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Elemental lord and Arcomental templates?


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Kain Darkwind Posted: 9:15 PM - Jan 16, 2017

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

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

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

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

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

Lord of Vacuum: Sunsing possesses the following traits.


-Divine Rank 0
-Is healed by negative energy damage.
Regeneration (Ex): Positive energy deals normal damage to Sunsing. When in an area with the Negative
dominant trait, Sunsing's rate of regeneration is doubled.

TheDireWeasel Posted: 6:09 PM - Apr 15, 2017

I may have more versions but here is at least one version of each.

Creating an Elemental Lord

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Class Levels: The Elemental Lord acquires class levels. The Lord has at least 10 levels in at least one
class suited to his desires and duties. Thus, Tonkan, Princess Sunnis’s retainer, is a 10th level Fighter,
while Kazahan, a Effreet Lord in the service of the Sultan of the City of Brass, is a 15th level Sorcerer 5th
level Archmage. This acquisition assumes that the Lord attained powers and experience above and
beyond his peers prior to its ascension. While level advancement does not provide size increases
adjustments, the Lord gains feats, skills, increased attack bonuses, and the like as if he were an epic
NPC. See the Epic Level Handbook, in addition to the Dungeons and Dragons Core Rules Books, for level
acquisition guidelines.
Challenge Rating: + 5 + ½ class levels

Treasure: quadruple standard base creature's.

Alignment: Varies

Advancement: By class progression

Creating an Archomental Template

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Challenge Rating: +8 + ½ class level


Treasure: Quadruple standard base creature's.
Alignment: Any
Advancement: By class progression

Azakiel Posted: 7:38 AM - Mar 15, 2018

I've got a couple of questions if that's alright:

1) What are the mechanical effects (if any) of the Cosmic, Negative and Quasicorporeal subtypes?
2) Why do Sun Sing, Crystalle and Bwimb II not have the cosmic subtype?
3) Why is Zaaman Rul the only archomental to explicitly have DvR?

Thanks

Kain Darkwind Posted: 11:59 AM - Mar 28, 2018

Azakiel wrote:
I've got a couple of questions if that's alright:

1) What are the mechanical effects (if any) of the Cosmic, Negative and Quasicorporeal
subtypes?
2) Why do Sun Sing, Crystalle and Bwimb II not have the cosmic subtype?
3) Why is Zaaman Rul the only archomental to explicitly have DvR?

Thanks

Technically, Sunsing has DvR as well.  The discrepancies come from the statblocks being built at
different times with different philosophies.  If rebuilt for Pathfinder, they would possess MR 10 in their
realms and no cosmic/divine types. 

Azakiel Posted: 5:44 AM - Mar 29, 2018

Kain Darkwind wrote:

Azakiel wrote:
I've got a couple of questions if that's alright:

1) What are the mechanical effects (if any) of the Cosmic, Negative and
Quasicorporeal subtypes?
2) Why do Sun Sing, Crystalle and Bwimb II not have the cosmic subtype?
3) Why is Zaaman Rul the only archomental to explicitly have DvR?

Thanks

Technically, Sunsing has DvR as well.  The discrepancies come from the statblocks being built
at different times with different philosophies.  If rebuilt for Pathfinder, they would possess MR
10 in their realms and no cosmic/divine types. 

Oh yes, very good point, I missed Sun Sing's DvR.


I know it was a long time ago, but were there specific (3e/3.5e) mechanical effects of those three
subtypes I mentioned?

Kain Darkwind Posted: 1:30 PM - Mar 29, 2018

Yes.  The official versions are in the SRD, they breakdown divine rank.  DF had their own version that was
floating around somewhere, and I believe that mine merely entailed immunities that were able to be
overcome with a rank check. 

Divine and Cosmic were basically the same thing (in my subtype) but one drew power from worshippers
and the other drew power from the planar forces of belief.

The Negative subtype basically meant that a creature was healed via negative energy and harmed from
positive energy.

The quasicorporeal subtype was for creatures that were made of semi-substantial matter, like
ectoplasm.  They had a strength score and had a 25% miss chance when attacked with solid weaponry.

I also found this, though I'm unsure if it applied to AW.

Cosmic Entity: Cosmic entities do not fail anything on a natural 1. Cosmic entities are immune to ability
damage, ability drain, death effects, disintegration, energy drain, mind affecting, paralysis, possession
and transmutations. These immunities can be overcome with an opposed rank check. The attacker and
the cosmic entity roll rank checks, adding any bonus they may have. Cosmic entities do not have strata
bonuses, nor do gods when dealing with cosmic entities. If the cosmic entity wins, the attack is wasted
and the immunity holds. If the cosmic entity loses, the attack ignores the immunity, although the cosmic
entity is still entitled to any save or limitations the effect has. For instance, a god that overcomes Baal’s
immunity to ability damage will still find that his poison has no effect on the Lord of the First, as Baal is
immune to poison.

