Knight Otu
First Post
... to others, it is the longest template in the World. 
With this, I present my (hopefully) Revised Planar Ruler template to ENWorld.
Planar Ruler
The planes are huge, often even infinite in size, and their inhabitants are countless. Many people may think that, once you know a number of planes, you have seen everything that makes the planes, every possible devil or demon, every celestial or inevitable. However, even among the hierarchical structures of the formians, people may find entities they never heard about. The most powerful entities the planes have to offer, however, are those who actually rule over a certain portion of the planes, be it a small city on a celestial mountain, a layer in the depth of the Abyss, or even entire planes. These entities have many names, like Demon Princes or Archangels, but often they are simply referred to as planar rulers. Their abilities surpass those of the other outsiders on that plane, and a few even rival the gods in power.
Creating a Planar Ruler
„Planar Ruler" is an aquired (or rarely inherited) template that can be added to any creature with an Intelligence score of 3 or more that could conceivably survive in the part of the plane where it rules (referred to hereafter as the „base creature"). Most often, it will be an Elemental or an Outsider, but this is not necessary. It uses all the base creature's statistics and special abilities except as noted here. The creature's type might potentially change upon becoming a planar ruler. A planar ruler might belong to a higher „rank", effectively gaining the template multiple times. Only some abilities are affected by this, however. „Rank" is measured in natural numbers (1, 2, 3, ...). Planar rulers of a higher rank gain more abilities than equivalent rulers of a lower rank. This usually is represented as a multiplier to the Hit Dice of the ruler. Other changes happen as well, as noted in the appropriate entries.
Size and Type: As the base creature, possibly altered by planar ruler abilities. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged, unless a Planar Ruler Ability says so. The planar ruler always gains the appropriate alignment subtypes as well as the extraplanar subtype when it is not on the plane where it resides (There could conceivably be planar rulers of parts of the Material Plane). If a combination of abilities entitles the planar ruler to a subtype, such as Angel, he also gains that subtype.
Hit Dice: As the base creature, possibly altered by planar ruler abilities.
Speed: As the base creature, possibly altered by planar ruler abilities.
AC: The planar ruler's natural armor bonus increases by +2 plus rank x 2. He also gains a +2 plus rank x 3 insight and a +2 plus rank x 3 deflection bonus to AC. Otherwise, as the base creature, possibly altered by planar ruler abilities.
Special Attacks and Special Qualities: The planar ruler retains all the base creature's special qualities and attacks, except as follows:
Spell-like Abilities (Sp): The planar ruler gains a number of spell-like abilities. He chooses the spell list of a single class (such as druid, cleric or sorcerer/wizard), and from this list, he can choose spells with total levels equal to his Hit Dice times his rank. He can use these spells once per day. The planar ruler can apply metamagic feats (even if he does not have them) to the spells for an appropriate increase in spell level. The planar ruler can double the spell's level to use it once per hour, quadruple it to use it at will, or multiply it by 5 to have it constantly in effect. Likewise, he can divide the spell level by 2 to use it once per week, by 4 to use it once per month, or by 8 to use it once per year. 0-level spells count as 1/2 level for this purpose. Note that the Extra Spell-like Abilities planar ruler ability allows the ruler to gain more spell-like abilities. All spell-like abilities are as the spells cast by a sorcerer of a level equal to the base creature's Hit Dice plus his rank. Examples: A Large Fire Elemental has 8 Hit Dice. A rank 1 planar ruler Fire Elemental could choose fireball 1/day (a 3rd level spell) and summon monster V 1/day (a 5th level spell) as its spell like abilities. Or, it could gain flaming sphere at will (a 2nd level spell, multiplied by 4 for the at will frequency).
Spell-like abilities also can take other forms, such as a breath weapon, with a cone/line appropriate for the creature's size (see below), usable once every 1d4 rounds; or an aura that is always active, with a radius equal to half the size of a cone appropriate for the creature's size. In both cases, the multiplier is 8, and the ability becomes a supernatural ability. A breath weapon always allows for a Reflex save. Use the normal save type (half, negate, partial) for the spell, or use Reflex negates, if the spell does not allow for a save.
If the base creature already has spell-like abilities, use the caster level given in the base creature's description, or the creature's hit dice plus its rank, whichever is higher. Save DCs for spell-like abilities are 10 + spell level + Charisma modifier, while those for supernatural abilities are 10 + 1/2 the planar rulers' HD or Level + an appropriate ability modifier (Constitution for breath weapons, for example).
Damage Reduction (Ex/Su): The planar ruler gains a damage reduction of 10/[appropriate], unless he already has a better damage reduction. The condition that negates the damage reduction should be based on obvious qualities of the planar ruler, such as good for evil creatures, or cold iron for fey creatures.
Spell Resistance (Ex): The planar ruler's Spell Resistance is equal to it's modified CR +10 plus his rank or it's current SR +10 plus his rank, whichever is higher.
Turn Resistance (Ex): The planar ruler has +4 plus his rank turn resistance, even if he is not undead. This ability protects him against creatures that might be able to turn creatures other than undead.
Unaging: A planar ruler does not age, and does not suffer the ill effects of aging.
Unique: A planar ruler counts as a unique entity for spells and effects such as gate.
Planar Ruler Abilities (Ex, Su or Sp): The planar ruler has one planar ruler ability for each hit die the base creature has times his rank. Should he gain Hit Dice through one of his planar ruler abilities, then these hit dice do not provide extra planar ruler abilities. The list of planar ruler abilities is provided below.
Weaknesses: The planar ruler can potentially have weaknesses or fewer bonuses from the template than normal. In this case, the planar ruler gains an additional Planar Ruler ability for every two weaknesses that would be equivalent to a Planar Ruler ability. For example, a creature that does not gain the +8 bonus to a single ability score could get two additional Planar Ruler abilities, since the increase is equivalent to four Planar Ruler abilities.
