Sorcerer-Monarch stats

Hamanu and Nibenay have 2 cerebremancer levels swapped to psion, losing 2 caster levels and 1 rank of Spellcraft in the process.

The others will need more significant edits, so I might repost new stats.

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Revised version of Borys. He loses some manifester levels, and 1 caster level, but Spell Penetration/Greater Spell Penetration means he’s actually better at punching through SR than the previous version.

Hopefully the skills are correct.

Borys ( The Dragon, Dragon of Tyr, Dragon of Ur Draxa, etc. )
LE human male stage X dragon wizard 12/psion (egoist) 6/cerebremancer 10/arch defiler 10/athasian dragon 12

Size/Type: Gargantuan Dragon
Hit Dice: 36d4 + 14d6 + 750 + 4 (982 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, 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 without headband of epic intellect +14 ), Wis 24 (14 without periapt of epic wisdom + 10), Cha 14
Skills: Autohypnosis +21 (+16 without periapt), Balance +25, Bluff +28*, Concentration +68, Decipher Script +68 (+61 without headband), Intimidate +40*, Jump +49, Knowledge (arcana) +71 (+64 without headband), Knowledge (history) +66 (+59 without headband), Knowledge (psionics) +71 (+64 without headband), Listen +41 (+36 without periapt), Psicraft +60 (+53 without headband), Spellcraft +70 (+63 without headband), Spot +41 (+36 without periapt)
Feats: Agonizing Radius, Body Fuel, Combat Casting, Destructive Raze, Distant Raze, Empower Spell, Enlarge Spell, Eschew Materials, Fast Raze, Great Fortitude, Improved Initiative, Maximize Spell, Multiattack, Psionic Body, Quicken Spell, Scribe Scroll, Spell Penetration/Greater Spell Penetration, Widen Spell
Epic Feats: Enhance Spell, Epic Spellcasting, Improved Combat Casting, Ignore Material Components, Improved Manifestation , Improved Metamagic, Improved Spell Capacity x3, Multispell,

ECL: 58

*including effects of tainted aura

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.

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 37th (+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, Enlarge 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: Path of Least Resistance: Borys uses the lower of targets’ spell resistance and power resistance when he knows both the psionic and arcane equivalent of a power or spell (e.g. charm person and psionic charm person).
• 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: 362 power points/day, manifester level 21st, 36 powers known

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 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 – 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 x2, mage’s disjunction, empowered polar ray, 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

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


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.

New Epic Spell: 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.

I don’t see equipment. Am I just overlooking them?

No, I was posting it piece by piece because it’s huge, and had an Internet disconnection due to storms halfway through. Equipment, spell list, power list etc. are up now.

Here is the revised Tectuktitlay, swapping 7 cerebremancer levels for 4 psion and 3 arch defiler. He loses 4 caster levels and 3 manifester levels, but gains an additional use of casting time metamagic, and 2 additional bonus feats: 1 from 5th level of psion (Speed of Thought) and 1 from 5th level of arch defiler (Fast Raze).

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 8/psion (shaper) 7/cerebremancer 10/Athasian dragon 5

Size/Type: Medium Dragon
Hit Dice: 31d4+5d6+252+6 (412 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 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 2/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: Bluff +20*, Concentration +46, Decipher Script +51 (+46 without headband), Intimidate +30*, Jump +28 (+25 without belt), Knowledge (arcana) +55 (+50 without headband), Knowledge (history) +50 (+45 without headband), Knowledge (psionics) +55 (+50 without headband), Listen +23, Psicraft +48 (+43 without headband), Spellcraft +53 (+48 without headband), Spot +23
Feats: Agonizing Radius, Body Fuel, Combat Casting, Distant Raze, Empower Spell, Enlarge Spell, Extend Power, Fast Raze, Great Fortitude, Improved Initiative, Martial Weapon Proficiency (macahuitl), Maximize Power, Psionic Body, Quicken Spell, Scribe Scroll, Speed of Thought, Widen Spell
Epic Feats: Epic Spellcasting, Improved Combat Casting, Improved Manifestation, Improved Spell Capacity, Multispell

ECL: 44

*includes tainted aura effects

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 26th, 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: 280 power points/day, manifester level 18th, 33 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 5th 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, ego whip, energy push, id insinuation, mass missive (5)
3 - body adjustment, dispel psionics, energy bolt, energy wall, ubiquitous vision (5)

4 - aura sight, psionic divination, psionic fabricate*, psionic freedom of movement, trace teleport (5)

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

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: 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 26th 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.

