The Guardians

Aleolus

First Post
OK, here are some guys I've had in my head for a different system for a while, and am converting over to D&D. I'm figuring on posting them in the People and Places forum, after they get fixed up to the point they'd be acceptable.

The Guardians
Medium Outsiders (Fire, Water, Earth or Wind)
HD: 30d8 (145hp)
All ability scores are 25
Regeneration 10
Alignment of True Neutral
All possess a Divine Rank of 0
Regardless of HD, The Guardians possess an Effective Caster Level of 20, except as noted below

These creatures were created when the Material Plane was, and were tasked with guarding and protecting the material plane. One was born from each of the four elements; Fire, Water, Wind, and Earth, and bears complete control over their element. They each appear as adult humans, wearing robes bearing the motif of their element. The only factor that distinguishes them from each other is their eyes and hair, each of which closely resembles their element of creation. Fire has eyes of solid red, and naturally spiky orange hair; Water has solid blue eyes, and blue wavy hair; Earth has solid brown eyes and brown, flat hair; and wind has solid gray eyes and flowing gray hair. They all possess the following special abilities

Control Element: Each of the Guardians can control the element that they were created out of at will, regardless of hindrance. They can emulate any spell that has that elemental descriptor as a supernatural ability, and can create any other effect with that element that they want.
Elemental absorption: Whenever one of the guardians would take damage from their elemental source, they are instead healed for an amount of health equal to the normal damage of the spell.
Regeneration: Only the element that opposes theirs deals lethal damage to a Guardian. This means that Fire only takes lethal damage from Ice attacks, Earth from Sonic, Water from Fire, and Wind from Acid.
Outsider Traits. Each Guardian is an Outsider, native to the elemental plane that matches their element. For instance, Fire is an Outsider of the Fire plane.
Variable Caster Level: When one of the Guardians is in a natural location or situation that closely matches or opposes their element, their caster level changes accordingly. While on the material plane, in a location that promotes their element, their effective Caster Level increases by 50%. While on the elemental plane that matches their element, it doubles. They also have circumstances they avoid whenever possible, not because they harm them, but because they weaken them. When in a location on the material plane that hinders or opposes their element, their effective caster level is reduced by half. While on the elemental plane that opposes their element, their effective caster level is 5. For instance, if Fire were in the middle of a forest fire, or a desert, his effective caster level would be 30, instead of 20, but if at sea, or in the rain, it drops to 10. While on the elemental plane of Fire, his effective caster level is 40, while on the plane of Water, it would be 5.
Mutable Form: Because their bodies are not physical, in the typical sense of the word, each of them may choose to alter one ability score whenever they reform their body, so long as the final score is within 2 points of the original score, either higher or lower. Each one has one ability they can change, which varies between them. Fire can alter his Strength, Wind his Dexterity, Earth his Constitution, and Water his Charisma.
Dimention shift: Each of the guardians can shift to their native plane of existance at will, and to any other plane 6 times per day.
 
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Aleolus said:
Control Element: Each of the Guardians can control the element that they were created out of at will, regardless of hindrance. They can emulate any spell that has that elemental descriptor as a supernatural ability, and can create any other effect with that element that they want.

Just how unlimited is this? Is it restricted/enhanced by the Variable caster level at all?
Being able to cast an unlimited number of Meteor Swarm (fire), Storm of Vengeance (air) or Elemental Swarms(all) is extremely potent.
Constructing a list of all PHB spells with a elemental discriptor of Fire, Water, Air and Earth would be important to being able to run the Guardians. You could give them Spell focus and Greater Spell Penetration with these spells

You do not identified what kind of casters they are I would guess cleric or Sorcerer but they could be any type. (Even more confounding they wouldn't necessaryly all have to be the same.)

I am curious for a little fluff about how you feel these individuals interact with each other. Do they work together defending the Material Plane? Or are there relationships just a little antagonistic. Are they able to appear like any race, if so which forms do they preffer. Are they hermits or heavily involved in the affairs of men? I realize that this is really up to the DM but you must have thoughts on them.
 

Sorry forgot to mention, How exactly do you handle dismissal spells against semi-deities. I havn't really looked into it and maybe I should but how likely our opponents of these Guardians able to simply cast one spell and remove them from the combat?
 

Aleolus said:
HD: 30d8 (145hp)
All ability scores are 25
Your HP are off by 200.

