Sorcerer-Monarch stats

Hamanu’s Mental Network

Divination

Spellcraft DC: 60
Components: V, S
Casting Time: 1 minute
Range: See text
Target: One creature
Duration: 6 hours
Saving Throw: None
Spell Resistance: No

To Develop: 540,000 cp (540,000 gp by standard rules); 11 days; 21,600 XP
Seed: contact (DC 23), reveal (DC 19).
Factors: forge a bond with up to ten creatures (+9 DC), increase duration to 6 hours (+2 DC), telepathic communication (+4 DC); both hearing and sight (+2 DC), allow enhanced senses (+4 DC)
Mitigating Factors: limit range to within Urik’s verdant belt (-3 DC)

This spell forges a telepathic bond with up to ten creatures within Urik or its verdant belt with which Hamanu is familiar (or can currently see, directly or through magical or psionic means). Hamanu and the subjects can converse back and forth. The subjects recognize Hamanu if they know him. Communication is telepathic, regardless of language. No special influence is established as a result of the bond, only the power to communicate at a distance. The bond can be established only among willing subjects, which therefore receive no saving throw or spell resistance.

In addition, Hamanu can see, hear, and perceive using magically/psionically enhanced senses from the position of each subject of the spell, as if he was personally present.

(The locale must be familiar to the caster, but Hamanu is deeply familiar with every part of Urik.)

Enhanced Champion of Rajaat: Hamanu is an ‘improved model’ Champion, building on flaws Rajaat found in his original Champions. This is as the Champion of Rajaat template in Legends of Athas, except for the following:

Armor Class: Natural armor increases by +5 (on top of any increases from dragon metamorphosis).

Special Attacks:
Additional Spells: When applied to a character with spontaneous spellcasting rather than prepared spellcasting, this replaces the Signature Spells from the original template. Instead, the Enhanced Champion gains nine additional sorcerer spells known - one of each level from 1st to 9th.

Special Qualities:
Damage Reduction: DR 15/epic instead of 10/epic

Greater Energy Storing (Su): As the normal Champion of Rajaat Energy Storing ability, except it inflicts two negative levels per round rather than one, and requires no orbs (see Obsidian Bones).

Obsidian Bones (Ex): The Enhanced Champion 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. If the Enhanced Champion is also a leech, this ability can also substitute for that prestige class’s obsidian focus. The Enhanced Champion can store up to (100 x character levels) HD of life energy when using his bones in place of an orb of energy storing.

Uncontrollable Metamorphosis (Ex): The Enhanced Champion 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 the Enhanced Champion’s Obsidian Bones, the Enhanced Champion 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.

Abilities: +4 Dex (in addition to the normal Champion ability increases)

Feats: The Enhanced Champion gains Eschew Materials, Silent Spell, and Still Spell as bonus feats; if the Enhanced Champion is an epic character, Automatic Silent Spell and Automatic Still Spell are also gained.

Challenge Rating: +9 rather than +6
Level Adjustment: +12 rather than +8


Notes: 16 Wishes used to increase ability scores (3 for Str, 4 for Dex and Int, 5 for Cha) .

Conversion Notes: This Hamanu is significantly higher level, since he’s such a powerful character in RAFOADK relative to the other Champions.

In the book, Hamanu clearly doesn’t memorize or prepare spells, he casts them innately, even sometimes unintentionally – it’s described as his whims being spells. Thus the sorcerer/wilder rather than wizard/psion build, and the free Eschew Materials and Silent/Automatic Silent/Still/Automatic Still Spell feats in the Enhanced Champion template.

A lot of emphasis is put on his life draining/hunger for life energy that he struggles to resist, thus the Greater Energy Storing. The Obsidian Bones and Uncontrollable Metamorphosis special qualities tie into that, too. Hamanu in RAFOADK metamorphoses via using dragon magic, not by casting specific metamorphosis spells; being wounded also seems to be related to it, but this seemed complicated enough without linking it to the number of HP regenerated as well.

