Planar Rulers

Knight Otu

First Post
As I have mentioned in a different thread, I was working on a template for planar rulers in general, and this is what I had come up with. Part of it was done rather quickly, and I did not look too much at the balance of the abilities.

And the CR is likely very wrong. :D

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’ve seen everything that makes the planes, every possible devil or demon, every celestial or slaad. 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 Mount Celestia, a layer of the Abyss, or even entire planes. These entities have many names, like Slaad Lords, Demon Princes or Archangels, but most 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 a 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 neccessary. 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. The planar ruler always gains the appropriate alignment subtypes.
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 +4. He also gains a +5 insight and a +5 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, exept 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. He can use these spells once per day. The planar lord can apply metamagic feats 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. Epic level spells use their implied level (see paage 91). Note that the Extra Spell-like Abilities planar ruler ability allows you to gain more spell-like abilities. All spell-like abilities are as the spells cast by a sorcerer with a number of levels equal to the base creature’s Hit Dice. Examples: A Large Fire Elemental has 8 Hit Dice. A planar ruler Fire Elemental could choose Fireball 1/day (a 3rd level spell) and Summon Monster V 1/day (a 5th level spell) as it’s 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 (as a dragon of the base creature’s size), usable once every 1d4 rounds. In this case, the multiplyer is 8. 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 sorcerer level given in the base creature’s description, or the creature’s hit dice, whichever is higher.
Damage Reduction (Su): The planar ruler gains damage reduction of 10/+2. If he already had damage reduction, it increases by this value. For example, a creature with a damage reduction 10/Silver gains damage reduction 20/+2 instead, and a creatzure with damage reduction 15/+3 gains damage reduction 25/+5 instead. Note that damage reduction with a x/- value (such as the barbarian ability) is different from the normal damage reduction ability, and thus not increased.
Spell Resistance: The planar ruler’s Spell Resistance is equal to it’s modified CR +10 or it’s current SR +10, whichever is higher.
Turn Resistance (Ex): The planar ruler has turn resistance +4, even if he is not undead.
Unaging: A planar ruler does not age, and does not suffer the ill effects of aging. He still may benefit from the positive 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 dice the base creature has. 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.
Saves: As the base creature, possibly altered by planar ruler abilities.
Abilities: All ability scores are increased by +8.
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.
Climate/Terrain: Same as the base creature.
Organization: Solitary and retinue (varies).
Challenge Rating: Up to 9 HD: +3 CR; 10 - 18 HD: +4 CR; 19 - 27 HD: +5 CR; 28 - 36 HD: +6 CR; 37 - 45 HD: +7 CR; (+9 HD: +1 CR)
Treasure: Double standard.
Alignment: Usually as the base creature, but some planar rulers might have a differing alignment.
Advancement: As the base creature.
Special: This template can be applied multiple times. If this is done, treat the base creature as having a number of hit dice equal to it’s actual hit dice multiplied by the number of times the template is applied.

