Sorcerer Monarch wealth by level

Under the 3.5e rules, what should be the WBL of a Sorcerer Monarch?

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Extrapolating out the NPC gear value table on p.317 of the ELH for a 40th level character (ball park figure for a SM), youā€™re talking about just shy of 1.5 million GP in standard D&D wealth. However, Iā€™d argue their gear value is functionally limitless. Theyā€™re all several thousand years old and supremely powerful defilers and psions with the literal resources of a city-state to draw upon as their personal bank.

Need a component for your new magic weapon? Send templars, arcanamchs and soldiers out to get it.

Need 5,000gp for a magical sceptre haft? Loot the treasury or impose a new tax.

My view is a DM can equip the SMs with anything he or she wants. Alternately, if you want a figure, take the 1,480,000 GP figure I extrapolated from the ELH and make it actual gold piece values, not ceramic.

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Rather ironically, one could just take the raw WBL number.
Given that the original figures are calculated in gold, and these are Sorcerer Kings who could have been accumulating gold for thousands of years, just keep it as gold rather than ceramic. This would give a rather dizzying amount of wealth to consider! But at the same time, its the national treasury, so it kind of just an idea at that point.

As Kalindren stated, it could be limitless. The real issue comes in with the ability, and the desire, to enchant it. When you start getting that high, you stop getting experience as easily (or in this case, recovering from the exertion of creating epic items). So while they could afford items with massive bonuses, they would have to make it themselves, which could prove very taxing. And unless they are masters of the craft (epic item creation feats), they are limited to the standard fare. As these guys are conquerors and tyrants, I canā€™t see them having very many item creation feats under their belt!

This tied in with their paranoia, to get better gear they would likely have to try to train up an epic underling, or try to find those items out in the world with those same excursions.

The Epic Level Handbookā€™s WBL would be a good guide of - not what their networth portfolio is, but more of what functional gear they have on them, due to how scarce those items would be to come across. These guys are the top of the game, so unless they made it, they had to find it. If they found it, it would be made by someone weaker than them more than likely, because they probably killed them and took their stuff.

If you worked off the idea that their functional gear/epic spells would go into their effective WBL, Iā€™d put it safely in the 7,400,000~ ballpark for a level 35 character. Some are weaker, some are stronger, but this is the accumulated wealth of things that no one knows how to make anymore.

The real problem isnā€™t them having enough money. Its about the quality of the item being worth fielding in the first place.

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The WBL problem is something that applies to any ruler, including Sorcerer Monarchs. I suspect that Iā€™ll just give the Sorcerer Monarchs their WBL according to their level, but as a PC instead of an NPC.

Iā€™m very close to completing Kalak. Iā€™m just figuring out annoyances like stacking, skill synergies and so on right now. After that I will equip Kalak - heā€™s 30th level.

If anyone has any ideas about Kalakā€™s equipment that doesnā€™t include bonuses to ability scores, let me know!

So far Iā€™ve got this.

Robes of the Tyrant of Tyr

Price: 380,500gp

Body Slot: chest

Caster Level: 26th

Aura: overwhelming; (DC 25) varied

Activation: standard

Weight: 1lb.

DESCRIPTION

Fashioned in tyrian-purple, the Robes of the Tyrant of Tyr are a formidable sight. Trimmed with cold, metallic silver and fastened with obsidian buttons, each inscribed with an arcane symbol, these robes stand as a testament to the power of the wearer. Crafted by Kalak, the Sorcerer King and Tyrant of Tyr, their sinister beauty echoes the might and dread of his rule.

Wearing these robes grants a +8 enhancement bonus to Intelligence, a +6 resistance bonus on all saving throws, a +15 insight bonus to Spellcraft, Spell resistance 35, and a +2 enhancement bonus on caster level checks made to overcome spell resistance.

However, their power comes at a cost: should a good character dare to wear these robes, they immediately gain three negative levels. These negative levels persist as long as the robes are worn and cannot be removed by any means, including restoration spells.

Prerequisites: Craft Wondrous Item, foxā€™s cunning, greater spell resistance, legend lore, resistance, creator must be of same alignment as robe.