Saves: As the base creature, possibly altered by planar ruler abilities.
Abilities: All ability scores are increased by +8. If the base creature has any non-abilities (such as Constitution for undead or constructs), it does not gain this bonus to the non-ability, even if the non-ability is removed by planar ruler abilities.
Skills: The planar ruler gains a +4 bonus to all skills. Any increase in Intelligence by the template is applied retroactively to skill points.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Solitary and retinue (varies).
Challenge Rating: Up to 9 HD: +2 + rank CR; 10 - 18 HD: +3 + rank CR; 19 - 27 HD: +4 + rank CR; 28 - 36 HD: +5 + rank CR; 37 - 45 HD: +6 + rank CR; (+9 HD: +1 CR). Multiply the base creature's HD by the rank of the planar ruler to get the effective Hit Dice for this purpose (for example, a 5 HD planar ruler of rank 2 counts as having 10 HD for the purposes of determining CR).
Treasure: Double base creature.
Alignment: Usually as the base creature, but some planar rulers might have a differing alignment.
Advancement: As the base creature.
Level Adjustment: —
Planar Ruler Abilities
Ability Score Increase: The ruler gains a +2 increase to a single ability score. This increase is not an inherent bonus, but rather an increase like that gained at every character level divisible by 4. This ability can be chosen multiple times, and can apply to either a new or the same ability.
Additional Movement Type: The ruler gains an additional speed, such as fly, swim or burrow. The speed value is equal to the base creature's base land speed. If the base creature did not have a base land speed, but has other types of speed, use the primary speed, such as swim for an aquatic creature. If the creature did not have any speed to begin with (such as a formian queen), he gains a speed of 30 ft. If the creature's immobility also caused it to lose Str and Dex values, the ruler gets a Str and Dex of 10. The normal +8 bonus to ability scores does not apply to these newly gained ability scores. This ability can be chosen multiple times, applying to a new speed type each time.
Call Monster (Su): This ability requires that the ruler has a summon monster ability. This ability is changed to a call monster ability. Called creatures can use their own summoning ability, if they have one, any spell or spell-like ability used by them remain in place even after they vanish, they keep any item they may carry, but also permanently die if slain.
Changed Creature Type: The planar ruler changes from his normal creature type to a new one. Available creature types are aberration, construct, dragon, elemental, fey, outsider, plant or undead. Changing to construct or undead type incurs all changes appropriate for this change, including loss of a Constitution score. This ability can also be used to gain a creature subtype that grants special abilities, such as Incorporeal, Cold or Fire (but not Swarm). It can also be used to drop subtypes, such as Incorporeal or Augmented (but not Swarm). If the base creature's old type also caused it to lose any ability score (such as Con for Constructs and Undead), the ruler can choose to obtain it at a score of 10. The normal +8 bonus to ability scores does not apply to these newly gained ability scores. This ability can only be chosen once for the main creature type, but multiple times for subtypes.
Changed Size: The ruler's size changes by one size category upwards or downwards compared to the base creature. These changes do not incur a change in ability scores or natural armor, but all other appropriate modifiers apply. This ability may increase or decrease Reach. A creature of Tiny or smaller size has usually no reach if the base creature had reach 5 ft. If the base creature's reach was higher, its reach decreases by 5 ft. for each size below Small. Likewise, A creature's reach decreases if it was Large or larger and its size is decreased. At each size category, a minimum reach must be maintained. This minimum is 5 ft. for Small, Medium-Sized and Large (long) creatures, 10 ft. for Large (tall) and Huge creatures, 15 ft. for Gargantuan and Colossal (long) creatures, and 20 ft. for Colossal (tall) creatures. This ability can be chosen multiple times, and changes the ruler's size category by another step in the appropriate direction.
Class Benefits: The planar ruler has the benefits of a certain class even if he has no levels in it. This ability grants the benefit of the first level of the class, or the next-highest level that the ruler has not yet reached. The ruler only has the spellcasting progression and class features of the class. He does not gain hit points, save bonuses, attack bonuses, skills or feats at every third character level for these class levels. The ruler can gain this ability only for a class for which he qualifies, although some restrictions may be loosened (such as race restrictions if the ruler has an affinity with that race). This ability may be chosen multiple times. Each time, the ruler may gain the benefits of the same class or a different one.
Create Monster (Su): This ability requires either a calling or summoning ability. The ruler can slowly create any creature that he could call or summon himself, taking 1 week for each hit die and point of CR of the creature to be created. The number of possible summonings or callings the ruler could normally use is reduced by one for each creature he is creating. The created creature is completely loyal to its creator, but otherwise identical to a normal creature of that type.
Domain Access: The planar ruler may choose a domain that fits to his realm or purpose, gaining the ability to use all nine domain spells as a spell-like ability at will, and to use the granted domain power as a 6th level cleric (or his own cleric level, if it is higher). This ability is more costly than others, requiring 11 ability slots to obtain. This ability may be chosen multiple times. Each time, the ruler chooses a different domain. If the ruler has at least two domains, he can grant spells to followers. Note: This is a specialized version of the Salient Divine Ability power, below.
Empower Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and double one of the variable aspects of the ability. This ability can be chosen multiple times. It can either apply to a different ability or the same (remember that two doubles equal a triple).
Energy Immunity (Ex): This ability requires that the ruler has an energy resistance of at least 50 for the appropriate energy. The ruler becomes immune to that type of energy. This ability can be chosen multiple times.
Energy Resistance (Ex): The ruler gains an energy resistance of 10. He may apply this resistance to one energy type, or split it among the different energy types. Note that the five energy types are acid, cold, electricity, fire and sonic. This ability can be chosen multiple times. This ability can also be used to increase existing energy resistance.