Planar Ruler Abilities
Ability Increase: The ruler gains a +2 increase to a single ability score. This increase is not an inherent bonus, but rather an increae like that gained at every character level divisible by 4. This ability can be chosen multiple times, and can allpy 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 land speed. If the base creature did not have a 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, 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 appy to these newly gained ability scores. This ability can be chosen multiple times, applying to a new speed type each time.
Call Monster: 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 even after they vanish, they keep any item they may carry, but also permanently die if slain.
Changed Creature Type: The planar ruler chnges from his normal creature type to a new one. Available creature types are aberration, construct, dragon, elemental, fey, outsider, plant, shapechanger 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. This ability can only be chosen once for the maiin 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 incure 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, it’s reach decreases by 5 ft. for each size below Small. Likewise, A creature’s reach decreases if it was Large or larger and it’s size is decreased. At each site 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 rulers 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, skills and class features of the class. He does not gain hit points, save boni, attack boni 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 for 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.
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: This ability requires that the ruler has an energy resistance of at least 100 for the appropriate energy. The ruler becomes immune to that type of energy. This ability can be chosen multiple times.
Energy Resistance: The ruler gains an energy resistance of 20. 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 Lenghten Cone/Line ability instead.
Extend Ability: The ruler may choose one of his abilities, whether gained through race, class or template, and doble 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:
[color=white]Type                                      Number of Hit Dice
Dragon, Outsider					2
Magical Beast, Monstrous Humanoid, Shapechanger	4
All other types					6[/color]
The planar ruler gets all normal benefits for extra hit dice, including feats, skills, attack and save boni 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 has.)
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 choseb multiple times.
Fast Healing: The ruler gains Fast Healing 5. If he already had Fast healing, increase it’s 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 which 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.
Improved Calling/Summoning: This ability requires that the ruler has a calling or summoning ability that has a percentage chance to succceed. This percentage chance is increased by 40%. In addition, the ability now works like 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 the rulers CR -10.
Improved Maneuverability: This ability requires that the ruler has a fly speed with less than perfect maneuverability. The ruler’s maneuverability improves by two steps, 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: The ruler gains a +1 bonus to all saving throws. This ability can be chosen multiple times.
Increased Damage Reduction: The ruler increases his Damage Reduction either by 20/+0, 10/+1 or 0/+2, chosen when the ability is gained. This ability can be chosen multiple times, but no more than once per 10 Hit Dice of the base creature. The ruler can choose a different addition to his Damage Reduction each time he gets the ability.
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.
Immunity to Conditions or Hazards: The planar ruler becomes immune to one of the following conditions or hazards: disease, paralysis, 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.
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: The ruler hs 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.
Natural Extension: This ability requires that the ruler has the feat Weapon Focus for the chosen weapon. The ruler may choose one type of weapon that acts as a natural extension of himself.The weapon can overcome Damage Reduction as if it was a natural weapon of the ruler. For example, the weapon of a ruler with a DR of 20/+7 could be used as if it was a +7 weapon for the purpose of overcoming DR. This ability can be chosen multiple times, each time applying to a new weapon.
Outsider Saves: The ruler retroactively changes one of his save progressions to that of an outsider (HD/2 + 2). This ability may be chosen multiple times. Each time, it applies to a different save progression.
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 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. A ruler may gain the ability to grant spells if he gains the Extra Domain SDA, which costs 11 abilities. 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.
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 a number of skill ranks equal to 6 plus his Intelligence modifier. 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 provisional +2 bonus to a skill. This ability can be chosen multiple times.
Summon Monster: 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 like a summon monster spell. Summomed creatures automatically return whence they came after 1 hour. A monster that has just been summoned cannot use ist own summon ability for 1 hour. The ruler can summon a total of monsters with a combined CR of his own modified CR-10, and automatically succeed. 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.
Telepathy: The planar ruler can communicate telepathically with any creature within 100 ft. that has a language.
Template Infusion: 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, 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.
(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 10 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.
 
Last edited:

log in or register to remove this ad

Not bad and very innovative. It allows for a designer/creator to build precisely what s/he wants.

How much time do we expect it would take for someone to build a Lord of the Nine using this though? In the end, it requires a great deal of calculation to create a high-level Planar ruler. The requirement to add abilities (which is nice in that you describe clearly what can be attained) based upon each Hit Die of the base creature (is this also the case for advanced creatures?) would require a lot of time and lots of picking and choosing.

Like I said, this is not bad, but I'm not the master of mechanics, so there may be other things I didn't notice. I still firmly believe that each "Planar Lord type" requires its own set of templates, but I don't think this is a bad start.

Why don't you build your Dispater or Bael or something using your template. I found that to be the best way to determine how useful the template is and how much it needs to be adjusted. Let's compare notes!
 

ooh, i likee. :)
it's nice, looks like i can use it on just about anything. serge's template has its limitations in that regard, but i'd say it's definitely well-geared towards producing the devil lords it was meant to create. when i get a chance, i'll have to try both of these templates out. :)
 

Hello, The Serge and BOZ!