Aleolus said:
the four elements; Fire, Water, Wind, and Earth
As I'm sure you're aware, there is no "Wind" element. You mean "Air". :)

Aleolus said:
Control Element: Each of the Guardians can control the element that they were created out of at will, regardless of hindrance. They can emulate any spell that has that elemental descriptor as a supernatural ability, and can create any other effect with that element that they want.
List of possible effects, please! At least some examples.

Aleolus said:
Elemental absorption: Whenever one of the guardians would take damage from their elemental source, they are instead healed for an amount of health equal to the normal damage of the spell.
There are no damage types called "Earth", "Water" or "Air" in 3.5e, though those do exist in MC's Arcana Evolved.

Aleolus said:
Regeneration: Only the element that opposes theirs deals lethal damage to a Guardian. This means that Fire only takes lethal damage from Ice attacks, Earth from Sonic, Water from Fire, and Wind from Acid.
Earth is quite powerful, then, given the rarity of Sonic damage in Core. Likewise for Air (to a lesser degree). Water totally sucks.

Aleolus said:
Mutable Form: Because their bodies are not physical, in the typical sense of the word, each of them may choose to alter one ability score whenever they reform their body, so long as the final score is within 2 points of the original score, either higher or lower. Each one has one ability they can change, which varies between them. Fire can alter his Strength, Wind his Dexterity, Earth his Constitution, and Water his Charisma.
... why would anything that could be stronger, tougher, quicker or sexier EVER choose to lower that attribute? Seriously, what's the point of this ability?

Cheers, -- N
 

For their elemental control, it's only limited by how well that element can be used. Meaning, Earth wouldn't be much use in midair, Fire would be useless somewhere without oxygen, water would be powerless if he didn't have access to hydrogen and oxygen, and Wind wouldn't be able to do anything in a vacuum.

And for Banishing effects and so forth, they're immune.
 

Oh, and they get along like brothers. They treat each other well, but they work on their own mostly. Only when they're up against someone they can't deal with on their own do they call for help.

Also, added in a couple things I forgot. Wind, the Air one, is associated with Sonic damage, and Earth with acid.

As for their Mutable Form, they do it more to blend in than anything else.

And for their elemental control, they really can do whatever they want, so long as they only use that element. Wind can create razor gusts of air to slash through things, or sonic waves so deep to mess up a creature's inner ear. Earth, however, can create and hurl boulders, spikes of stone, or create a giant wall to deflect incoming attacks. Really, their only limitations are their imagination.
 

Really, their only limitations are their imagination.

But aren't their power then only limited by YOUR imagination? (if so you don't really need any game stats. When encountered they do what they want and win).


Could you elaborate a bit about what role these godlike beings have in your game. Are they meant to be encountered by players. As opponents? As allies?
 

If you have been away from D&D you may not quite grasp the actual power of the guardians as you have described them so far. Here is a more complete stat block from your initial description.

Guardian CR High!!
hp 345 (30 HD)

N medium outsider (air, earth, fire or water) divine rank 0
Init +7; Senses darkvision 60 ft., Listen +40, Spot +40
Languages Choose 8

AC 37, touch 24, flat-footed 23; (+7 Dex, +13 natural, +7 deflection)
Immune (air, earth, fire or water)
Fort +19, Ref +19, Will +19

Speed 60 ft. (12 squares)
Melee weapon +32/+27/+22/+17 (damage weapon +7)
Base Atk +25; Grp +32
Spell-Like Abilities (CL 20th):
At will – any spell with an (air, earth, fire or water) descriptor. Save DC 17 + spell level.

Abilities Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25
SQ Regeneration 10. DR 10/Epic. SR 32. Immune to polymorphing, petrification or any other attack that alters its form. Immune to energy drain, ability drain, or ability damage. Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Elemental absorbtion. Mutable form. Dimension shift.
Feats 10 feats
Skills Listen +40, Spot +40. 13 other skills at 33 ranks.


Control Element: Each of the Guardians can control the element that they were created out of at will, regardless of hindrance. They can emulate any spell that has that elemental descriptor as a supernatural ability, and can create any other effect with that element that they want.

Elemental absorption: Whenever one of the guardians would take damage from their elemental source, they are instead healed for an amount of health equal to the normal damage of the spell.

Regeneration: Only the element that opposes theirs deals lethal damage to a Guardian. This means that Fire only takes lethal damage from Ice attacks, Earth from Sonic, Water from Fire, and Wind from Acid.

Outsider Traits. Each Guardian is an Outsider, native to the elemental plane that matches their element. For instance, Fire is an Outsider of the Fire plane.