His undisguised form is clearly quite inhuman, so here he’s a stage IV dragon - originally I had him as a stage III dragon as in Wanderer’s Chronicle (23rd level), but I think the very inhuman description of his real form probably fits stage IV better.

Hamanu is described as incredibly hard to harm, so I gave him higher DR and an additional +5 to natural armor.

The Eyes of Fire ability is based heavily on the one from Myron’s entry in Legends of Athas, but with damage increased from 4d8 to 8d8 and save DC based on Hamanu’s Constitution (10 + 1/2 levels/HD + Con modifier).


Okay, that covers the “original seven” sorcerer-monarchs (with alternate versions for the ones that seemed to need them), plus Borys the Dragon.

Dregoth is covered in Dregoth Ascending, and it’s probably not worth writing up a whole new version just to add a few more cerebremancer levels to him.

That just leaves the hard problems - Oronis and Daskinor.

I might also do versions of Farcluun and Graytch as non-Champion dragons, also.

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Oronis (King of Kurn)
LG human male Champion of Rajaat stage IV avangion wizard 15/psion (seer) 8/cerebremancer 10/avangion 5

Size/Type: Medium Aberration
Hit Dice: 38d4 + 228 + 4 (384 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 44 (+6 Dex, +8 amulet of epic natural armor, +20 epic mage armor), touch 16, flat-footed 38
BAB: +10
BAB + Epic Attack Bonus: +19
Grapple Bonus: +20
Attack: by spell or power (touch or ranged touch +25)
Full Attack: by spell or power (touch or ranged touch +25)
Special Attacks: Psionics, spells (avangion magic, signature spells)
Special Qualities: Detect chaos/evil/good/law, discern lies, DR 10/-, energy storing, immortality, immunities, psionics, regeneration 10, spells, SR/PR 44, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +31, Ref +29, Will +35 (Fort +23, Ref +18, Will +27 without cloak and gloves)
Abilities: Str 12, Dex 22 (16 without gloves), Con 22, Int 42 (32 without headband), Wis 22, Cha 17
Skills: Psicraft +61 (+56 without headband), Spellcraft +65 (+60 without headband) [add more]
Feats: Body Fuel, Combat Casting, Craft Wondrous Item, Empower Power, Empower Spell, Enlarge Spell, Extend Power, Extend Spell, Forge Ring, Great Fortitude, Improved Initiative, Psionic Body, Quicken Spell, Scribe Scroll
Epic Feats: Craft Epic Wondrous Item, Epic Spellcasting, Improved Metamagic, Improved Spell Capacity, Psionic Enchanter

ECL: 46

Energy Storing (Su): Oronis 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 Oronis uses energy storing. [However, Oronis never uses this ability, considering it a form of defiling.]

Immortality (Ex): Oronis 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): Oronis 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 Oronis. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. Oronis can reattach the severed member instantly by holding it to the stump.

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

Spells: Caster level 27th, 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

  • Avangion Magic: Oronis can supplement the energy he draws when casting spells with his own renewable energy, 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 cast spells where there is no plant life at all, but in this case, the spell is cast as if it were cast in barren terrain. When casting epic spells, Oronis can use his internal energy to reduce XP burn by taking 2 points of Con burn damage to lower the cost of the XP burn by 20%.
  • Psionic Enchantment – Far Reach: Oronis can use touch spells or powers at a range of 30 feet.
  • Psionic Enchantment - Metapotency (Empower Power/Spell): Oronis’ Empower Power/Empower Spell feats increase the spell or power’s damage by 75% rather than 50%.
  • Psionic Enchantment – Replenish Land: Oronis can reverse the effects of defiling magic, sacrificing an arcane spell to revitalize the area by increasing terrain type by one category in a 5-foot radius per spell level sacrificed (a defiled area becomes desolate).
  • Signature Spells: Oronis has the following signature spells: 1 – ray of enfeeblement, 2 -whispering wind, 3 – water breathing, 4 – contagion, 5 – prying eyes, 6 - control water, 7 – control weather, 8- horrid wilting, 9 – wail of the banshee. He can channel stored spell energy into signature spells that he did not prepare ahead of time. Oronis 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: 343 power points/day, manifester level 20th, 36 powers known