Not bad and very innovative. It allows for a designer/creator to build precisely what s/he wants.
That was the intention. :)

How much time do we expect it would take for someone to build a Lord of the Nine using this though? In the end, it requires a great deal of calculation to create a high-level Planar ruler.
Time-consuming? Possibly. For a Lord of the Nine, I'd say that the template should be applied five times. Calculations shouldn't figure too strongly into the creation process.

The requirement to add abilities (which is nice in that you describe clearly what can be attained) based upon each Hit Die of the base creature (is this also the case for advanced creatures?) would require a lot of time and lots of picking and choosing.
Yes, advanced creatures gain abilities based on their advanced Hit Dice. But remember that you only get a limited amount of initial spell-like abilities, and several rulers propably want more than that. This reduces some of the abilities available.

Like I said, this is not bad, but I'm not the master of mechanics, so there may be other things I didn't notice. I still firmly believe that each "Planar Lord type" requires its own set of templates, but I don't think this is a bad start.
That is propably a question of taste. :)

Why don't you build your Dispater or Bael or something using your template. I found that to be the best way to determine how useful the template is and how much it needs to be adjusted. Let's compare notes!
I'll see what I can do. I'll grab your templates and rulers and look at them more closely.
I do have three planar rulers, and two of them are already fit for posting (a hellish ruler, and a celestial paladin).

ooh, i likee.
Thanks! :)

serge's template has its limitations in that regard, but i'd say it's definitely well-geared towards producing the devil lords it was meant to create.
Yes, the Serge's templates are very good at modelling the devil lords. I never contested that. It's just that I like a more flexible approach.
 


Krishnath said:
That has got to be the biggest template post I have ever seen. So much text it's mindboggeling. But I like it. :D
Thanks! :)

You know, the scary thing is ... what if I have forgotten abilities that would make so much sense that they should be in the list! :eek: It would get even longer!
 

Knight Otu said:
Hello, The Serge and BOZ!

I'll see what I can do. I'll grab your templates and rulers and look at them more closely.
I do have three planar rulers, and two of them are already fit for posting (a hellish ruler, and a celestial paladin).

My lord.

If you look at the templates, know that I've made some adjustments. Namely, the Lords have a Hellish Aura (or whatever I called it) is 900 feet. I took advantage of my Diabolical Metamorphosis and reduced Dispater's Str to something more reasonable.

I don't think I need to make any changes for the Arch-Devils or Dukes of Hell.

The reason I'm suggesting this is not to say who's better or worse (that's completely subjective), but to see how the templates compare in conferring power, provide consistency/balance relative to similarly powered beings, and to test how well they work. Not sure if you saw it, but Rule of Three posted his Dispater a few hours before I posted mine and, while they are similar in some respects, (they are close with DR, SR, Attk... although his has very high saves since his Dispater's a Blackguard), they carried a different flavor.

Anyway, look forward to seeing it! Good job!
 

Here is one of the planar rulers I created with the template. He has no basis in mythology or other games (as far as I know).

