Sahak of the nine colors! Spells and stuff.

Once again, good night. Its actually a good thing that you arent online all night, gives me the rest of the night to work on stuff....

She walked into his office like a centipede with 98 missing legs, growing on him like she was a colony of E. coli and he was room-temperature British beef.
Meanwhile, the little boat gently drifted across the pond exactly the way a bowling ball wouldn't.
 
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Yeah, this is beginning to look less like an "Archmage of the Month" and beginning to look more like "Archmage of the Year" project instead.... Anyways, ill look into SBG in the weekend, trying to come up with some good stuff :)

Think he´s shaping up good though, some good items / spells / guardians he´s got. Very unique wizard (which was the intention of the project).
 


I have some ideas for the Citadel that I wrote down last night...

First of all, some Basic Assumptions...

* It doesn't need any SBG modifications that hinder climbing, since most enemies are assumed to by either flying or teleporting to reach to Stronghold.
* Alignment detection items / effects are of questionable value, since his enemies are equally likely to be good as opposed to evil.
* Traps / magic effects with low DC are virtually useless, since the biggest threat for his Stronghold is assumed to be small groups of relatively high-level opponents as opposed to great hordes of low-level opponents.
* It doesn't need any special protections against siege engines, as it isn't really a threat for a flying citadel.

Some Suggestions
* You could create sections of the Stronghold that have effects that target living creatures. Sahak has many minions which are Constructs, perhaps even some that are undead, which could control / patrol the area.
* You could, for example, create a special section of the basement that has a locked away Vampire, perhaps a previous intruder that Sahak captured. Intruders wouldn't know this and attempt to break into the given section, thus making them targets of the Vampire. (The good thing about it being a Vampire, is that a Vampire that is deprived of Blood will not be commandable, but it will attack anything thats living. Other intelligent undead wouldn't do that. I know a... cough cough... good Template if ya need one).
* Perhaps Sahak has assisted an Elven Lord when his forest was attacked by orcs or other elf-hating brutes. The Elven Lord in return gave Sahak some especially made Elven Ballistas that guards the stronghold against flying enemies. Even though Sahak is evil, he's intelligent and diplomatic, so its not unlikely he would assist an Elven Lord, as an opportunity to gain a valuable ally.
* The Stronghold would probably have intelligent trap combinations. Example of this. A long hallway with poisonous traps that all deal Con damage. Crossbow traps, poisonous gas etc. In the end of the Hallway, a Symbol of Death or Stunning (which both require Fort saves). I used this previously against my players, they hated me, which must mean its effective. After all, Sahak DOESNT play fair) :)


I made another critter that might be suitable for trap maintenance.

Trap Minion
Tiny Construct
AL: Neutral
HD: 1d10 (5 hp)
Init: +2 (Dex)
Speed: Fly 40 ft. (Good)
AC: 15 (+2 size, +2 Dex, +1 Natural Armor)
Attack: None
Damage: None
Face/Reach: 0 ft. by 0 ft. / 0 ft.
Special Qualities: Invisibility
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 4, Dex 14, Con -, Int 14, Wis 10, Cha 10
Skills: Craft (Trapmaking) +10, Disable Device +8, Search +8

These minions are excellent for maintaining traps in their masters Stronghold. They fly around the Stronghold, avoiding suspicion by being invisible. Any traps that have been triggered are quickly repaired and reset by the small, spheroid minions.
The minions resemble small, floating spheres that have four tiny arms attached to them. This allows them to perform any Craft tasks at half speed.

Invisibility (Sl): At will, the minions can become Invisible as per the spell.
 

clay more there Invisibility power is a (Sp) [spell-like ability] and you need to give a caster level (So we know how long they need to do) maby put it at 10th caster level.
 

True Las. I was thinking that it should be the same as minimum required caster level, which I havent calculated yet (I havent even tried). I was typing it very fast, was at a netcafe with 2 minutes left of time :(
 

Clay_more: Those ideas are some good, I'll copy and past the ideas to notepad and take them into consideration when creating his lair.

Also, the caster level for the Invisibility would be 3. As a third level wizard is the lowest level one could be to cast Invisibility. ;)

As for additional ideas for traps:

A pit trap that lacks a bottom (opening below the 'tower'), with Otiluke's Dispelling Screen* at their end, both preventing creatures with magical flying to enter them, and as a nasty surprise for those unfortunate enough to fall into them. (Imagine a 3.000' pit trap)

Summoning traps! Summon Monster IX can summon some rather nasty opponents.

* Found in tome and blood.

Later,
 

One thing that came to mind though. He will probably need to have a greenhouse within his stronghold, for his Orchard. With a magical source of light etc. Otherwise, it will be a weak point (unless its filled with carnivorious plants, which it probably isn't) of the stronghold, since glass can easily be broken (I was thinking in the style of a few, well guarded entrances. No open courtyards etc.).

Anyways, are ya done creating the stats for the guy yet, are ya? huh? huh? are ya? huh?
 

As I said, he has an Arboreatum for his orchids, and I pity da foo' that tries to break into his 'tower' through the arboreatum's glass ceiling... (I have a nasty surprise in store for it's defense.)

As for his stats, I've been busy during the weekend, very busy. But I'll have his stats by the end of this week. I promise. :D
 

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