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

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


Epic Spells Known/Developed: defiler metamorphosis I (DC 50), epic mage armor (DC 46), peripety (DC 27), preserver metamorphosis I (DC 50), preserver metamorphosis II (DC 53), preserver metamorphosis III (DC 56), preserver metamorphosis IV (DC 60)
Psion Powers:

1 – call to mind, conceal thoughts, control light, destiny dissonance*, detect psionics, my light

2 – bestow power, body equilibrium, ego whip, id insinuation, mass missive, sensitivity to psychic impressions*

3 – body adjustment, dispel psionics, energy bolt, psionic blast, ubiquitous vision

4 – anchored navigation*, correspond, detect remote viewing, psionic divination, psionic freedom of movement

5 – catapsi, clairtangent hand*, psionic true seeing, tower of iron will

6 – aura alteration, greater precognition*, remote view trap

7 – divert teleport, evade burst, fate of one*, ultrablast

8 – hypercognition*, psionic greater teleport

9 - metafaculty*

*discipline power

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

Permanent Magic Items: staff of abjuration; gloves of dexterity +6, ring of greater cold resistance, ring of spell turning,

Permanent Psionic Items: boots of temporal acceleration, eyes of expanded vision

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

Notes: 16 Wishes used to increase ability scores (4 each for Dex, Con, Int, and Wis).

Conversion Notes: As a 24th-level avangion in Wanderer’s Chronicle, he becomes a stage IV avangion in 3.5e terms.

Caster and manifester levels, the avangion class (in the latest copy of Legends of Athas that I downloaded) adds +1 caster at every even level (as 5th level, that’s +2) and +1 manifester at every odd number after 1 (as 5th level, that’s also +2).

Good point, thank you! Those must have been carried over from an earlier version with different levels…

Fixed now. Caster level 27th, manifester level 20th, 343 power points, 36 powers known (added id insinuation, evade burst, ultrablast)

Daskinor is tricky.

If I go with the Forgotten North idea that he was born shortly after the Rebirth, and was a very powerful psionicist quickly (able to use true mind switch, a 9th level power, before the end of a normal human lifetime), he should be ultra high level.

However, I don’t want his final build higher level than Borys, or even really that close. And if he was a Mind Lord level psionicist to start with and then gained 9th-level/epic spellcasting on top, he would be.

So perhaps when Rajaat made him a Champion, he “rebuilt” him, swapping some of his Psion levels for Wizard/Cerebremancer ones? So maybe he came to Rajaat as a Mind Lord level psionicist (Psion 30?) and got rebuilt into something like Psion 13/Wizard 7/Cerebremancer 10 … and then advanced from there?

Daskinor (King of Eldaarich)
CE human male Champion of Rajaat stage II dragon psion 16/wizard 8/cerebremancer 10/Athasian dragon 4