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It’s a piddling amount of power (compared to"can suck the life force out of an entire army"), but I’m curious what familiars and psi-equivalents (the floating crystals with partial personalities) would the various advanced beings would use.

I thought about that, but as far as I know we don’t see any evidence of SKs having/using familiars or psicrystals. Maybe they decided at some point that familiars were more a vulnerability than a benefit, or something.

I have to wonder how a familiar would interact with a dragon’s tendency to pull the life out of everything around them.

Maybe one gets a nightmare beast as a familiar?

If they make it undead, that should solve that problem.

Not sure a Nightmare Beast can be undead, its a magical creation.

Controversial opinion: Has anyone treated the sorcerer monarchs as humanoid dragons?

I still like the Dragon from the Prism Pentad. A gaunt giant humanoid with dragon like traits. I didn’t like the change in Dragon Kings (and I guess the Monster Compendium?) making them stand ins for other settings’ dragons.

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Well, only Borys and Dregoth are advanced enough in their metamorphosis to look like “classic D&D dragons” (and Dregoth is an undead version). The most advanced of the original seven SKs is Nibenay (23rd level in Dragon Kings, 24th level in Wanderer’s Chronicle) which would still be ‘humanoid-dragon’ shaped. The description of Hamanu’s true form in Rise and Fall of a Dragon King sounds to me about the same (and Wanderer’s Chronicle does make him 23rd level, though he’s only 21st in Dragon Kings; same situation for Lalali-Puy).

But, yes, I do mostly prefer the earlier art (like the Dragon of Tyr image in Wanderer’s Journal and the cover of Dragon Kings) and Prism Pentad descriptions of The Dragon as a kind of super gaunt birdlike-dinosaur dragon with some humanoid traces, rather than the “classic D&D” bulky winged quadruped dragon.

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Lalali-Puy ( Oba of Gulg )
NE human female Champion of Rajaat stage I dragon wizard 5/leech 10/psion (egoist) 7/cerebremancer 10/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: Body Fuel, Combat Casting, Controlled Raze, Craft Wondrous Item, Distant Raze, Empower Spell, Enlarge Spell, Fast Raze, Great Fortitude, Improved Initiative, Psionic Body, Quicken Spell, Scribe Scroll, Spell Penetration
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 25th (+27 on caster level checks to overcome spell resistance), 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.)

Alternate thrallherd version of the Oba:

Lalali-Puy ( Oba of Gulg )
NE human female Champion of Rajaat stage I dragon wizard 5/leech 6/psion (telepath) 3/cerebremancer 10/thrallherd 10/Athasian dragon 1

Size/Type: Medium Dragon
Hit Dice: 34d4 + 1d6 + 210 + 8 (360 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 1/day, leech’s touch, psionics (thrallherd, greater/superior dominate, twofold master), spells (cannibalizing raze +2, dragon magic, life-draining radius, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, psionics, spells, SR/PR 32, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +19, Ref +20 (+17 without gloves), Will +22
Abilities: Str 12, Dex 24 (18 without gloves), Con 22, Int 36 (30 without headband), Wis 17, Cha 26 (20 without cloak)
Skills: Knowledge (arcana) +44 (+41 without headband), Spellcraft +46 (+43 without headband) [add the rest]
Feats: Body Fuel, Chain Power, Combat Casting, Combat Manifestation, Extend Power, Improved Initiative, Inquisitor, Power Penetration, Psionic Body, Quicken Spell, Scribe Scroll, Twin Power
Epic Feats: Epic Spellcasting, Epic Thrallherd, Improved Manifestation, Legendary Thrallherd

ECL: 43

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 21st, spell save DC: 23 + spell level (20 + spell level without headband), spells per day: 4/7/7/6/6/6/6/5/5/5.