Enlarge Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and increase the radius, length or other area variable by 50%. This ability can be chosen multiple times. It can either apply to a different ability or the same, in which case you add the percentage increases. For example, two instances of this ability increase the area by 100%, while three instances increase it by 150%. For abilities that use cones or lines as their area, use the Lengthen Cone/Line ability instead.
Extend Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and double the duration of that ability. This ability can be chosen multiple times. It can either apply to a different ability or the same (remember that two doubles equal a triple).
Extra Calling/Summoning: This ability requires that the ruler has either a Calling ability or a Summoning ability. He can use this ability an additional time per day. This ability can be chosen multiple times.
Extra Hit Dice: The planar ruler gains a number of extra hit dice, according to the following table:
The planar ruler gets all normal benefits for extra hit dice, including feats, skills, attack and save bonuses and hit points. Remember that the ruler does not gain extra planar ruler abilities for these Hit Dice. The planar ruler may gain this ability multiple times, but no more than once per 10 hit dice he originally had, times his rank.
Extra Natural Weapons: The ruler gains two additional natural weapons, usually claws or bites. These attacks have the normal reach for attacks of the ruler. The ruler may choose to drop the second attack and instead gain a single extra natural weapon with a reach that is 5 ft. longer. The natural weapons gained by this ability are usually usable to wield weapons, depending on their type and configuration. This ability can be chosen multiple times.
Extra Spell-like Abilities: The ruler gains 20 additional spell levels for spell-like abilities that he can distribute like those he automatically gained. He can choose a new spell-list or continue to use the old one. This ability can be chosen multiple times.
Fast Healing (Ex): The ruler gains Fast Healing 5. If he already had Fast healing, increase its value by 5. This ability can be chosen multiple times.
Feat: The ruler gains any one feat, provided he has the prerequisites for it. This ability can be chosen multiple times.
Heighten Ability: The ruler may choose one of his abilities that allow the victim to make a saving throw against a specific DC. The DC of this ability is increased by +3. This ability can be chosen multiple times. It can apply either to a new ability, or again to the same ability.
Immunity to Conditions or Hazards (Ex): The planar ruler becomes immune to one of the following conditions or hazards: disease, paralysis, petrification, poison, sleep, stunning. This ability can be chosen multiple times.
Immunity to Greater Conditions or Hazards: This ability requires that the planar ruler has a Constitution of at least 41. The planar ruler becomes immune to one of the following conditions or hazards: ability damage, ability drain, critical hits, death effects, energy drain, mind-influencing effects, polymorphing, subdual damage. This ability can be chosen multiple times.
Improved Calling/Summoning: This ability requires that the ruler has a calling or summoning ability that has a percentage chance to succeed. This percentage chance is increased by 60%. In addition, the ability now works as the planar ruler ability described below. However, the maximum CR total increases by the CR of the monster with the highest CR that the base creature can summon. The maximum CR for a single creature remains 2/3rds the CR of the planar ruler.
Improved Damage Reduction: The Damage Reduction of the planar ruler increases by 5, or he can choose an additional bypass condition for his DR, or he can change one of his bypass conditions for his DR. This ability can be chosen multiple times, but no more than once for every full 10 Hit Dice of the base creature times his rank. He can not choose the no bypass condition, and the Epic bypass condition is more costly, requiring 2 ability slots. Remember that damage reduction that is bypassed by magic or epic weapons also means that the natural weapons of the ruler and any weapons he wields are treated as magic or epic weapons for the purpose of overcoming damage reduction.
Improved Maneuverability: This ability requires that the ruler has a fly speed with less than perfect maneuverability. The ruler's maneuverability improves by one step, to a maximum of perfect. This ability can be chosen multiple times.
Improved Natural Armor: The ruler's natural armor bonus increases by +4. This ability can be gained multiple times.
Improved Saves (Ex): The ruler gains a +1 bonus to all saving throws. This ability can be chosen multiple times.
Improved Spell Resistance: The planar ruler's Spell Resistance increases by 3. This ability can be chosen multiple times.
Increased Calling/Summoning CR: This ability requires that the ruler has a calling or summoning ability. The maximum CR total of this ability increases by 3. The maximum CR for a single creature remains 2/3rds the CR of the planar ruler. This ability can be chosen multiple times.
Increased Initiative: This ability requires that the ruler has the Improved Initiative feat. It grants the ruler a +3 bonus to his initiative. This ability can be chosen multiple times.
Increased Speed: The ruler's speed in one movement type increases by the base creature's (or ruler's, if he gained it himself) speed in that type. This ability can be chosen multiple times, and can be used to increase the same movement type, or a different movement type.
Lengthen Cone/Line: This ability requires that the ruler has an ability that creates either a cone or a line as the area of effect. The cone or line increases in length by the base length of the area. This ability can be chosen multiple times.
Maximize Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and maximize a single roll of this ability. This ability is always active. This ability can be chosen multiple times.
Maximum Hit Points (Ex): The ruler has maximum hit points for his hit dice.
Natural Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and reduce the amount of magic involved. He can turn a spell-like ability into a supernatural ability or a supernatural ability into an extraordinary ability. This ability can be taken multiple times.It can be taken for a different ability, or the same ability again.
Outsider Saves: The ruler retroactively changes one of his save progressions (one saving throw progression either of a single class or the monster hit dice, if any) to that of an outsider (HD/2 + 2). This ability may be chosen multiple times. Each time, it applies to a different save progression. Epic Save Progression cannot be improved that way.
Quicken Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and reduce the time required to use it. A standard or move-equivalent action becomes a free action, a full round action becomes a standard action, and any other time is cut in half. This ability can be taken multiple times.