Cost to Create: 190,250gp + 15,220 XP

I lifted those robes from Oerth Journal 25 and reskinned them. In OJ-25, they are the robes worn by Mordenkainen, so it seemed appropriate.

Kalakā€™s Decanter of Water

An opulent symbol of the Sorcerer King Kalakā€™s reign, this artifact serves as a beacon of his power in Athasā€™s arid expanses. Upon uttering a command word and removing the stopper, the decanter dispenses a steady stream of fresh, clear water, capable of producing 1 gallon per round.

Though its output might seem modest when compared to similar items from other worlds, this decanter demonstrates Kalakā€™s might by providing a personal, consistent water supply for his palace in a water-scarce environment.

CL 20th; Craft Wondrous Item, create water; Market Price: 90,000 gp; Cost to Create: 45,000 gp + 3,600 XP; Weight: 2 lb.

Ring of Epic Psionics IX (147 power points). 810,000 CP
Ring of Epic Wizardry IX. 810,000 CP
Belt of Magnificence (+6). 200,000 Cp

Thatā€™s roughly 2.2 million so far of 4.3 million.

Here is another custom item.

Crown of the Tyrant of Tyr

This is a circlet of dark iron and silver alloy, studded with black diamonds. It is specifically designed to amplify the wearerā€™s ability to command or rebuke the undead. Once donned, the Crown of the Tyrant of Tyr enables its wearer to command up to ten times their level in HD of undead, assuming the wearer already possesses the ability to command or rebuke undead. This ability functions in the same manner as the undead mastery feat.

This artifact does not provide the ability to command or rebuke undead on its own. It simply enhances this power for those who have already mastered this particular area of the necromantic arts.

Prerequisites: CL 20th; Craft Wondrous Item, undead mastery epic feat; Market Price: 220,000 gp; Cost to Create: 110,000 gp + 8,800 XP.

Update: Kalak owns some interesting items. Some of them he uses, some of them may be magical oddities that he collected.

Kalakā€™s Boots of Endure Elements

Aura: Faint abjuration; CL: 3rd
Slot: Feet; Price: 6,000 Cp; Weight: 1 lb.

Description:
Crafted with the exceptional skill befitting a Sorcerer King, these distinctive boots are the personal possession of Kalak, the ruler of Tyr. They are fashioned from the most resilient leathers sourced from exotic desert creatures and lined with their rare, soft fur.

The wearer can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. The boots, and any other equipment the wearer is carrying, are likewise protected. These effects do not provide any protection from fire or cold damage, nor do they protect against other environmental hazards such as smoke, lack of air, and so forth.

Construction Requirements:
Craft Wondrous Item, endure elements; Cost 3,000 Cp, 240 XP

Augurā€™s Coin
This gold coin always lands on an engraved symbol of weal or woe when flipped. Once per day, after flipping the coin and asking a yes-or-no question regarding a specific action to be taken in the next half hour, the coin will land on weal for good results, woe for bad results, or on its edge for neutral or unclear results.

Aura: Faint divination; CL: 3rd
Slot: -; Price: 4,000 cp; Weight: -
Construction Requirements: Craft Wondrous Item, augury; Cost 2,000 cp, 160 XP.

Amulet of Singular Lineage

Aura: Strong Transmutation; CL: 17th

Slot: Neck; Price: 108,500 cp; Weight: 1 lb.

This intricate amulet features a small slot in which the wearer places a drop of their own blood. When worn by an individual who is about to engage in an act of procreation, the amulet activates, causing any resulting offspring to be a genetic duplicate, or clone, of the wearer. The clone begins life as a baby but with the potential to grow into a creature identical to the wearer.

The offspring possesses the same basic genetic makeup as the wearer and would develop the same base racial traits, abilities, and appearance as the wearer had at first level. However, the cloneā€™s experiences, personality, alignment, and learned skills or powers would not necessarily mirror the original, and would be shaped by its upbringing and environment.

