Converting Al-Qadim creatures

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Those domains sound right, and let's give the sample Healing and Scalykind, I guess. I think I'll pass on the spell lists till I have a little more time to sit down with this.
 

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Spells: A serpent lord casts spells as a 16th-level cleric. Serpent lords generally choose from the following domains: Charm, Healing, Protection, and Scalykind.

Typical Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1; save DC 15 + spell level):
0—create water, detect magic, detect poison, guidance, read magic, resistance;
1st—bless, cure light wounds*, divine favor, endure elements, entropic shield, obscuring mist, sanctuary, shield of faith;
2nd—aid, animal trance*, delay poison, enthrall, owl's wisdom, shield other, status;
3rd—create food and water, dispel magic, greater magic fang*, helping hand, prayer, searing light, wind wall;
4th—air walk, death ward, freedom of movement, neutralize poison, poison*, tongues;
5th—animal growth*, break enchantment, flame strike, righteous might, spell resistance, true seeing;
6th—greater dispel magic, heal*, mass bear's endurance, wind walk;
7th—control weather, holy word, refuge, vipergout*;
8th—animal shapes*, earthquake, holy aura.
*Domain spell. Domains: Healing, Scalykind.
 


Updated.

Combat: Serpent lords regard themselves as healers and scholars, not fighters.

Feats and skills should reflect that outlook.

Serpent lords are powerful monarchs. As king or queen of the snakes in a 20-mile radius of their lair, they can summon 10-20 normal and giant constrictors, 10-60 normal and giant poisonous snakes, and 10-40 spitting snakes to their defense if given enough time (1-4 days). The reptiles normally found in the serpent lord’s company are regarded as his friends and family as well as his guardians. They will not be sacrificed in combat foolishly or haphazardly. The serpent lord will personally protect his lesser cousins against powerful adversaries and predators.

Shall we give it a more standardized "summon serpents" ability, and not the additional followers in the flavor text?

Perhaps the biggest concern for the serpent lord and his protecting snakes is the acquisition of food.

Survival?

Serpent lords are sages as well as powerful healers. They are specialized in the the lore of herbalism, magical potions, and clerical magic in general. They are sometimes the guardians of a powerful clerical or religious magical item (like a Book of Exalted Deeds or a Sword + 5, Holy Avenger), yielding it up to whoever can perform a preordained quest.

It sounds like Heal, Craft (alchemy), and various Knowledge skills, along with the Brew Potion feat.

So...

Skills: 95 ranks
Concentration, Craft (alchemy), Diplomacy, Heal, Knowledge (any), Sense Motive, Survival?

Feats: 6
Brew Potion, Eschew Materials, Skill Focus (Heal), Self-Sufficient...
 

Agreed to standardized summons.

Skills look good, but I don't know quite how to divide the ranks, as it can only max out 5. Maybe 15 in Concentration, Diplomacy, Heal, Sense Motive, Survival, and 10 each in Craft and Know?

Negotiator. Maybe Improved Counterspell as a defensive ability?
 

I think the ranks in Knowledge are more important that Survival (since they are "scholars"). Perhaps a racial bonus on Craft (alchemy) and Heal to reflect their inherent knack for those skills?
 

So 15 in Knowledge and 10 in Survival, that's fine. Racial bonuses to Craft and Heal are good. Perhaps these should also have some kind of bardic knowledge like ability.
 


Let's see. Bardic knowledge or lore (from the loremaster) use class level and Int modifier as the check bonus. What should we use here. 1/2 HD plus Int?
 

Even better suggestions with the loremaster! You're on a roll here.

Thus...

Lore (Ex) A serpent lord knows legends or information regarding various topics, just as a bard does with bardic knowledge. The serpent lord adds half its Hit Dice plus its Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Look good?

Updated.
 
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