Salient Divine Ability: The ruler gains a Salient Divine Ability, even if he is not a god. To gain a SDA, the ruler must sacrifice more abilities that normal. He must use 5 abilities, plus one ability per DvR needed (minimum 1), plus one ability for each SDA that is normally required, but ignored for this SDA. When a SDA works based on the DvR of a god, use the minimum DvR at which the SDA can be gained. This ability can be chosen multiple times. Note: A ruler may gain the ability to grant spells if he gains the Extra Domain SDA twice, which costs 11 abilities each. This SDA is represented by the Domain Access planar ruler ability.
See in Darkness: The planar ruler can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Skill Bonus: The planar ruler gets 12 skill ranks. He can distribute them freely. Each rank can instead be turned into a continual +2 bonus to a skill. Each continual +1 bonus can instead be turned into a conditional +2 bonus to a skill. This ability can be chosen multiple times.
Summon Monster (Sp): The ruler gains the ability to summon monsters similar to itself (such as devils for a devil lord, or salamanders for a fire elemental lord) once per day. This ability works much as a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A monster that has just been summoned cannot use its own summon ability for 1 hour. The ruler can summon a total of monsters with a combined CR equal to his own CR plus his rank, and automatically succeed, as long as no summoned monster has more HD than 2/3rds his own CR. When he gains this ability, he may choose to decrease the chance for success by a percentage divisible by 10 to increase the maximum CR total by 1 for every 10 percentage points.
Superior Calling/Summoning: This ability requires the Templated Calling/Summoning ability. The planar ruler can now call or summon that are changed through things like templates, class levels, extra hit dice and the like. He can also call/summon creatures that only fit his summoning/calling ability due to these changes.
Telepathy (Su): The planar ruler can communicate telepathically with any creature within 100 ft. that has a language.
Template Infusion (Su): The ruler may apply any template that is linked to his alignment, sphere of influence or type to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature's CR. Applying a template that does not increase CR still takes 8 hours. He may not apply such a template if that would increase the creature's CR by more than 0 <plus his rank>, nor may he apply multiple templates if that would increase the creature's CR by more than 0. This ability can be chosen multiple times. Each time, it increases the possible CR increase by +1. For the Planar Ruler template, however, add 2 to the increase in CR to determine whether the planar ruler could create other planar rulers. For this ability, it does not matter whether the template to be added is normally aquired or inherited.
Templated Calling/Summoning: This ability requires both a template infusion ability as well as a calling or summoning ability. The planar ruler may apply any template that he could apply with his template infusion ability to a summoned/called creature, as long as it does not exceed the normal maximum for his calling or summoning ability. However, he may not summon a creature that became a viable creature solely by the templates. For example, a demon lord could not summon creatures that only became demons due to templates.
Virtual Divine Rank: The ruler gains a virtual Divine Rank of 0. This grants him the ability to ignore the immunities of creatures with a lower Divine Rank. This ability can be gained multiple times, but no more than once per ten hit dice. Each time, it increases the virtual Divine Rank by 1.
Widen Ability Focus: The ruler may choose one of his abilities that affects specific creature types or creatures, and add another, similarly broad, type of creature. For example, a ruler with ranger levels could add Aberrations or chaotic outsiders to his favored enemies, both at the highest favored enemy bonus he has. This ability can be chosen multiple times.
Spells with costly or XP components
The planar ruler template grants spell-like abilities balanced by level. But since spell-like abilities have no material, focus or XP components, some spells might look more beneficial than others, such as wish. To prevent this, there are a few guidelines to keep them balanced.
Every 500 XP a spell would usually burn increase the effective spell level by 1 instead. Every 12500 gp of material components a spell would usually consume increase the effective spell level by 1 instead. Every 125000 gp of foci a spell would usually require increase the effective spell level by 1 instead (This means that in most cases, foci do not add to the spell level). The level does not increase for free material components or foci, but every fraction greater than 1/5th counts as a full increment.
For a spell with components that vary in cost, assume the typical maximum cost in normal play, unless there is a good reason to use a different number (for example, for spells whose costs vary based on level/HD, use 20 as the maximum).
Examples:
Binding is an 8th spell that requires 500 gp plus 500 gp times the HD of the target as material components, which, according to the above guidelines is added up to 10500 gp. For the purposes of this ability it is a 9th level spell.
Curse Water is a 1st level spell that requires 25 gp worth of material components. For the purposes of this ability it still counts as a 1st level spell, as 25 is less than 1/5th of 2500.
Protection from Spells is an 8th level spell that requires 1000 gp times the number of targets in foci and 500 gp of material components. For the purposes of this ability it is still an 8th level spell, no +1 increase for the 5000 gp of foci, and a no increase for the 500 gp in material components.
Wish is a 9th level spell that requires 5000 XP. For the purposes of this ability it is an 19th level spell.
Spells with unusual components
Some spells can have rather unusual costs, components or requirements to use them, or which might be improved by those requirements. For example, banishment can be improved by optional foci that are distasteful to the intended target. Other spells might require a special feat to cast properly, or deal hit point or ability damage. Yet another spell might require the caster to be of a special type or race, or in a special place or condition to cast. Many of these special components should be kept when converting them to spell-like abilities, though some might instead increase the spell level as costly components. As an example, spells that require multiple casters could increase by +1 for every two additional casters required beyond the first.

With this, I present my (hopefully) Revised Planar Ruler template to ENWorld.