Size/Type: Medium Dragon
Hit Dice: 34d4 + 4d6 + 224 + 6 (394 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 41 (+7 Dex, +20 epic mage armor, +4 ring of protection); touch 21, flat-footed 34
BAB: +10
BAB + Epic Attack Bonus: +19
Grapple Bonus: +21
Attack: +5 dagger of power storing +26 melee (1d4+7); or by spell or power (touch or ranged touch +26 or +27 with ray)
Full Attack: +5 dagger of power storing +26 / +21 melee (1d4+7); or by spell or power (touch or ranged touch +26 or +27 with ray)
Special Attacks: Psionics, spells (dragon magic, psionic enchantments, signature spells)
Special Qualities: DR 10/epic, energy storing, immortality, immunities, psionics, regeneration 10, spells, SR/PR 32, tongues
Space/Reach: 5 ft./5 ft.
Saves: Fort +25, Ref +27, Will +29 (Fort +20, Ref +19, Will +24 without gloves and cloak)
Abilities: Str 14, Dex 24 (18 without gloves), Con 22, Int 40 (30 without headband), Wis 16, Cha 17
Skills: Concentration +47, Decipher Script +46 (+41 without headband), Knowledge (arcana) +56 (+51 without headband), Knowledge (psionics) +56 (+51 without headband), Listen +25, Psicraft +64 (+59 without headband), Spellcraft +60 (+55 without headband), Spot +25, [more skills]
Feats: Body Fuel, Craft Universal Item, Destructive Raze, Empower Power, Empower Spell, Fast Raze, Improved Initiative, Imprint Stone, Quicken Power, Quicken Spell, Power Penetration, Psionic Body, Scribe Scroll, Speed of Thought, Split Psionic Ray, Twin Power, Weapon Focus (ray)
Epic Feats: Epic Manifestation, Epic Spellcasting, Improved Manifestation, Power Knowledge, Psionic Enchanter

ECL: 46

Energy Storing (Su): Daskinor 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 Daskinor uses energy storing.

Immortality (Ex): Daskinor 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): Daskinor 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 Daskinor (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. Daskinor can reattach the severed member instantly by holding it to the stump.

Tongues (Su): Daskinor can comprehend and speak any language of creatures that he interacts with.
Spells: Caster level 19th, spell save DC: 25 + spell level (20 + spell level without headband), spells per day: 4/7/7/6/6/6/6/5/5/5.

  • Dragon Magic: Daskinor 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 Daskinor, 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, Daskinor 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: Daskinor 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. He 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 – Metapotency (Empower Power/Empower Spell): When Daskinor uses Empower Power or Empower Spell, it increases the spell or power’s variable numeric effects by 75% rather than 50%.
  • Signature Spells: Daskinor has the following signature spells: 1 – magic missile, 2 – glitterdust, 3 – fireball, 4 – dimension door, 5 – cloudkill, 6 – acid fog, 7 – greater teleport, 8 – horrid wilting, 9 – meteor swarm. He can channel stored spell energy into signature spells that he did not prepare ahead of time. Daskinor 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: Manifester level 27th (+29 on checks to overcome power resistance), 362 power points, 38 powers known

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

Pre-Combat Buff Spells/Powers when Given Time to Prepare: force screen (augmented to +8 shield bonus to AC; final AC 49), globe of invulnerability, protection from energy (sonic), psionic true seeing, spell turning


Epic Spells Known/Developed: defiler metamorphosis I (DC 50), defiler metamorphosis II (DC 53), epic mage armor (DC 46), let go of me (DC 43)

Psion Powers:

1 – conceal thoughts, detect psionics, energy ray, far hand, force screen, mindlink*

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

3 – body adjustment, dispel psionics, energy bolt, psionic blast, ubiquitous vision

4 – aura sight, correspond, detect remote viewing, psionic freedom of movement, personality parasite, schism*, thieving mindlink*

5 – incarnate, mind probe*, psionic true seeing, psychic crush

6 – mass cloud mind, psionic contingency, remote view trap

7 – crisis of life*, evade burst, ultrablast

8 – mind seed*, psionic mind blank

9 – microcosm, reality revision

*discipline power


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

Permanent Magic Items: cloak of resistance +5, gloves of dexterity +6, ring of protection +4,

Permanent Psionic Items: amulet of catapsi, boots of temporal acceleration, orb of energy storing (2 x 1” diameter / 200 HD life energy capacity – worn as bracelets), third eye penetrate

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


Notes: 12 Wishes used to increase ability scores (4 for Dex, 4 for Con, 4 for Int).

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