If both parents wear an Amulet of Singular Lineage during the act of procreation, the magic of the amulets cancels each other out, and any resulting offspring would be a regular genetic mix of both parents.

Construction Requirements:

Craft Wondrous Item, Clone, Wish or Miracle; Cost: 54,250 cp, 4,340 XP; Caster Level: 17.

It turns out that Kalak has interesting hobbies. Expensive hobbies.

Kalakā€™s Collection of Eversmoking Vials

King Kalak, the mighty Sorcerer King of Tyr, wasnā€™t merely known for his profound arcane prowess and devastating psionic capabilities, but also for his intricate expertise in the realm of alchemy. One of his lesser-known indulgences was his penchant for exotic narcotics, which he meticulously crafted into forms that were as unique as they were potent. In his boundless pursuit of the extraordinary, he created a set of alchemical masterpieces known as the Eversmoking Vials.

Each Eversmoking Vial in Kalakā€™s collection was an alchemical marvel in itself, filled with the smoke-infused essence of a particular drug. When unstoppered, the vials emitted a dense, intoxicating fog, effectively transforming the surrounding atmosphere into a psychedelic haze. The fog poured from the bottle, completely obscuring vision across a 50 feet spread in the first round. Left unstoppered, the smoky expanse grew by an additional 10 feet each round until it enveloped a 100 feet radius. This smoky area remained until the Eversmoking Vial was stoppered again, a process requiring a command word, after which the smoke dissipated in a normal manner.

A mere three rounds within this vaporous expanse were sufficient for any creature to experience the potent effects of the vialā€™s respective narcotic. However, the effects are not cumulative; further exposure to the smoke does not result in immediate re-dosing. Breathing directly from the vial gives the effect of one dose as a standard action.

This collection, discreetly kept within the confines of his personal chambers, stood as a clandestine testament to his refined tastes, intricate knowledge of alchemy, and his intriguing tendency to blur the lines between power, pleasure, and self-destruction.

The collection includes:

  • Eversmoking Vial of Agony: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 106,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Baccaran: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 52,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Devilweed: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 51,600 cp; Weight: 1 lb.
  • Eversmoking Vial of Luhix: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 210,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Mordayn Vapor: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 106,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Mushroom Powder: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 60,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Redflower Leaves: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 130,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Sannish: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 53,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Terran Brandy: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 155,000 cp; Weight: 1 lb.
  • Eversmoking Vial of Vodare: CL 9th; Craft Wondrous Item, pyrotechnics, major creation; Market Price: 54,000 cp; Weight: 1 lb.

Each of these drugs can be found in the Book of Vile Darkness. The full collection carries a market value of 1,027,600 Cp

Perhaps King Kalak was high on agony when he disintegrated that high templar on the ziggurat.

I like these items. The idea of the gallon Decanter is a particularly nice touch - what would be a poor manā€™s item in the rest if D&D would be literally worth a Kingā€™s ransom in Athas.

One suggestion: change the robes to purple. The art in Freedom shows Kalak wearing purple robes for starters. Kalak would also want to shy away from black as thatā€™s what all of his tenplars wear. Finally, purple was historically an expensive dye to procure and Kalak/Tyr often have references to ā€˜Imperialā€™ so that tracks too.

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Exellent idea. The robes were based off the robes of the Archmagi which are colour coded originally, but there is no reason why black automatically equals evil. Iā€™ll change to purple in the final version.

The Amulet of Singular Lineage might just be a curio that Kalak picked up somewhere. On the other hand, perhaps it has a more sinister or purpose.

Veiled Possibility

We never learn why King Kalak took a particular interest in the templar Tithian Mericles. In this veiled possibility, Kalak has a hidden connection to Tithian through the Amulet of Singular Lineage.

While Kalakā€™s motivations for doing so are unknown, Kalak has seeded clones of himself throughout Tyr, in all kinds of women, from slaves, to lowborn women, to highborn women like Tithians mother. Using no small amount of arane power to appear as a charming gentleman, Kalak seduced these women and then disappeared like a thief in the night. Over the years, Kalak has paid close attention to his clones and their progress in life, occasionally providing them with opportunities as a hidden benefactor.