Cosmic entities can often bend layers of their home planes to their will. A demon cosmic entity that can
do this is known as a demon prince. A devil cosmic entity that can do this is known as a Lord. A daemon
cosmic entity that can do this is known as an altraloth. There are other cosmic entities, such as slaad
lords, tome archons, guardinal paragons and more. Some of these can control their planes, some of them
cannot.

For the purposes of those that can control their layer, it is generally done so with the power of a greater
god, over as much territory as the cosmic entity lays claim to. This is simply the default however, planar
layer control fluctuates. When cosmic control over a layer overlaps with divine control over a divine
realm, an opposed rank check is made to determine whether the cosmic control prevails.
Gods: The following changes are made from Deities and Demigods. Greater deities do not maximize
every roll. Intermediate deities do not get auto-20s. All effects that read “unless the deity is a higher
divine rank” call instead for an opposed rank check to determine success.

Gods are built using Gestalt rules in addition to divine rules. They do not possess outsider hit dice.

1/2 DvR+Con modifier for base natural armor


10+DvR+HD for Spell resistance.
2 xDvR for energy resistance, rounded to the nearest 5.
HD+DvR for SLA caster level.
10+DvR+Cha+spell level for SLA DC

Gods are assumed to have Alter Reality (DDg version, not DF) for free. They may only use it in
accordance with their portfolio. They are assumed to have Alter Size and Form for free as well.

Godly avatars are identical to the deity with DvR 0.

When creating magic items by virtue of their godhood rather than magic, gods have an effective caster
level equal to their HD + DvR.

Basic Rules:
Base Attack vs Epic Attack: Base attack continues as normal for both classes and racial HD. Attacks are
capped at 4.

Base saves vs Epic Saves: Epic saves for class HD over 20th level. Racial saves continue as normal.*

*Possibly will be changing this to use epic saves past 20 HD.

Damage Reduction: Certain damage reductions require a higher enhancement bonus than +1 or +6. If you
do not want to use this variant, ignore the prefix. For the purpose of penetrating damage reduction, a
bane weapon does increase the enhancement by +2 and a dread weapon increases the enhancement by
+4. Using the power of a defending weapon does not change a weapon’s enhancement for the purpose
of damage reduction.

Magic: +1
Greater Magic: +3
High Magic: +5
Epic: +6
Greater Epic: +8
High Epic: +10

Certain damage reduction also requires a more powerful enchantment than ‘holy’ or the other +2
alignment enchantments. This is noted by the prefix ‘major’. A weapon with the +7 enchantment
‘alignment power’ is required to penetrate such damage reduction. In addition, a caster using align
weapon at 30th level or higher can cause a weapon to penetrate major alignment damage reduction. A
creature of 30 HD or more whose weapons are treated as a particular alignment for overcoming damage
reduction also penetrates major alignment damage reduction.

Energy Resistance: Applies per attack, not per round.

Regeneration: If an effect is treated in a particular manner for the purpose of overcoming damage
reduction, it is also treated in that manner for the purpose of overcoming regeneration.

Spells:
Holy Word: Holy word, blasphemy and related spells offer a save to higher level characters. Creatures of
21st level and higher can make a Will save against the ‘killed’ effect. Creatures of 26th level and higher
can save against the paralyzed effect. Creatures of 31st level and higher can save against the blinded
(secondary) effect. Creatures of 36th level and higher can save against the deafened (initial) effect. The
save is calculated as normal for a 7th level spell.

Spell-like Abilities: While spell-like abilities (and psi-like abilities) do not require material components,
focuses or XP costs, optional XP costs are required to be paid. For instance, miracle does not require an
XP cost when used at a base power level. If the creature uses the miracle at the higher power level, it
must pay the 5000 XP as normal. If the creature uses wish as a spell-like ability to make a magic item, it
must pay the ‘twice the normal XP cost’ portion of the XP. This applies only to creatures who naturally
have spell-like abilities and does not override any rules about creatures who artificially gain spell-like
abilities.

Corrupt/Sanctified Spell-like abilities: A creature with an innate spell-like ability that is a corrupt spell or
sanctified spell does not pay the corruption/purity costs.

Epic Spell-like Abilities: A creature takes no backlash damage, pays no XP and requires no ritual casters
for Epic Spell-like Abilities. That said, designers should consider the power level of the epic spell without
mitigation before allowing them an epic spell as a spell-like ability.

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