  • 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 two, but she takes 3d8 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.
  • Signature Spells: Lalali-Puy has the following signature spells: 1 – ray of enfeeblement , 2 – gust of wind, 3 – sleet storm, 4 – solid fog, 5 – waves of fatigue, 6 – globe of invulnerability, 7 – control weather, 8 – polar ray, 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: 362 power points/day, manifester level 23rd, 38 powers known

Psion Powers:

1 – catfall, demoralize, detect psionics, mindlink, mind thrust, psionic charm^,

2 – brain lock*, ego whip, id insinuation, mass missive, psionic suggestion*, read thoughts*,

3 – crisis of breath*, body adjustment, dispel psionics, false sensory input*, hostile empathic transfer*, psionic blast

4 – aura sight, power leech, psionic dominate^, psionic freedom of movement, psionic modify memory*, schism*, thieving mindlink*

5 – adapt body, incarnate, leech field, mind probe*, psychic crush

6 – fuse flesh, psionic disintegrate

7 – crisis of life*, ultrablast

8 – psionic mind blank, recall death

9 – affinity field, psychic chirurgery*

*discipline power

^thrallherd bonus 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)

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

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

4th – dimension door x2, polymorph, charm monster, ice storm, 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 – finger of death, quickened slow x2, quickened wind wall

8th – quickened charm monster, quickened dimension door x2, quickened ice storm, quickened shout

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


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, Lalali-Puy can have essentially any potion fruits, scrolls, power stones, wands, or dorjes (especially of lower-level powers) she wishes.

Tactics: During the Cleansing Wars, Lalali-Puy’s wars against the aarakocra relied heavily on weather magic to force them from the skies, within the range of her troops’ weapons and her defiler corps’ spells, and on sheer scorched earth tactics to ruin the forested mountains where they lived.

Lalali-Puy still favors spells such as ice storm, polar ray and chain lightning, but also uses 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 monste r .

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 uses psionics in preference to arcane magic, and when she does use magic, 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.

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The compromise version between full dragon and wingless hyrbid is on the cover of The Valley of Dust and Fire.

As can be seen, this dragon unambiguously has wings, but is also thin/emaciated like the one on the cover of Dragon Kings. This version works for me.

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Yes, that version is very cool. It has the same weird crocodilian/bird head as the one on the cover of Dragon Kings; it’s a lot like the DK version plus wings, really.

The obsidian orb sparking with magical energy is a great touch, too.

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IIRC, the 3.5e DMG has rules for stacking powers on magic items. So rather than limited to the listed magic items, combine some powers.

My personal thought experiment is a Heward’s Haversack with the patches of the Robe of Useful Things. Mostly because I saw one of many various totes I’ve owned and remembered all the geek patches I bought but never ironed on… (Current idea is give the backpack a number of daily charges to create items needed, with limits on materials, cost, and size. They only last a few hours, but when you FINALLY need that ten foot pole, it’s nice to just whip it out of the backpack instead of it taking up space for the 95% of the time you don’t need it.)

So, given the limited number of slots (and don’t even get me started about 5e…), it would behoove the SMs to combine some powers.

E.g., jewelry and miscellaneous items have so many options, why not combine a few? The cloak is providing a bonus to stats. How about throwing in displacement, too?

Anyway, just a thought.

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And here is the alternate version of Kalak as very high level but not a Champion. Unlike the previous version of Kalak, this one did take 1 level of the Athasian dragon prestige class since we see him draining animal life energy with orbs during Verdant Passage - without the Champion template Energy Storing ability, he needs Dragon Magic from the prestige class to do that.