Planar Ruler
The planes are huge, often even infinite in size, and their inhabitants are countless. Many people may think that, once you know a number of planes, you have seen everything that makes the planes, every possible devil or demon, every celestial or inevitable. However, even among the hierarchical structures of the formians, people may find entities they never heard about. The most powerful entities the planes have to offer, however, are those who actually rule over a certain portion of the planes, be it a small city on a celestial mountain, a layer in the depth of the Abyss, or even entire planes. These entities have many names, like Demon Princes or Archangels, but often they are simply referred to as planar rulers. Their abilities surpass those of the other outsiders on that plane, and a few even rival the gods in power.
Creating a Planar Ruler
„Planar Ruler" is an aquired (or rarely inherited) template that can be added to any creature with an Intelligence score of 3 or more that could conceivably survive in the part of the plane where it rules (referred to hereafter as the „base creature"). Most often, it will be an Elemental or an Outsider, but this is not necessary. It uses all the base creature's statistics and special abilities except as noted here. The creature's type might potentially change upon becoming a planar ruler. A planar ruler might belong to a higher „rank", effectively gaining the template multiple times. Only some abilities are affected by this, however. „Rank" is measured in natural numbers (1, 2, 3, ...). Planar rulers of a higher rank gain more abilities than equivalent rulers of a lower rank. This usually is represented as a multiplier to the Hit Dice of the ruler. Other changes happen as well, as noted in the appropriate entries.
Size and Type: As the base creature, possibly altered by planar ruler abilities. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged, unless a Planar Ruler Ability says so. The planar ruler always gains the appropriate alignment subtypes as well as the extraplanar subtype when it is not on the plane where it resides (There could conceivably be planar rulers of parts of the Material Plane). If a combination of abilities entitles the planar ruler to a subtype, such as Angel, he also gains that subtype.
Hit Dice: As the base creature, possibly altered by planar ruler abilities.
Speed: As the base creature, possibly altered by planar ruler abilities.
AC: The planar ruler's natural armor bonus increases by +2 plus rank x 2. He also gains a +2 plus rank x 3 insight and a +2 plus rank x 3 deflection bonus to AC. Otherwise, as the base creature, possibly altered by planar ruler abilities.
Special Attacks and Special Qualities: The planar ruler retains all the base creature's special qualities and attacks, except as follows:
Spell-like Abilities (Sp): The planar ruler gains a number of spell-like abilities. He chooses the spell list of a single class (such as druid, cleric or sorcerer/wizard), and from this list, he can choose spells with total levels equal to his Hit Dice times his rank. He can use these spells once per day. The planar ruler can apply metamagic feats (even if he does not have them) to the spells for an appropriate increase in spell level. The planar ruler can double the spell's level to use it once per hour, quadruple it to use it at will, or multiply it by 5 to have it constantly in effect. Likewise, he can divide the spell level by 2 to use it once per week, by 4 to use it once per month, or by 8 to use it once per year. 0-level spells count as 1/2 level for this purpose. Note that the Extra Spell-like Abilities planar ruler ability allows the ruler to gain more spell-like abilities. All spell-like abilities are as the spells cast by a sorcerer of a level equal to the base creature's Hit Dice plus his rank. Examples: A Large Fire Elemental has 8 Hit Dice. A rank 1 planar ruler Fire Elemental could choose fireball 1/day (a 3rd level spell) and summon monster V 1/day (a 5th level spell) as its spell like abilities. Or, it could gain flaming sphere at will (a 2nd level spell, multiplied by 4 for the at will frequency).
Spell-like abilities also can take other forms, such as a breath weapon, with a cone/line appropriate for the creature's size (see below), usable once every 1d4 rounds; or an aura that is always active, with a radius equal to half the size of a cone appropriate for the creature's size. In both cases, the multiplier is 8, and the ability becomes a supernatural ability. A breath weapon always allows for a Reflex save. Use the normal save type (half, negate, partial) for the spell, or use Reflex negates, if the spell does not allow for a save.
Code:
Line Cone Aura
Fine 10 ft. 5 ft. —
Diminutive 20 ft. 10 ft. —
Tiny 30 ft. 15 ft. 5 ft.
Small 40 ft. 20 ft. 10 ft.
Medium 60 ft. 30 ft. 15 ft.
Large 80 ft. 40 ft. 20 ft.
Huge 100 ft. 50 ft. 25 ft.
Gargantuan 120 ft. 60 ft. 30 ft.
Colossal 140 ft. 70 ft. 35 ft.
If the base creature already has spell-like abilities, use the caster level given in the base creature's description, or the creature's hit dice plus its rank, whichever is higher. Save DCs for spell-like abilities are 10 + spell level + Charisma modifier, while those for supernatural abilities are 10 + 1/2 the planar rulers' HD or Level + an appropriate ability modifier (Constitution for breath weapons, for example).
Damage Reduction (Ex/Su): The planar ruler gains a damage reduction of 10/[appropriate], unless he already has a better damage reduction. The condition that negates the damage reduction should be based on obvious qualities of the planar ruler, such as good for evil creatures, or cold iron for fey creatures.
Spell Resistance (Ex): The planar ruler's Spell Resistance is equal to it's modified CR +10 plus his rank or it's current SR +10 plus his rank, whichever is higher.
Turn Resistance (Ex): The planar ruler has +4 plus his rank turn resistance, even if he is not undead. This ability protects him against creatures that might be able to turn creatures other than undead.
Unaging: A planar ruler does not age, and does not suffer the ill effects of aging.
Unique: A planar ruler counts as a unique entity for spells and effects such as gate.
Planar Ruler Abilities (Ex, Su or Sp): The planar ruler has one planar ruler ability for each hit die the base creature has times his rank. Should he gain Hit Dice through one of his planar ruler abilities, then these hit dice do not provide extra planar ruler abilities. The list of planar ruler abilities is provided below.
