Converting Epic Level Creatures

Shade

Monster Junkie
Updated.

Let's figure out ability scores for the last two.

Here are the monoliths:
Air: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Earth: Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17
Fire: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17
Water: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17

Thus, Fire has Str and Con equal to Air, with Dex slightly lower.

Water has the highest Con of the bunch

For the elemasters so far we have...
Air: Str 36, Dex 49, Con 36, Int 36, Wis 36, Cha 36
Earth: Str 47, Dex 36, Con 40, Int 36, Wis 36, Cha 36

So perhaps...

Fire: Str 36, Dex 45, Con 36, Int 36, Wis 36, Cha 36
Water: Str 42, Dex 40, Con 43, Int 36, Wis 36, Cha 36
 

log in or register to remove this ad




Shade

Monster Junkie
Do they just need feats?

The burn damage and vortex dimensions might be up for debate, too. I just lifted them from the monoliths.

For determining feats, here are their elemental "peers":

Fire Monolith: Alertness, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (slam)

Primal Fire Elemental: Alertness, Blinding Speed, Combat Reflexes, Dire Charge, Dodge, Epic Prowess (x2), Epic Toughness (x4), Epic Will, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Superior Initiative, Weapon Finesse, Weapon Focus
(slam)

Imix: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Corrupt Spell-Like Ability (fireball), Dodge, Epic Fortitude, Epic Will, Improved Critical (slam), Improved Initiative (B), Improved Whirlwind Attack, Mobility, Power Attack, Quicken Spell-Like Ability (wall of fire), Spring Attack, Whirlwind Attack

Zaaman Rul: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Dodge, Epic Fortitude, Epic Will, Improved Critical (flaming sword/longsword), Improved Initiative (B), Mobility, Power Attack, Purify Summoning, Quicken Spell-Like Ability (scorching ray), Spring Attack, Whirlwind Attack

______________________________________

Water Monolith: Alertness, Awesome Blow, Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (slam)

Primal Water Elemental: Alertness, Cleave, Combat Reflexes, Devastating Critical (slam), Dodge, Epic Prowess (x2), Epic Toughness (x6), Epic Will, Great Cleave, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

Ben Hadar: Awesome Blow, Blind-Fight, Cleave, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Improved Sunder, Persuasive, Power Attack, Purify Summoning (B), Quicken Spell-Like Ability (control water), Weapon Focus (claw)


Olhydra: Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Corrupt Summoning (B), Dodge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Sunder, Power Attack, Quicken Spell-Like Ability (control water), Weapon Focus (slam)
 

Cleon

Legend

There are still a couple of minor problems with the Earth Elemaster.

Firstly, the solid fog in the Elemental Transubstantiation's "the structure resembles a permanent solid fog surrounded by a double strength wall of iron, and have 900 hp per 5-ft. square" doesn't make much sense.

I suggest "the structure resembles a permanent wall of iron or wall of stone, regardless of appearance it has hardness 20?* and 900 hp per 5-ft. square".

* Assuming "double strength wall of iron" means "double hardness".

Secondly, the Summon Elementals (Sp) still has the Air Elemaster's text. It should be:

Summon Elementals (Sp): An earth elemaster can summon elementals with the Earth subtype as a standard action. It can summon up to 420 Hit Dice of elementals a day in any number and variety it wishes, but the elemaster cannot summon an elemental with more than 64 HD. This is the equivalent of an epic-level spell.

Let's figure out ability scores for the last two.

Here are the monoliths:
Air: Str 32, Dex 33, Con 22, Int 12, Wis 15, Cha 17
Earth: Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17
Fire: Str 32, Dex 29, Con 22, Int 12, Wis 15, Cha 17
Water: Str 38, Dex 22, Con 25, Int 12, Wis 15, Cha 17

Thus, Fire has Str and Con equal to Air, with Dex slightly lower.

Water has the highest Con of the bunch

For the elemasters so far we have...
Air: Str 36, Dex 49, Con 36, Int 36, Wis 36, Cha 36
Earth: Str 47, Dex 36, Con 40, Int 36, Wis 36, Cha 36

So perhaps...

Fire: Str 36, Dex 45, Con 36, Int 36, Wis 36, Cha 36
Water: Str 42, Dex 40, Con 43, Int 36, Wis 36, Cha 36

Those look fine to me.
 

Cleon

Legend
Do they just need feats?

I would suggest listing a damage for the Elemental Transubstantiation's wall of fire effect. A standard wall of fire's 2d4 is too wimpy to be worth bothering with. Something like 2d6+20 within 20 ft., 4d6+40 within 10 ft.? It probably shouldn't do extra damage to Undead.
 


Cleon

Legend
Ok, I'll go along with Cleon's suggestions before we move on to feats.

I suppose we'd better confirm this bit before starting on the feats:

The burn damage and vortex dimensions might be up for debate, too. I just lifted them from the monoliths.

The vortex is currently "10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemaster controls the exact height, but it must be at least 20 feet", does 4d6 damage and affects creatures up to Huge size.

Since the Elemaster's Size Change allows it to freely change from Fine to Colossal I'd think it makes sense if it can create a Vortex of any size it likes up to a certain maximum. Since it can become a size larger than a Gargantuan Monolith I wonder whether its Vortex ought to be bigger. Although, if we do that, we should also increase the size of the Air Elemaster's Whirlwind.

Speaking of the Air Elemaster's Whirlwind, we gave that 4d8 damage so we ought to give the Water's Vortex the same damage:

Oh, and a standard elemental whirlwind/vortex attack affects creatures 1 or more sizes smaller, so I'd rather not have the "sine ne ultra" on elementals' have a vortex limited to 2 or more sizes smaller.
Vortex (Su): A water elemaster can transform itself into a whirlpool as a standard action, provided it is underwater. It can remain in that form for as long as it likes. In vortex form, a water elemaster can move through the water or along the bottom at its swim speed.

The vortex is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the vortex must be at least 5 feet wide and 10 feet tall.

A water elemaster's movement while in vortex form does not provoke attacks of opportunity, even if the elemaster enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemaster moves into or through the creature’s space.

Gargantuan or smaller creatures take damage when caught in a vortex and may be swept up by it. An affected creature must succeed on a DC x Reflex save when it comes into contact with a vortex or take 4d8 points of damage. It must also succeed on a second DC x Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the indicated damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.

A creature trapped in a vortex cannot move except to go where the water elemaster carries it or to escape the vortex. It can otherwise act normally, but must make a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A water elemaster can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.

A water elemaster can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the surface beneath a body of water, it creates a swirling cloud of debris. This cloud is centered on the elemaster and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

A water elemaster in vortex form cannot make slam attacks and does not threaten the area around it.
The Concentration check and save DCs are Strength-based.
If those changes are OK by you, the Air Elemaster should change to:
Whirlwind (Su): An air elemaster can transform itself into a whirlwind. In this form, the elemaster can move through the air or along a surface at its fly speed. It can remain in whirlwind form for as long as it likes.

The whirlwind is up to 15 feet wide at the base, up to 60 feet wide at the top, and up to 100 feet tall. The elemaster controls the exact dimensions, but the whirlwind must be at least 5 feet wide and 10 feet tall.

Gargantuan or smaller creatures might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save (DC 66) when it comes into contact with the whirlwind or take 4d8 points of damage. It must also succeed at a second Reflex save (DC 66) or be picked up bodily and held suspended in the powerful winds, automatically taking 4d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 66) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.

The elemaster can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemaster always ejects trapped creatures before returning to its home plane.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 66) to cast a spell.

The Concentration check and save DCs are Strength-based.
That OK?
 


Remove ads

Top