Kalak (Tyrant of Tyr)
LE human male stage I dragon wizard 7/arch defiler 10/psion (telepath) 11/cerebremancer 6/Athasian dragon 1

Size/Type: Medium Dragon
Hit Dice: 34d4 + 1d6 + 105 + 4 (197 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 32 (+2 Dex, +12 bracers of epic armor , +5 amulet of natural armor, +3 ring of protection); touch 15, flat-footed 30
BAB: +10
BAB + Epic Attack Bonus: +17
Grapple Bonus: +19
Attack: +4 dagger of power storing +23 melee (1d4+6); or by spell or power (touch or ranged touch +19)
Full Attack: +4 dagger of power storing +23/+18 melee (1d4+6); or by spell or power (touch or ranged touch +19)
Special Attacks: Psionics, spells (casting time metamagic, dragon magic, metamagic raze, painful radius)
Special Qualities: Ageless, fire resistance 30 (ring), psionics, spells, SR 40 (mantle), tainted aura, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +18, Ref +15, Will +21
Abilities: Str 14, Dex 14, Con 16, Int 34 (24 without headband), Wis 14, Cha 10
Skills: Bluff +17*, Concentration +41, Decipher Script +33 (+28 without headband), Intimidate +29*, Knowledge (arcana) +50 (+45 without headband), Knowledge (history) +47 (+42 without headband), Knowledge (psionics) +50 (+45 without headband), Listen +3, Psicraft +42 (+37 without headband), Spellcraft +46 (+41 without headband), Spot +10
Feats: Agonizing Radius, Body Fuel, Combat Casting, Craft Wondrous Item, Distant Raze, Destructive Raze, Empower Spell, Eschew Materials, Fast Raze, Great Fortitude, Improved Initiative, Psionic Body, Quicken Spell, Scribe Scroll, Still Spell, Widen Spell
Epic Feats: Craft Epic Wondrous Item, Epic Spellcasting, Ignore Material Components, Improved Spell Capacity x2, Multispell

ECL: 35

*includes effects of tainted aura

Ageless (Ex): Kalak does not age.

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

Spells: Caster level 23, spell save DC: 22 + spell level (17 + spell level without headband), spells per day: 4/6/6/6/5/5/5/5/4/4/2

Psionics: 250 power points/day, manifester level 17th, powers known 31

Constantly Active Buffs: peripety, protection from arrows, psionic mind blank, see invisibility (with permanency)

Pre-Combat Buff Spells/Powers when Given Time to Prepare: globe of invulnerability, psionic freedom of movement, psionic true seeing, protection from energy (lightning), spell turning, stoneskin

Epic Spells Known/Developed: animus blast (DC 50), defiler metamorphosis I (DC 50), peripety (DC 27)

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

1 – ray of enfeeblement

2 – scorching ray, touch of idiocy

3 – stinking cloud, slow, fireball, lightning bolt

4 – contagion, dimension door, shout

5 – cloudkill, cone of cold, empowered fireball, quickened magic missile, stilled dimension door

6 – acid fog, chain lightning x2, freezing sphere, quickened stinking cloud*

7 – quickened fireball x2, quickened slow, greater teleport

8 – widened cloudkill, empowered chain lightning, widened cone of cold, stilled greater teleport,

9 – widened acid fog, empowered horrid wilting*, meteor swarm, time stop

10 – empowered meteor swarm*, widened horrid wilting*

*prepared with metamagic raze

Psion Powers:

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

2 – body equilibrium, brain lock*, control sound, ego whip, id insinuation, read thoughts*

3 – body adjustment, body purification, dispel psionics, psionic blast, telekinetic force

4 – psionic dominate*, psionic freedom of movement, psionic modify memory*, schism*

5 – psionic major creation, psionic true seeing, psychic crush, tower of iron will,

6 – psionic disintegrate, psionic overland flight,

7 – decerebrate, ultrablast

8 – psionic mind blank

9 - microcosm

*discipline power


Equipment
Epic Magic Items: bracers of epic armor +12, headband of epic intellect +10, mantle of epic spell resistance

Permanent Magic Items: amulet of natural armor +5, ring of greater fire resistance, ring of protection +3

Permanent Psionic Items: boots of landing, eyes of expanded vision, gloves of object reading, orb of energy storing x3 (1”, 200HD capacity; 2”, 400HD capacity; 4”, 800HD capacity)

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

Tactics: Like other sorcerer-kings, Kalak prefers to have others fight for him. He has a royal guard, templars, and so on. If actually threatened he will probably teleport away and arrange the death of the foes. However, if challenged by those who don’t represent a real threat, he will destroy his foes with either flashy area-of-effect magic or with his powerful psionics.