Weaknesses: The planar ruler can potentially have weaknesses or fewer bonuses from the template than normal. In this case, the planar ruler gains an additional Planar Ruler ability for every two weaknesses that would be equivalent to a Planar Ruler ability. For example, a creature that does not gain the +8 bonus to a single ability score could get two additional Planar Ruler abilities, since the increase is equivalent to four Planar Ruler abilities.
Saves: As the base creature, possibly altered by planar ruler abilities.
Abilities: All ability scores are increased by +8. If the base creature has any non-abilities (such as Constitution for undead or constructs), it does not gain this bonus to the non-ability, even if the non-ability is removed by planar ruler abilities.
Skills: The planar ruler gains a +4 bonus to all skills. Any increase in Intelligence by the template is applied retroactively to skill points.
Feats: Same as the base creature.
Environment: Same as the base creature.
Organization: Solitary and retinue (varies).
Challenge Rating: Up to 9 HD: +2 + rank CR; 10 - 18 HD: +3 + rank CR; 19 - 27 HD: +4 + rank CR; 28 - 36 HD: +5 + rank CR; 37 - 45 HD: +6 + rank CR; (+9 HD: +1 CR). Multiply the base creature's HD by the rank of the planar ruler to get the effective Hit Dice for this purpose (for example, a 5 HD planar ruler of rank 2 counts as having 10 HD for the purposes of determining CR).
Treasure: Double base creature.
Alignment: Usually as the base creature, but some planar rulers might have a differing alignment.
Advancement: As the base creature.
Level Adjustment: —
Planar Ruler Abilities
Ability Score Increase: The ruler gains a +2 increase to a single ability score. This increase is not an inherent bonus, but rather an increase like that gained at every character level divisible by 4. This ability can be chosen multiple times, and can apply to either a new or the same ability.
Additional Movement Type: The ruler gains an additional speed, such as fly, swim or burrow. The speed value is equal to the base creature's base land speed. If the base creature did not have a base land speed, but has other types of speed, use the primary speed, such as swim for an aquatic creature. If the creature did not have any speed to begin with (such as a formian queen), he gains a speed of 30 ft. If the creature's immobility also caused it to lose Str and Dex values, the ruler gets a Str and Dex of 10. The normal +8 bonus to ability scores does not apply to these newly gained ability scores. This ability can be chosen multiple times, applying to a new speed type each time.
Call Monster (Su): This ability requires that the ruler has a summon monster ability. This ability is changed to a call monster ability. Called creatures can use their own summoning ability, if they have one, any spell or spell-like ability used by them remain in place even after they vanish, they keep any item they may carry, but also permanently die if slain.
Changed Creature Type: The planar ruler changes from his normal creature type to a new one. Available creature types are aberration, construct, dragon, elemental, fey, outsider, plant or undead. Changing to construct or undead type incurs all changes appropriate for this change, including loss of a Constitution score. This ability can also be used to gain a creature subtype that grants special abilities, such as Incorporeal, Cold or Fire (but not Swarm). It can also be used to drop subtypes, such as Incorporeal or Augmented (but not Swarm). If the base creature's old type also caused it to lose any ability score (such as Con for Constructs and Undead), the ruler can choose to obtain it at a score of 10. The normal +8 bonus to ability scores does not apply to these newly gained ability scores. This ability can only be chosen once for the main creature type, but multiple times for subtypes.
Changed Size: The ruler's size changes by one size category upwards or downwards compared to the base creature. These changes do not incur a change in ability scores or natural armor, but all other appropriate modifiers apply. This ability may increase or decrease Reach. A creature of Tiny or smaller size has usually no reach if the base creature had reach 5 ft. If the base creature's reach was higher, its reach decreases by 5 ft. for each size below Small. Likewise, A creature's reach decreases if it was Large or larger and its size is decreased. At each size category, a minimum reach must be maintained. This minimum is 5 ft. for Small, Medium-Sized and Large (long) creatures, 10 ft. for Large (tall) and Huge creatures, 15 ft. for Gargantuan and Colossal (long) creatures, and 20 ft. for Colossal (tall) creatures. This ability can be chosen multiple times, and changes the ruler's size category by another step in the appropriate direction.
Class Benefits: The planar ruler has the benefits of a certain class even if he has no levels in it. This ability grants the benefit of the first level of the class, or the next-highest level that the ruler has not yet reached. The ruler only has the spellcasting progression and class features of the class. He does not gain hit points, save bonuses, attack bonuses, skills or feats at every third character level for these class levels. The ruler can gain this ability only for a class for which he qualifies, although some restrictions may be loosened (such as race restrictions if the ruler has an affinity with that race). This ability may be chosen multiple times. Each time, the ruler may gain the benefits of the same class or a different one.
Create Monster (Su): This ability requires either a calling or summoning ability. The ruler can slowly create any creature that he could call or summon himself, taking 1 week for each hit die and point of CR of the creature to be created. The number of possible summonings or callings the ruler could normally use is reduced by one for each creature he is creating. The created creature is completely loyal to its creator, but otherwise identical to a normal creature of that type.
Domain Access: The planar ruler may choose a domain that fits to his realm or purpose, gaining the ability to use all nine domain spells as a spell-like ability at will, and to use the granted domain power as a 6th level cleric (or his own cleric level, if it is higher). This ability is more costly than others, requiring 11 ability slots to obtain. This ability may be chosen multiple times. Each time, the ruler chooses a different domain. If the ruler has at least two domains, he can grant spells to followers. Note: This is a specialized version of the Salient Divine Ability power, below.
Empower Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and double one of the variable aspects of the ability. This ability can be chosen multiple times. It can either apply to a different ability or the same (remember that two doubles equal a triple).
Energy Immunity (Ex): This ability requires that the ruler has an energy resistance of at least 50 for the appropriate energy. The ruler becomes immune to that type of energy. This ability can be chosen multiple times.
