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Sathar Sorcerer
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<blockquote data-quote="Garnfellow" data-source="post: 1796484" data-attributes="member: 1223"><p>The Sathar were a villainous race of wormlike aliens from the old <em>Star Frontiers</em> game. I understand that 2nd Edition AD&D’s <em>Spelljammer Monstrous Compendium</em> had an interpretation of the Sathar in which they were renamed Syllix. And now Wizards of the Coast just published a 3e version of the Sathar in <a href="http://www.wizards.com/default.asp?x=d20modern/article/20040928a" target="_blank">a d20 Future web enhancement</a>. </p><p></p><p>Anyway, even though I’ve never played Star Frontiers, Spelljammer, or d20 Future, it is pretty clear from the web enhancement that a Sathar would make a pretty cool D&D sorcerer. And thanks to the sweet portability of d20 system, I’ve made that happen.</p><p></p><p>I’m currently running a wild and wooly, anything-goes retro campaign, and I think this NPC might show up in the not-to-distant future. Maybe when the PCs have to lead an expedition into the Barrier Peaks...</p><p></p><p>=====</p><p></p><p><strong>Sirran Maat:</strong> male Sathar Sor 10; CR 10; Medium Aberration; HD 10d4+30; hp 57; Init +3; Spd 20 ft; AC 15, touch 10, flat-footed 15; BAB +5; Grp +5; Atk/Full Atk +6 melee (1d4/19-20, masterwork dagger) or +5 ranged (1d8/19-20, masterwork light crossbow); SA spells, transfixing gaze; SQ acute vision, darkvision 60 ft, electricity resistance 15, influence, stun immunity; AL LE; SV Fort +6, Ref +2, Will +8; Str 11, Dex 8, Con 16, Int 13, Wis 12, Cha 20.</p><p></p><p><em>Skills:</em> Bluff +18, Concentration +12, Knowledge (arcana) +10, Spellcraft +9, Spot +9.</p><p></p><p><em>Feats:</em> Combat Casting, Combat Expertise, Eschew Materials, Improved Initiative.</p><p></p><p><strong>Transfixing Gaze (Ex):</strong> Other races find Sirran Maat’s gaze especially distracting. Sirran Maat may use a full-round action to stun a single target within 30 feet for 1 round. The target may make a DC 20 Will save to resist this effect.</p><p></p><p><strong>Acute Vision:</strong> Sirran Maat’s double pupils give it a wide range of vision, allowing it to see objects in front of it and to either side simultaneously. This visual enhancement grants a sathar a +8 bonus on Spot checks.</p><p></p><p><strong>Electricity Resistance 15 (Ex):</strong> Sirran Maat’s rubbery skin insulates it from electrical attacks. Sirran Maat ignores the first 15 points of electricity damage from any attack that delivers such.</p><p></p><p><strong>Influence (Su):</strong> Sirran Maat may attempt to influence another creature in a noncombat situation by making a Bluff check opposed by the target’s Sense Motive check. The attempt automatically fails if Sirran Maat or its allies threaten or attack the subject or if Sirran Maat cannot speak the subject’s language. If Sirran Maat wins the opposed check, the target automatically carries out any instructions the sathar gives it that do not involve activities to which it is fundamentally opposed. Sirran Maat must win an opposed Charisma check to convince the subject to do anything it wouldn’t ordinarily do. This ability does not allow Sirran Maat to control the hypnotized creature as if it were an automaton, but the subject is highly receptive to the sathar’s suggestions. A hypnotized creature never obeys suicidal orders. An influence attempt requires 10 minutes alone with the subject.</p><p></p><p><strong>Stun Immunity (Ex):</strong> Sirran Maat is immune to stunning attacks and effects.</p><p></p><p><em>Spells Known</em> (6/8/7/7/6/4, DC15 + spell level): 0—<em>dancing lights, daze, detect magic, ghost sound, light, mage hand, message, prestidigitation, touch of fatigue</em>; 1—<em>charm person, color spray, disguise self, shield, sleep</em>; 2—<em>blur, darkness, detect thoughts, minor image</em>; 3—<em>dispel magic, hold person, suggestion</em>; 4—<em>charm monster, crushing despair</em>; 5—<em>dominate person</em>.</p><p></p><p><em>Physical Description:</em> Sirran Maat is a long, wormlike creature with a segmented body resembling that of an earthworm. Its cylindrical body is crowned with a circular head that tapers toward a round mouth ringed with sharp teeth. It has a large, ovoid eye with two pupils on either side of its head, and two pits that serve as a nose. Roughly 3 feet below the head, four tentacles sprout from its body, two on each side. The first two tentacles are slender, and each ends in four smaller, fingerlike tentacles. The second pair of tentacles is stronger and slightly longer, and each of these ends in a paddlelike pad. The larger pair is used for heavy lifting, while the slender pair is used for detailed work or for holding weapons. Sirran Maat’s skin is yellow colored and coated with a shiny, clear slime. Its tentacles are colored yellow with a slight greenish tint, and its underbelly is a pale shade of pink.</p><p></p><p><em>Personality Traits:</em> Cruel, calculating, and domineering,</p><p></p><p><em>Possessions:</em> <em>amulet of natural armor +2</em>, <em>bracers of armor +3</em>, <em>ring of protection +1</em>, potion of <em>fly</em>, potion of <em>eagle’s splendor</em>, potion of <em>protection from arrows 10/magic</em>, masterwork light crossbow, 50 crossbow bolts, masterwork dagger, 8 gp.