If Kalak is participating in a major war, he will first protect himself from enemy magic and ranged weapons, and then hurl large-scale destructive magic (such as widened cloudkill and meteor swarm).

Despite his extremely powerful spells (combining casting time metamagic/metamagic raze with multiple metamagic feats and Improved Spell Capacity), Kalak is far more vulnerable than the Champions and must rely heavily on protective items and buff spells. He uses time stop if necessary to gain time to buff himself.


Notes: 14 Wishes used to increase ability scores (4 for Con, 5 for Int and Str)

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That’s entirely possible. However, these guys are already not maximally optimized .. the sorcerer-kings do largely get killed, after all, and with the Champion template’s immunities and regeneration plus some basic defensive spells and items already make them incredibly hard to kill. (Regeneration from anything except cold or sonic + protection from energy/rings of energy resistance or immunity for cold and sonic + immunity to death effects, petrification, etc. is a powerful combination.)

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And here is the Rise and Fall of a Dragon King version of Hamanu…

This one’s long, will be two posts.

Hamanu (Great King, Lion of Urik, etc.)
LE human male Enhanced Champion of Rajaat stage IV dragon sorcerer 5 / fighter 2 / eldritch knight 8 / wilder 9 / cerebremancer 10 / Athasian dragon 6

Size/Type: Medium Dragon
Hit Dice: 2d10 + 24d4 + 14d6 + 240 + 30 + 6 (476 hp)
Initiative: +13 (+9 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 47 (+9 Dex, +8 natural, +20 epic mage armor); touch 34 (with elude touch), flat-footed 38
BAB: +10
BAB + Epic Attack Bonus: +20
Grapple Bonus: +26
Attack: +5 icy burst longsword +32 melee (1d8+11+1d6 cold); or claw +26 melee (1d6+6); or by spell (touch or ranged touch +29)
Full Attack: +5 icy burst longsword +32/+27 melee (1d8+11+1d6 cold); or 2 claws +26 melee (1d6+6); or by spell (touch or ranged touch +29)
Special Attacks: Eyes of fire, psionics (wild surge +3/psychic enervation, surging euphoria +1, volatile mind), spells (dragon magic, psionic enchantments)
Special Qualities: DR 15/epic, elude touch, greater energy storing, immortality, immunities, obsidian bones, psionics, spells, SR/PR 32, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +27, Ref +25 (+22 without gloves), Will +22
Abilities: Str 22, Dex 28 (22 without gloves ), Con 22, Int 24 (18 without headband), Wis 12, Cha 40 (30 without cloak)
Skills: Climb +8, Concentration +48, Intimidate +39 (+34 without cloak), Jump +35, Knowledge (arcana) +39 (+36 without headband), Knowledge (psionics) +26 (+23 without headband), Psicraft +46 (+43 without headband), Spellcraft +53 (+50 without headband), Spot +25
Feats: Body Fuel, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Eschew Materials*, Great Fortitude, Improved Initiative, Quicken Spell, Power Knowledge, Psionic Body, Silent Spell*, Speed of Thought, Still Spell*, Weapon Focus (longsword)
Epic Feats: Automatic Silent Spell*, Automatic Still Spell*, Craft Epic Wondrous Item, Epic Spellcasting, Epic Toughness, Improved Manifestation, Improved Spell Capacity, Psionic Enchanter

ECL: 52

*bonus feat from Enhanced Champion template

Greater Energy Storing (Su): Hamanu can store life energy from nearby creatures in psionically enchanted obsidian orbs – or, unlike other Champions, in his own obsidian bones (see below). Gathering and storing energy is a standard action that does not provoke an attack of opportunity. Creatures within 200 feet gain two negative levels each round Hamanu uses greater energy storing.

