell would inflict 5 points of damage to all creatures caught in the radius. She must have an obsidian focus worth at least 250 Cp in order to use life-draining radius.
• Psionic Enchantment – Far Reach: Lalali-Puy can use touch spells and powers at a range of 30 feet.
• Signature Spells: Lalali-Puy has the following signature spells: 1 – ray of enfeeblement , 2 – resist energy, 3 – vampiric touch, 4 – contagion, 5 – waves of fatigue, 6 – globe of invulnerability, 7 – greater teleport, 8 – horrid wilting, 9 – power word kill. She can channel stored spell energy into signature spells that she did not prepare ahead of time. Lalali-Puy can “lose” any prepared spell in order to cast one of these signature spells that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.)
Psionics: 250 power points/day, manifester level 17th, 31 powers known

Psion Powers:

1 – catfall, demoralize, detect psionics, mind thrust, thicken skin*

2 – chameleon*, empathic transfer*, feat leech, inflict pain, mass missive

3 – body adjustment, dispel psionics, forced share pain, hustle*, psionic blast

4 – aura sight, empathic feedback, power leech, psionic freedom of movement, psychic vampire*

5 – adapt body, incarnate, leech field, psychic crush

6 – fuse flesh, psionic disintegrate

7 – fission*, ultrablast

8 – psionic mind blank, recall death

9 – affinity field

*discipline power

Constantly Active Buffs: aura sight (permanent with incarnate), detect psionics (permanent with incarnate), psionic mind blank

Pre-Combat Buff Spells/Powers when Given Time to Prepare: globe of invulnerability, psionic freedom of movement, resist energy (sonic), spell turning


Epic Spells Known/Developed: defiler metamorphosis I (DC 50), epic mage armor (DC 46), Oba’s flawless escape (DC 53), verdigris (DC 58)

Notable Spells Typically Prepared (not all spells at lower levels included; excludes those given as buffs above):

1st – charm person, magic missile

2nd – fog cloud, summon swarm, touch of idiocy, gust of wind

3rd – heroism x2, rage, wind wall x2, slow

4th – dimension door x2, polymorph, charm monster x2, shout

5th – empowered vampiric touch, mind fog, feeblemind, dream x2, animal growth

6th – greater dispel magic x2, disintegrate, chain lightning, circle of death, control water

7th – quickened vampiric touch, enlarged chain lightning, finger of death, control weather

8th – enlarged finger of death x2, polar ray x2, quickened dimension door

9th – quickened waves of fatigue, quickened mind fog, mass hold monster, time stop, wail of the banshee

10th - quickened circle of death, empowered polar ray

Equipment
Epic Magic Items: headband of epic intellect +10, amulet of epic natural armor +8

Permanent Magic Items: cloak of charisma +6, gloves of dexterity +6, ring of major spell storing (typically contains vampiric touch and empowered enervation), ring of greater cold resistance, crystal ball

Permanent Psionic Items: +5 mindfeeder dagger, boots of skating, eyes of expanded vision, orb of energy storing x 6 (1” diameter / 200 HD life energy capacity – 1 each worn on wrist bracers, 4 worn on belt); orb of energy storing (10” diameter / 2000 HD life energy capacity)

In addition, as a sorcerer-queen with templars, royal defilers and many psionicists working for her, SK can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) she wishes.

– Tactics: Lalali-Puy prefers instant death spells such as circle of death, finger of death, power word kill, and wail of the banshee and incapacitating spells such as feeblemind and mass hold monster to area-effect damage spells. When she does cast damage spells, they are targeted ones such as polar ray and chain lightning . If faced with a large number of weak opponents (such as common soldiers in an enemy army), she will use Energy Storing to kill by energy drain.

Notes: 18 Wishes used to improve ability scores (4 Dex, 4 Con, 5 Int, 5 Cha).

Lalali-Puy uses spells such as fog cloud, control water, and control weather to promote her image as a forest goddess who brings life-giving water, and uses dream to send ‘mysterious divine messages’ to chosen followers.

To preserve her forest goddess image, she draws almost entirely on animal life energy and trees of life, rather than defiling vegetation/soil like conventional defilers. She uses obsidian foci (for both Dragon Magic and Life-draining Radius) and orbs of energy storing heavily.

Oba’s Flawless Escape

Transmutation

Spellcraft DC: 53

Components: None

Casting Time: 1 swift action

Range: Touch (see text)

Target: One creature or force grappling you

Duration: Instantaneous

Saving Throw: Fortitude half

Spell Resistance: Yes

To Develop: 477,000 gp; 10 days; 19,080 XP. Seed: destroy (DC 29). Factors: quickened (+28 DC), no verbal or somatic components (+4 DC). Mitigating factors: limited circumstance (ad hoc -8 DC).

The character deals 20d6 points of untyped damage to any creature grappling him or her. If grappled by a magical force the force is automatically destroyed.

(This is identical to the ELH/SRD epic spell let go of me except without the backlash damage.)

1 Like

I don’t think you can get to 9th level powers with the extra 4 epic levels of Cerebremancer. There is no official epic cerebremancer, but if it existed, it would follow the Mystic Theurge chassis.

As you can see, it only provides advancement on one side at each level not both sides. At every 6th level you get an epic feat.

hmm. crud. in that case everybody after the first three (Abalach-Re, Kalak, and Andropinis, who only have 10 cerebremancer levels) need to be revised. That’s easy enough for Nibenay and Hamanu, who are at 12 (just switch 2 cerebremancer levels to psion, subtracting 2 caster levels but otherwise not changing much), but Borys, Tek, and L-P need more thought.

I’m not sure if I’ve already posted this or not, and I’m not sure if this is relevant, but the Epic Level Handbook has a magic item that will act as a replacement for a set number of XP.

I’m not sure (away from keyboard) if it’s just for spells (especially epic level castings), for creating magic items, or both.

Also, for wishes, there’s always using someone else’s XP. I don’t know if there’s some limitation on having someone else cast the wish on you to increase your stats (properly mind locked so they can’t betray you), but what’s the point of having high level minions if you can’t drain them of their XP to make yourself stronger?

1 Like

Yes - the Rod of Excellent Magic. It supplies 2000 XP for magic spells per day. It is also frequently banned by DMs.

Yeah, those are options … and re-reading the Orb of Energy Storing, they could use stored HD to absorb XP costs.

But I still don’t really feel like the SKs as presented deserve universally super-high ability scores. They seem more like people given enormous magical & psionic powers than broadly godlike beings. None of the Sks we see a lot from in the PP really act like characters with superhuman or peak-human Wisdom, and only L-P and Hamanu really strike me as deserving especially high Charisma.

1 Like