Energy Resistance (Ex): The ruler gains an energy resistance of 10. He may apply this resistance to one energy type, or split it among the different energy types. Note that the five energy types are acid, cold, electricity, fire and sonic. This ability can be chosen multiple times. This ability can also be used to increase existing energy resistance.
Enlarge Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and increase the radius, length or other area variable by 50%. This ability can be chosen multiple times. It can either apply to a different ability or the same, in which case you add the percentage increases. For example, two instances of this ability increase the area by 100%, while three instances increase it by 150%. For abilities that use cones or lines as their area, use the Lengthen Cone/Line ability instead.
Extend Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and double the duration of that ability. This ability can be chosen multiple times. It can either apply to a different ability or the same (remember that two doubles equal a triple).
Extra Calling/Summoning: This ability requires that the ruler has either a Calling ability or a Summoning ability. He can use this ability an additional time per day. This ability can be chosen multiple times.
Extra Hit Dice: The planar ruler gains a number of extra hit dice, according to the following table:
Code:
Type Hit Dice
Dragon, Outsider 1
Magical Beast, Monstrous Humanoid, Undead 2
All other types 3
The planar ruler gets all normal benefits for extra hit dice, including feats, skills, attack and save bonuses and hit points. Remember that the ruler does not gain extra planar ruler abilities for these Hit Dice. The planar ruler may gain this ability multiple times, but no more than once per 10 hit dice he originally had, times his rank.
Extra Natural Weapons: The ruler gains two additional natural weapons, usually claws or bites. These attacks have the normal reach for attacks of the ruler. The ruler may choose to drop the second attack and instead gain a single extra natural weapon with a reach that is 5 ft. longer. The natural weapons gained by this ability are usually usable to wield weapons, depending on their type and configuration. This ability can be chosen multiple times.
Extra Spell-like Abilities: The ruler gains 20 additional spell levels for spell-like abilities that he can distribute like those he automatically gained. He can choose a new spell-list or continue to use the old one. This ability can be chosen multiple times.
Fast Healing (Ex): The ruler gains Fast Healing 5. If he already had Fast healing, increase its value by 5. This ability can be chosen multiple times.
Feat: The ruler gains any one feat, provided he has the prerequisites for it. This ability can be chosen multiple times.
Heighten Ability: The ruler may choose one of his abilities that allow the victim to make a saving throw against a specific DC. The DC of this ability is increased by +3. This ability can be chosen multiple times. It can apply either to a new ability, or again to the same ability.
Immunity to Conditions or Hazards (Ex): The planar ruler becomes immune to one of the following conditions or hazards: disease, paralysis, petrification, poison, sleep, stunning. This ability can be chosen multiple times.
Immunity to Greater Conditions or Hazards: This ability requires that the planar ruler has a Constitution of at least 41. The planar ruler becomes immune to one of the following conditions or hazards: ability damage, ability drain, critical hits, death effects, energy drain, mind-influencing effects, polymorphing, subdual damage. This ability can be chosen multiple times.
Improved Calling/Summoning: This ability requires that the ruler has a calling or summoning ability that has a percentage chance to succeed. This percentage chance is increased by 60%. In addition, the ability now works as the planar ruler ability described below. However, the maximum CR total increases by the CR of the monster with the highest CR that the base creature can summon. The maximum CR for a single creature remains 2/3rds the CR of the planar ruler.
Improved Damage Reduction: The Damage Reduction of the planar ruler increases by 5, or he can choose an additional bypass condition for his DR, or he can change one of his bypass conditions for his DR. This ability can be chosen multiple times, but no more than once for every full 10 Hit Dice of the base creature times his rank. He can not choose the no bypass condition, and the Epic bypass condition is more costly, requiring 2 ability slots. Remember that damage reduction that is bypassed by magic or epic weapons also means that the natural weapons of the ruler and any weapons he wields are treated as magic or epic weapons for the purpose of overcoming damage reduction.
Improved Maneuverability: This ability requires that the ruler has a fly speed with less than perfect maneuverability. The ruler's maneuverability improves by one step, to a maximum of perfect. This ability can be chosen multiple times.
Improved Natural Armor: The ruler's natural armor bonus increases by +4. This ability can be gained multiple times.
Improved Saves (Ex): The ruler gains a +1 bonus to all saving throws. This ability can be chosen multiple times.
Improved Spell Resistance: The planar ruler's Spell Resistance increases by 3. This ability can be chosen multiple times.
Increased Calling/Summoning CR: This ability requires that the ruler has a calling or summoning ability. The maximum CR total of this ability increases by 3. The maximum CR for a single creature remains 2/3rds the CR of the planar ruler. This ability can be chosen multiple times.
Increased Initiative: This ability requires that the ruler has the Improved Initiative feat. It grants the ruler a +3 bonus to his initiative. This ability can be chosen multiple times.
Increased Speed: The ruler's speed in one movement type increases by the base creature's (or ruler's, if he gained it himself) speed in that type. This ability can be chosen multiple times, and can be used to increase the same movement type, or a different movement type.
Lengthen Cone/Line: This ability requires that the ruler has an ability that creates either a cone or a line as the area of effect. The cone or line increases in length by the base length of the area. This ability can be chosen multiple times.
Maximize Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and maximize a single roll of this ability. This ability is always active. This ability can be chosen multiple times.
Maximum Hit Points (Ex): The ruler has maximum hit points for his hit dice.
Natural Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and reduce the amount of magic involved. He can turn a spell-like ability into a supernatural ability or a supernatural ability into an extraordinary ability. This ability can be taken multiple times.It can be taken for a different ability, or the same ability again.