Ishmadiel, Lord of the Ashen Pit (Baatezu)
Ishmadiel is a half-fiend human fighter 20.
Large Outsider (Evil, Lawful)
Hit Dice:
10d8+110+20d10+220 (610 hp)
Initiative: +11 (+7 Dex, +4 Improved Initiative)
Speed: 30 ft., fly 120 ft. (perfect)
AC: 42 (-1 Size, +5(+7) Dex, +5 natural, +5 shield [+3 mithral reflection large shield], +8 armor [+5 heavy fortification studded leather], +5 deflection, +5 insight)
Attacks: Huge +5 flaming burst lawful unholy greatsword +45/+40/+35/+30 melee; or 4 claws +45 melee, 1 bite +42 melee; or Ruinous Touch +45 melee touch
Damage: Huge +5 flaming burst lawful unholy greatsword 2d8+29 plus 1d6 fire (plus 2d6 against chaotic or good; or plus 4d6 against chaotic good) (plus 1d10 fire on a critical hit); claw 1d6+15, bite 1d8+7; Ruinous Touch 30d6
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, ashen touch, call baatezu
Special Qualities: Darkvision 60 ft., Baatezu qualities, resistance to electricity 20, DR 40/+7, SR 41, turn resistance +4, planar ruler abilities, enhanced ability scores, template infusion
Saves: Fort +36, Ref +32, Will +31
Abilities: Str 41, Dex 25, Con 33, Int 24, Wis 23, Cha 27
Skills: Bluff +29, Concentration +36, Diplomacy +35, Intimidate +35, Knowledge (arcana) +27, Knowledge (the planes) +34, Knowledge (religion) +28, Listen +33, Profession (general) +31, Search +27, Sense Motive +30, Spellcraft + 31, Spot +33
Feats: Alertness, Cleave, Combat Reflexes, Expertise, Flyby Attack, Great Cleave, Great Fortitude, Improved Initiative, Improved Critical (greatsword), Iron Will, Leadership, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Diplomacy), Skill Focus (Intimidate), Skill Focus (Knowledge (The planes)), Weapon Focus (Claw), Weapon Focus (greatsword), Weapon Focus (touch), Weapon Specialization (greatsword)
CR: 31
Alignment: Lawful evil
This four armed, red-skinned fiend rules over a large hellish pit filled with ashes and fire as well as metallic bars and plates, creating a strangely mazelike structure which non the less follows a certain logic. He usually carries a huge, fiery greatsword and a large mithral shield, while wearing a heat-proof studded leather armor. Two pairs of batlike wings grow from his back, granting him a surprising elegant flying stile. His fourth hand, which at first glance seems harmless and almost out of place, actually is his most dangerous weapon, as he can use it to channel the True Flame through it, which can even kill creatures immune to fire. He usually reserves it as a punishment, but if neccessary, he will use it to attack.
Legends state that once he was actually a mortal with a devilish parent, but if so, he managed to purge the mortal part of his body so that he is a pure fiend.
Spell-like Abilities (Sp): At will - Deeper Darkness, Dominate Person, Gate, Plane Shift, Wish; 3/day - Darkness, Poison, Unholy Aura; 1/day - Antimagic Field, Banishment, Blasphemy, Burning Hands, Calm Emotions, Contagion, Create Undead, Desecrate, Dictum, Dispel Chaos, Dispel Good, Elemental Swarm (fire elementals only), Fire Seeds, Fire Shield, Fire Storm, Hold Monster, Horrid Wilting, Incendiary Cloud, Magic Circle against Chaos, Magic Circle against Good, Order?s Wrath, Produce Flame, Protection from Chaos, Protection from Good, Shield of Law, Summon Monster IX (evil and/or law only), Telekinesis, Unhallow, Unholy Blight, Wall of Fire. These abilities are as the spells cast by a 20th level sorcerer. In addition, Ishmadiel can cast a Fireball at will as a free action (but no more than once per round) that deals 60 + 5d6 points of fire damage instead of the normal damage. Otherwise, this ability work like the spell of the same name. Save DCs are 18 + spell level.
Ashen Touch (Sp): As a full round action, Ishmadiel can power his fourth, weaponless hand with a destructive force, the so-called True Flame, dealing 30d6 points of raw damage on a successful melee touch attack. The victim feels as though it is heated up from the inside, even though it takes no fire damage, and it?s skin (or equivalent surface) cracks open reveling gleaming veins seemingly made of molten rock. Despite appearences, the damage is neither energy damage nor weapon damage, and thus is not subject to any type of resistance. Any creature reduced to or below -10 hp (or any Undead, object or Construct reduced to or below 0 hp) is utterly destroyed, leaving only ashes. Ishmadiel can affect up to a 10-ft.cube of non-living matter. Ishmadiel can only use this ability once per turn. The Ruinous Touch even works against magical matter, energy fields and force effects as if it were a disintegrate spell.
Call Baatezu (Sp): Three times per day, Ishmadiel can automatically call 21 lemures, three osyluths, three barbazu, three erinyes, two hamatula, two cornugons, one gelugon or one pit fiend, or any other combination of baatezu whose CRs add up to a total of 21. The called creatures remain for one hour. Since they were called as opposed to being summoned, the baatezu can use their own summoning ability.
He could also call up to 42 knockers, 21 herlekins, 21 whiptails, seven ice stalkers, seven strigae, five hellwardens, five spinders, four bulugon, four soulsniffers, four vierhaanders, three asakku, three chamagon, three gladiatrixes, three pain mistresses, two distenders, two enforcers of Dis, two faceless, two keres, one ashmede, one magugon or one oubliette. These baatezu are from Legions of Hell.
He could also call up to four white abishai, four black abishai, three green abishai, three blue abishai or two red abishai. These baatezu are from Monsters of Faerun.
He could also call up to five spinagons or two narzugons. These baatezu are from Manual of the Planes.
Baatezu Qualities (Ex/Su): Baatezu are imune to fire and poison, have cold and acid resistance 20, can perfectly see in darkness, even that created by Deeper Darkness spells, and can communicate telepathically with any creature within 100 feet that has a language. The two latter abilities are supernatural, the two former are extraordinary.
Enhanced Ability Scores: Ishmadiel used Wish spells to increase his Strength, Constitution, Wisdom and Charisma by 5 each.
Template Infusion (Su): Ishmadiel may apply any template that is linked to evil, law, destruction or fire 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 2, nor may he apply multiple templates if that would increase the creature?s CR by more than 2.
Planar Ruler Abilities (Ex): As a planar ruler, Ishmadiel benefits from various benefits. These abilities vary for each ruler, and Ishmadiel possesses the following abilities: Maximum hit points, outsider saves, and a +4 bonus to all saving throws. Like all planar rulers, he gains a +4 bonus to all skill checks and is also unaging and unique. He also possesses other abilities, but these are already included in the above writeups.