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The Amulet of Singular Heritage is an odd one for me - I like it and dislike it at the same time. I think the clones would have to be spread over long periods of time otherwise someone would put Clone A and Clone B together and realise something was going on. Maybe thereā€™s a limit to how many clones can actually be living at the same time (5? 10?)

It also raises the question of why Kalak is using this item instead of relying on the Clone spell and Contingency route. Maybe this method means the clones donā€™t have the experiential power of the bearer (so they donā€™t pop out of the birth canal with multiple psion/defiler levels) but could be used by Kalak to transfer his consciousness if he died (Palpatine in the Dark Empire comicsā€¦). Which in turn would raise the question of whether Kalakā€™s transference plan worked and if it did, just where is he (ā€œSay, has anyone seen Senator Tyrhaniā€™s youngest son recentlyā€)?

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The 3.5e clone isnā€™t like the 2E clone. In 3.5e, a clone is just a storehouse for your soul and inert until your body dies and your soul enters the prepared clone.

What the goal is here is a mystery. Maybe the idea (as you say) is that he could occupy the body of any of his clones. If so, the rule of King Tithian could get funky.

Perhaps Kalak is waiting for the clone that is his equal in malice and evil, and seeks to befriend the clone that earns his respect. It must be lonely to be the King of Tyr with only two insane heads as company.

In the canon (Veiled Alliance) demographic of 15,000 people for Tyr, even two clones would eventually stumble on each other. In a larger Tyr, with a complicated hierarchy of classes and various districts, as long as the clones were distributed in small numbers among the various social classes, they might never even notice each other, especially when dressed differently due to differing backgrounds. For example, a noble clone of Kalak might have pale skin, while a lowborn Kalak would have dark skin from being out in the sun. They might walk past each other without even noticing.

The intention behind the veiled possibility concept is not to give you the answer, so much as for you to come up with the answer yourself. To plant a seed and have the reader run with it or not. Itā€™s optional.

Here is an option right here.

The Seed of Kalak

A week before Kalakā€™s attempted ascension to full dragonhood, Kalak decided leave behind a legacy of his humanity. He gathered his clone ā€œsonsā€ in his palace, and informed them that they were his clones. Then one by one, Kalak planted a mind seed in them. In the process, he replaced the personalities of his clones with his own personality, and some measure of his own abilities as a wizard and psion, although far less adept, and some of his knowledge, although somehow Kalak was able to keep his secrets from being conferred to the mind seeds.

He then consigned his clones to the dungeon under the palace, because the clones would not remember their mistreatment, and Kalak had to ensure that they would not seek a remedy for the mind seed that he had planted in each of them.

As it happens, Kalak was killed by his high templar and some slaves. The clones, numbering 12, were released as part of a general amnesty for political prisoners by the new regime.

The clone mind seeds, 12 in number, now seek to restore one of their number to power. One of the clones could become a patron to the PCs, who have no idea that the evildoers that they are removing for their patron are chess pieces in the game of power in Tyr.

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I like it. Why am I getting echoes of the Manshoon Wars in FR? :wink:

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Sadly, the Manshoon wars ended up as a footnote and the game designers never really build any interesting scenarios around it.

In this case, the clones have nothing against each other - they are all victims of Kalak, and they are Kalak. They donā€™t trust each other, but they mistrust any non-Kalak even more. So for now, they are collaborating, determined to regain the throne.

Each Kalak at the moment of the mind seed taking hold is a wizard 6, Psion 6, Cerebremancer 10. This means that each clone of Kalak has the basic powers of a 16th level wizard, 16th level psion. They donā€™t have any of the powers associated with dragons. And for some reason, they donā€™t know any of Kalakā€™s secrets, such as his true history as a champion of Rajaat, or knowledge of Kalakā€™s secret caches hidden around Tyr. Perhaps Kalak was miserly with his secrets. Or perhaps he did not want forbidden knowledge to derange his clones. Whatever the reason, mind seed when manifested by Kalak does not impart any knowledge that he does not wish to share.

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