Outsider Saves: The ruler retroactively changes one of his save progressions (one saving throw progression either of a single class or the monster hit dice, if any) to that of an outsider (HD/2 + 2). This ability may be chosen multiple times. Each time, it applies to a different save progression. Epic Save Progression cannot be improved that way.
Quicken Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and reduce the time required to use it. A standard or move-equivalent action becomes a free action, a full round action becomes a standard action, and any other time is cut in half. This ability can be taken multiple times.
Salient Divine Ability: The ruler gains a Salient Divine Ability, even if he is not a god. To gain a SDA, the ruler must sacrifice more abilities that normal. He must use 5 abilities, plus one ability per DvR needed (minimum 1), plus one ability for each SDA that is normally required, but ignored for this SDA. When a SDA works based on the DvR of a god, use the minimum DvR at which the SDA can be gained. This ability can be chosen multiple times. Note: A ruler may gain the ability to grant spells if he gains the Extra Domain SDA twice, which costs 11 abilities each. This SDA is represented by the Domain Access planar ruler ability.
See in Darkness: The planar ruler can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Skill Bonus: The planar ruler gets 12 skill ranks. He can distribute them freely. Each rank can instead be turned into a continual +2 bonus to a skill. Each continual +1 bonus can instead be turned into a conditional +2 bonus to a skill. This ability can be chosen multiple times.
Summon Monster (Sp): The ruler gains the ability to summon monsters similar to itself (such as devils for a devil lord, or salamanders for a fire elemental lord) once per day. This ability works much as a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A monster that has just been summoned cannot use its own summon ability for 1 hour. The ruler can summon a total of monsters with a combined CR equal to his own CR plus his rank, and automatically succeed, as long as no summoned monster has more HD than 2/3rds his own CR. When he gains this ability, he may choose to decrease the chance for success by a percentage divisible by 10 to increase the maximum CR total by 1 for every 10 percentage points.
Superior Calling/Summoning: This ability requires the Templated Calling/Summoning ability. The planar ruler can now call or summon that are changed through things like templates, class levels, extra hit dice and the like. He can also call/summon creatures that only fit his summoning/calling ability due to these changes.
Telepathy (Su): The planar ruler can communicate telepathically with any creature within 100 ft. that has a language.
Template Infusion (Su): The ruler may apply any template that is linked to his alignment, sphere of influence or type to any creature that could qualify for it, requiring a day (8 hours of work) for each +1 increase in the creature's CR. Applying a template that does not increase CR still takes 8 hours. He may not apply such a template if that would increase the creature's CR by more than 0 <plus his rank>, nor may he apply multiple templates if that would increase the creature's CR by more than 0. This ability can be chosen multiple times. Each time, it increases the possible CR increase by +1. For the Planar Ruler template, however, add 2 to the increase in CR to determine whether the planar ruler could create other planar rulers. For this ability, it does not matter whether the template to be added is normally aquired or inherited.
Templated Calling/Summoning: This ability requires both a template infusion ability as well as a calling or summoning ability. The planar ruler may apply any template that he could apply with his template infusion ability to a summoned/called creature, as long as it does not exceed the normal maximum for his calling or summoning ability. However, he may not summon a creature that became a viable creature solely by the templates. For example, a demon lord could not summon creatures that only became demons due to templates.
Virtual Divine Rank: The ruler gains a virtual Divine Rank of 0. This grants him the ability to ignore the immunities of creatures with a lower Divine Rank. This ability can be gained multiple times, but no more than once per ten hit dice. Each time, it increases the virtual Divine Rank by 1.
Widen Ability Focus: The ruler may choose one of his abilities that affects specific creature types or creatures, and add another, similarly broad, type of creature. For example, a ruler with ranger levels could add Aberrations or chaotic outsiders to his favored enemies, both at the highest favored enemy bonus he has. This ability can be chosen multiple times.
Spells with costly or XP components
The planar ruler template grants spell-like abilities balanced by level. But since spell-like abilities have no material, focus or XP components, some spells might look more beneficial than others, such as wish. To prevent this, there are a few guidelines to keep them balanced.
Every 500 XP a spell would usually burn increase the effective spell level by 1 instead. Every 12500 gp of material components a spell would usually consume increase the effective spell level by 1 instead. Every 125000 gp of foci a spell would usually require increase the effective spell level by 1 instead (This means that in most cases, foci do not add to the spell level). The level does not increase for free material components or foci, but every fraction greater than 1/5th counts as a full increment.
For a spell with components that vary in cost, assume the typical maximum cost in normal play, unless there is a good reason to use a different number (for example, for spells whose costs vary based on level/HD, use 20 as the maximum).
Examples:
Binding is an 8th spell that requires 500 gp plus 500 gp times the HD of the target as material components, which, according to the above guidelines is added up to 10500 gp. For the purposes of this ability it is a 9th level spell.
Curse Water is a 1st level spell that requires 25 gp worth of material components. For the purposes of this ability it still counts as a 1st level spell, as 25 is less than 1/5th of 2500.
Protection from Spells is an 8th level spell that requires 1000 gp times the number of targets in foci and 500 gp of material components. For the purposes of this ability it is still an 8th level spell, no +1 increase for the 5000 gp of foci, and a no increase for the 500 gp in material components.
Wish is a 9th level spell that requires 5000 XP. For the purposes of this ability it is an 19th level spell.
Spells with unusual components
Some spells can have rather unusual costs, components or requirements to use them, or which might be improved by those requirements. For example, banishment can be improved by optional foci that are distasteful to the intended target. Other spells might require a special feat to cast properly, or deal hit point or ability damage. Yet another spell might require the caster to be of a special type or race, or in a special place or condition to cast. Many of these special components should be kept when converting them to spell-like abilities, though some might instead increase the spell level as costly components. As an example, spells that require multiple casters could increase by +1 for every two additional casters required beyond the first.
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