Planar Ruler Abilities (Ex): Maximum Hit Points, Changed Size (Large), Extra Spell-Like Abilities*12, Extra Spell-Like Abilities*6 (for Ruinious Touch), Improved Damage Resistance 30/+5(4 abilities), increased speed (flight)*3, 2 extra natural weapons (1 ability - 2 arms/claws), See in Darkness, fire resistance 80 (4 abilities), fire immunity, Telepathy, Summon baatezu, Call Baatezu, improved saves*4, Outsider Saves*2 (Reflex and Will), Template Infusion +2 (3 abilities), Improved Maneuverability, Extra Calling *2, Improved Charisma*2, Improved Constitution *2, Improved Strength *2, 10 outsider hit dice (5 abilities).

I just noticed that I removed the more exhaustive list of planar ruler abilities from this writeup. I'll get it and edit it in some time later.
Edit: Added The list of planar ruler abilities.
 
Last edited:

:confused:
Not sure what you are referring to?

If you look at the templates, know that I've made some adjustments. Namely, the Lords have a Hellish Aura (or whatever I called it) is 900 feet. I took advantage of my Diabolical Metamorphosis and reduced Dispater's Str to something more reasonable.
I'll keep it in mind.

I don't think I need to make any changes for the Arch-Devils or Dukes of Hell.
I don't think that I have implied that you should?
They are certainly very good for their job. :)

The reason I'm suggesting this is not to say who's better or worse (that's completely subjective), but to see how the templates compare in conferring power, provide consistency/balance relative to similarly powered beings, and to test how well they work.
Of course. :)

Not sure if you saw it, but Rule of Three posted his Dispater a few hours before I posted mine and, while they are similar in some respects, (they are close with DR, SR, Attk... although his has very high saves since his Dispater's a Blackguard), they carried a different flavor.
You mean on the WotC boards, right? I'll take a look at it. :)

Anyway, look forward to seeing it! Good job!
Thanks. :)
 

Knight Otu said:

:confused:
Not sure what you are referring to?
Heh. You refer to yourself as "Knight Otu," so I will usually great you as "My lord." I greet a poster named ruleslawyer as counselor.

Sorry if that stumped you.

Knight Otu said:

I don't think that I have implied that you should?
They are certainly very good for their job. :)
No! No, I just stated that in case you were thinking that there were pending adjustments for those two templates, that's all.

Knight Otu said:

You're welcome!
 
Last edited:

Remove ads

Top