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1796484, member: 1223"] The Sathar were a villainous race of wormlike aliens from the old [i]Star Frontiers[/i] game. I understand that 2nd Edition AD&D’s [i]Spelljammer Monstrous Compendium[/i] had an interpretation of the Sathar in which they were renamed Syllix. And now Wizards of the Coast just published a 3e version of the Sathar in [url=http://www.wizards.com/default.asp?x=d20modern/article/20040928a]a d20 Future web enhancement[/url]. Anyway, even though I’ve never played Star Frontiers, Spelljammer, or d20 Future, it is pretty clear from the web enhancement that a Sathar would make a pretty cool D&D sorcerer. And thanks to the sweet portability of d20 system, I’ve made that happen. I’m currently running a wild and wooly, anything-goes retro campaign, and I think this NPC might show up in the not-to-distant future. Maybe when the PCs have to lead an expedition into the Barrier Peaks... ===== [b]Sirran Maat:[/b] male Sathar Sor 10; CR 10; Medium Aberration; HD 10d4+30; hp 57; Init +3; Spd 20 ft; AC 15, touch 10, flat-footed 15; BAB +5; Grp +5; Atk/Full Atk +6 melee (1d4/19-20, masterwork dagger) or +5 ranged (1d8/19-20, masterwork light crossbow); SA spells, transfixing gaze; SQ acute vision, darkvision 60 ft, electricity resistance 15, influence, stun immunity; AL LE; SV Fort +6, Ref +2, Will +8; Str 11, Dex 8, Con 16, Int 13, Wis 12, Cha 20. [i]Skills:[/i] Bluff +18, Concentration +12, Knowledge (arcana) +10, Spellcraft +9, Spot +9. [i]Feats:[/i] Combat Casting, Combat Expertise, Eschew Materials, Improved Initiative. [b]Transfixing Gaze (Ex):[/b] Other races find Sirran Maat’s gaze especially distracting. Sirran Maat may use a full-round action to stun a single target within 30 feet for 1 round. The target may make a DC 20 Will save to resist this effect. [b]Acute Vision:[/b] Sirran Maat’s double pupils give it a wide range of vision, allowing it to see objects in front of it and to either side simultaneously. This visual enhancement grants a sathar a +8 bonus on Spot checks. [b]Electricity Resistance 15 (Ex):[/b] Sirran Maat’s rubbery skin insulates it from electrical attacks. Sirran Maat ignores the first 15 points of electricity damage from any attack that delivers such. [b]Influence (Su):[/b] Sirran Maat may attempt to influence another creature in a noncombat situation by making a Bluff check opposed by the target’s Sense Motive check. The attempt automatically fails if Sirran Maat or its allies threaten or attack the subject or if Sirran Maat cannot speak the subject’s language. If Sirran Maat wins the opposed check, the target automatically carries out any instructions the sathar gives it that do not involve activities to which it is fundamentally opposed. Sirran Maat must win an opposed Charisma check to convince the subject to do anything it wouldn’t ordinarily do. This ability does not allow Sirran Maat to control the hypnotized creature as if it were an automaton, but the subject is highly receptive to the sathar’s suggestions. A hypnotized creature never obeys suicidal orders. An influence attempt requires 10 minutes alone with the subject. [b]Stun Immunity (Ex):[/b] Sirran Maat is immune to stunning attacks and effects. [i]Spells Known[/i] (6/8/7/7/6/4, DC15 + spell level): 0—[i]dancing lights, daze, detect magic, ghost sound, light, mage hand, message, prestidigitation, touch of fatigue[/i]; 1—[i]charm person, color spray, disguise self, shield, sleep[/i]; 2—[i]blur, darkness, detect thoughts, minor image[/i]; 3—[i]dispel magic, hold person, suggestion[/i]; 4—[i]charm monster, crushing despair[/i]; 5—[i]dominate person[/i]. [i]Physical Description:[/i] Sirran Maat is a long, wormlike creature with a segmented body resembling that of an earthworm. Its cylindrical body is crowned with a circular head that tapers toward a round mouth ringed with sharp teeth. It has a large, ovoid eye with two pupils on either side of its head, and two pits that serve as a nose. Roughly 3 feet below the head, four tentacles sprout from its body, two on each side. The first two tentacles are slender, and each ends in four smaller, fingerlike tentacles. The second pair of tentacles is stronger and slightly longer, and each of these ends in a paddlelike pad. The larger pair is used for heavy lifting, while the slender pair is used for detailed work or for holding weapons. Sirran Maat’s skin is yellow colored and coated with a shiny, clear slime. Its tentacles are colored yellow with a slight greenish tint, and its underbelly is a pale shade of pink. [i]Personality Traits:[/i] Cruel, calculating, and domineering, [i]Possessions:[/i] [i]amulet of natural armor +2[/i], [i]bracers of armor +3[/i], [i]ring of protection +1[/i], potion of [i]fly[/i], potion of [i]eagle’s splendor[/i], potion of [i]protection from arrows 10/magic[/i], masterwork light crossbow, 50 crossbow bolts, masterwork dagger, 8 gp. [/QUOTE]
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