Eyes of Fire (Ps): Hamanu can expend his psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 36) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 8d8 points of fire damage from the heat.

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.

Obsidian Bones (Ex): Hamanu can use his own metamorphosing bones in place of an orb of energy storing to store energy from the Greater Energy Storing Champion ability, and in place of the obsidian orb normally needed as a focus for the Dragon Magic Athasian dragon prestige class ability. Hamanu can store up to 4000 HD of life energy when using his bones in place of an orb of energy storing.

Regeneration (Ex): Cold and sonic effects deal normal damage to Hamanu. 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.

Uncontrollable Metamorphosis (Ex): Hamanu need not use defiler metamorphosis spells to advance in stages of dragon metamorphosis. Rather, consuming and converting life energy causes the metamorphosis to slowly progress. For every 1000 HD of life energy spent from Hamanu’s Obsidian Bones, he gains one “metamorphosis point”. The number of metamorphosis points needed to reach the next level of metamorphosis is equal to the Spellcraft DC of the appropriate defiler metamorphosis spell (e.g. 50 metamorphosis points to reach stage I, 53 metamorphosis points to advance from stage I to stage II, etc.) Metamorphosis points are reset to 0 whenever a new stage of metamorphosis is gained. Hamanu has currently accumulated 59 metamorphosis points and thus is very close to his next metamorphosis (63 points needed for stage V).

Spells: Caster level 24th, spell save DC: 25 + spell level (20 + spell level without cloak), spells per day: 6/9/9/8/8/8/8/7/7/7/2.

  • 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 two 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 barren terrain. All living creatures, except Hamanu, within the defiling radius must make a Fortitude save (DC 25), or take 2 points of Con ability damage. Unlike other dragons, Hamanu does not require a perfect obsidian orb as a focus (see Obsidian Bones). 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: Arcane Augmentation: Hamanu can spend a prepared spell slot to increase his limit for augmenting psionic powers during manifestation. Using arcane augmentation is a free action that does not provoke an attack of opportunity. Hamanu adds the level of the spell slot to his manifester level for purposes of determining the maximum amount of power points he can spend while manifesting a single power.
  • Psionic Enchantment: Far Reach x2 – Hamanu can use touch spells or powers at a range of 60 feet.

Sorcerer Spells Known:

0 - acid splash, dancing lights, detect magic, light, mage hand, mending, message, prestidigitation, resistance

1st – alarm, burning hands*, disguise self, enlarge person, magic missile, unseen servant

2nd – acid arrow*, alter self, blur, flaming sphere, glitterdust, touch of idiocy

3rd – greater magic weapon*, lightning bolt, slow, stinking cloud, vampiric touch

4th - dimension door, enervation, fire shield*, ice storm, shout

5th - cloudkill, cone of cold, overland flight, wall of force, waves of fatigue*

6th –chain lightning, circle of death, globe of invulnerability*, greater dispel magic

7th – delayed blast fireball*, finger of death, greater teleport, waves of exhaustion

8th – greater shout, horrid wilting*, power word stun, protection from spells

9th – mass hold monster, meteor swarm*, time stop, wail of the banshee

*additional spells from Enhanced Champion template

Psionics: 330 power points/day, manifester level 19th, 10 powers known

Wilder Powers Known (10 total): 1 - force screen, mind thrust; 2 – ego whip; 3 – body adjustment; 4 – psionic freedom of movement; 5 – psionic true seeing, psychic crush; 6 – psionic disintegrate; 7 – evade burst; 8 – psionic mind blank; 9 - apopsi

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

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 55), globe of invulnerability, protection from spells, psionic freedom of movement, psionic true seeing


Epic Spells Known/Developed: epic mage armor (DC 46), Hamanu’s mental network (DC 60), peripety (DC 27), soul scry (DC 55)


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

Permanent Magic Items: +5 icy burst longsword, gloves of dexterity +6, headband of intellect +6, ring of spell turning

Permanent Psionic Items: amulet of catapsi; boots of temporal acceleration; eyes of expanded vision.

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.

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