Converting Epic Level Creatures

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freyar

Extradimensional Explorer
With all the aboleth stuff we've been looking at, I'm thinking something like enslave, maybe. Or we could rewrite control undead.
 

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Shade

Monster Junkie
Perfect!

Enslave Spirits (Su): x times per day, the Opawang can attempt to enslave any one living creature with the spirit subtype within x feet. The target must succeed on a DC x Will save or be affected as though by a dominate monster spell (caster level 20th). An enslaved creature obeys the Opawang's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Opawang dies or travels more than x miles from its slave. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.
 

freyar

Extradimensional Explorer
Let's go at will and 60 ft. How big is this island, do we know? That should set the max distance, but I'll say 5 miles in the absence of anything else.
 

Shade

Monster Junkie
Dunno.

I went through Opawang's spell list, and compared to OA and found the following:

The Opawang chooses his spells from the following list:
1st Level: deflection = shield (wu jen 1) or shield of faith (shaman 1), elemental burst = wu jen 1, magic missile= wu jen 1, snake charm = speak with animals (shaman 1) or animal friendship (shaman 1), trance = shaman 1, water protection = endure elements (wu jen 1)
2d Level: aid = shaman 2, commune with lesser spirit = shaman 2, dream sight = shaman 4, ice knife = wu jen 2, protection from spirits = shaman 2, vocalize = ?, warning = shaman 2, wizard lock = arcane lock (wu jen 2)
3d Level: castigate = shaman 3, cause blindness = blindness/deafness (shaman 3), dispel magic = shaman 3, dream vision = dream sight (shaman 4), fire rain = fire breath (wu jen 5) or rain of needles (wu jen 2), improved phantasmal force = persistent image (wu jen 5), nightmare = wu jen 5, levitate = shaman 3
4th Level: elemental turning = elemental ward (wu jen), fatigue = shaman 4, poison, protection from good (10-foot radius) = magic circle against good (shaman 3), quell = ?, snake barrier = shaman 4, transfix = wu jen 6, vengeance = ?, wall of bones = wu jen 4
5th Level: air walk = shaman 4/shugenja 4, commune with greater spirit = wj 7/sha 5, conjure elemental = summon monster/nature’s ally 5, mental strength = shaman 3, mental weakness = shaman 3, possess = shaman 5, slay living = shaman 5
6th Level: force shapechange = shaman 6, harm = shaman 6, immunity to weapons = ?, invisibility to enemies = shaman 3, programmed illusion = programmed image (wu jen 6), whither = withering palm (wu jen 7), smite = ?
7th Level: compel = shaman 8, giant size = wu jen 7, unholy word = shaman 7, destruction = not on OA lists, wind walk = shaman 6


So, it looks like he should cast spells from the shaman, not shugenja list, as arcane spells.
 

freyar

Extradimensional Explorer
That's fine. We may need to change some of the wu jen spells to sorc/wiz spells, too, and make an OA underbar.
 

Shade

Monster Junkie
Here's what I came up with for the OA underbar. The alternates can be swapped in if you like them better, or can be used if we give him Extra Spell feats or some special ability that allowed him to learn additional spells over his long lifespan.

Annotations: (s) Shaman, (w) Wu Jen

Spells: The Opawang casts spells as a 20th-level sorcerer, but draws his spells known from the shaman and wu jen spell lists. All spells, regardless of source, are cast as arcane spells.

Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark (w), cure minor wounds (s), dancing lights (w), detect disease (s), detect magic (w), flare (w), mage hand (w), purify food and drink (s), read magic (w);
1st—elemental burst (w), endure elements (w), magic missile (w), shield (w) or shield of faith (s), trance (s); Alternates: speak with animals (s) or animal friendship (s),
2nd— ancestral vengeance (s), commune with lesser spirit (s), ice knife (w), protection from spirits (s), warning (s); Alternates: aid (s), arcane lock (w), rain of needles (w)
3rd—castigate (s), dispel magic (s), mental strength (s), mental weakness (s); Alternates: blindness/deafness (s), invisibility to enemies (s), levitate (s), magic circle against good (s),
4th—elemental ward (w), fatigue (s), snake barrier (s), wall of bones (s); Alternates: air walk (s), dream sight (s)
5th— commune with greater spirit (s), fire breath (w), possess (s), slay living (s); Alternates: nightmare = (s), persistent image (w), summon nature’s ally V (s)
6th—harm (s), programmed image (w), wind walk (s); Alternates: force shapechange (s), transfix (w)
7th— giant size (w), unholy word (s), withering palm (w);
8th—discern location (s), greater spirit binding (w), surelife (w); Alternates: compel (s), greater spirit ally (s), mass heal (s), unholy aura (s)
9th—dominate monster (w), time stop (w), wish (w); Alternates: miracle (s), time stop (w)
 

freyar

Extradimensional Explorer
Impressive!

I don't think we quite want to go with too many extra spells, but maybe one or two Spell Knowledge feats would work.

My main question (not having OA ;)) is what core spells to substitute for the non-core ones.
 

Shade

Monster Junkie
Like so?

Spells: The Opawang casts spells as a 20th-level sorcerer, and can also select cleric spells as arcane spells known.

Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark, cure minor wounds, dancing lights, detect magic, detect poison, flare, mage hand, purify food and drink, read magic;
1st—burning hands, endure elements, magic missile, shield or shield of faith, shocking grasp;
2nd—acid arrow, augury, blindness/deafness, scorching ray, spiritual weapon;
3rd—dispel magic, magic circle against good, nondetection, prayer;
4th—air walk, dismissal, poison, wall of fire;
5th— nightmare, righteous might, slay living, waves of fatigue; Alternates: contact other plane, summon nature’s ally V;
6th—harm, programmed image, wind walk;
7th—banishment, blasphemy, destruction;
8th—discern location, greater planar binding, mass heal; Alternates: unholy aura
9th—dominate monster, time stop, wish; Alternates: miracle
 


Shade

Monster Junkie
Updated.

I left the alternates on the lists for now in case we decide to use Extra Spell feats.


Since he started life as a wu jen, do we want to have him retain any or all of the following wu jen abilities?

Watchful Spirit: Once per day, a wu jen can reroll an initiative roll she has just made before she knows her place in the initiative order. She takes the better of the two rolls.

Bonus Feat: A wu jen begins play with a bonus metamagic feat.

Spell Secret: At 3rd level, and every three levels thereafter, a wu jen can choose one spell known to her that then becomes permanently modified as though affected by one of the following metamagic feats: Enlarge Spell, Extend Spell, Still Spell, or Silent Spell. The spell's level does not change, and once the choice of spell and modification are chosen, they cannot be changed. As the wu jen goes up in level, she can choose the same spell to be modified in different ways with multiple spell secrets. She does not need to know the feat she applies to the spell.

Elemental Mastery: Many of the wu jun's spells are divided into five elemental groups: earth, fire, metal, water, and wood. At 6th level, instead of learning a spell secret, a wu jen becomes master of one of these five elements (her choice). Thereafter, whenever the wu jen casts a spell of that element, her effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the wu jen herself gets a +2 competence bonus on saving throws against spells of that element. Certain spells on the wu jen spell list are designated "All"; this means they belong to all elemental groups, and a wu jen who is master of any element gains the mastery bonuses with respect to those spells.

Taboos: In order to maintain their supernatural power, wu jen must abide by certain taboos that might seem inconsequential to other characters but are vitally important to the wu jen. If a wu jen violates one of her taboos, she cannot cast any more spells that day. A wu jen must choose one taboo at 1st level, and one additional taboo every time she learns a spell secret.
 

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