Variable Caster Level: When one of the Guardians is in a natural location or situation that closely matches or opposes their element, their caster level changes accordingly. While on the material plane, in a location that promotes their element, their effective Caster Level increases by 50%. While on the elemental plane that matches their element, it doubles. They also have circumstances they avoid whenever possible, not because they harm them, but because they weaken them. When in a location on the material plane that hinders or opposes their element, their effective caster level is reduced by half. While on the elemental plane that opposes their element, their effective caster level is 5. For instance, if Fire were in the middle of a forest fire, or a desert, his effective caster level would be 30, instead of 20, but if at sea, or in the rain, it drops to 10. While on the elemental plane of Fire, his effective caster level is 40, while on the plane of Water, it would be 5.

Mutable Form: Because their bodies are not physical, in the typical sense of the word, each of them may choose to alter one ability score whenever they reform their body, so long as the final score is within 2 points of the original score, either higher or lower. Each one has one ability they can change, which varies between them. Fire can alter his Strength, Wind his Dexterity, Earth his Constitution, and Water his Charisma.

Dimension shift: Each of the guardians can shift to their native plane of existence at will, and to any other plane 6 times per day.




Lets look at the fire version of your guardian.

Guardian CR High!!
hp 345 (30 HD)

N medium outsider (fire) divine rank 0
Init +11; Senses darkvision 60 ft., Listen +40, Spot +40
Languages ignan, abyssal, celestial, draconic, aquan, auran, terran, infernal

AC 37, touch 24, flat-footed 23; (+7 Dex, +13 natural, +7 deflection)
Immune fire
Fort +19, Ref +19, Will +19

Speed 60 ft. (12 squares)
Melee Greatsword +34/+29/+24/+19 (2d6+12/17-20*2)
Base Atk +25; Grp +33
Spell-Like Abilities (CL 20th):
At will – Burning Hands, Continual Flame, Delayed Blast Fireball, Elemental Swarm, Explosive Runes, Fire Seeds, Fire Shield, Fire Storm, Fire Trap, Fireball, Flame Arrow, Flame Blade, Flame Strike, Flaming Sphere, Flaming Sphere, Heat Metal, Incendiary Cloud, Meteor Swarm, Planar Binding (Greater), Produce Flame, Quench, Scorching Ray, Shout, Summon Monster IX, Summon Nature’s Ally IX, Wall of Fire. Save DC 17 + spell level.

Abilities Str 27, Dex 25, Con 25, Int 25, Wis 25, Cha 25
SQ Regeneration 10. DR 10/Epic. SR 32. Immune to polymorphing, petrification or any other attack that alters its form. Immune to energy drain, ability drain, or ability damage. Immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Elemental absorbtion. Mutable form. Dimension shift.
Feats Quicken spell like ability (meteor swarm), spell focus (evocation), greater spell focus (evocation), Spell penetration, Power attack, Improved initiative, Combat expertise, Cleave, Weapon focus (greatsword), Improved critical (greatsword).
Skills Balance +42, Bluff +40, Climb +40, Concentration +40, Diplomacy +42, Hide +40, Intimidate +42, Jump +43, Knowledge (planes) +40, Listen +40, Move Silently +40, Search +40, Sense motive +40, Spot +40, Tumble +42.
 

...Looks about right, now that I think about it. Maybe I should specify that their Control Element ability does not change the element that they are using, meaning that fire still has to have something to burn, earth can't do anything somewhere without soil or rocks, and so forth. There has to be something for them to start with. And I'm thinking about just dropping their spell-like ability thing, and just saying that they can do whatever with their element. They also usually work alone, unless they find a challenge too great for them to overcome on their own. If that happens, then they usually first contact the Guardian whose element opposes theirs, and if that isn't enough, then they will contact the other two. When one calls out, the others are always willing to help, unless they are already embroiled in a historic event on their own.

They also all have traits that most people would consider flaws, but they are only present when alone, or with one of the two Guardians who does not oppose them. Two opposing Guardians who are acting together on the same issue find their "flaws" smoothed over, with two opposites countering each other.
Fire has a short temper and is somewhat brash
Water is forgiving to a fault, and overly kind
Earth is stubborn and hard-headed. If he decides on a course of action, the only way he can be deterred from it is if someone has a valid, obvious reason with pure, proven facts to back it up, and even then he only does so grudgingly.
Wind is somewhat flighty, though not cowardly. He simply tries to find the easiest way to do something, and if something proves difficult, he will back off to try to find an easier way.

They all also wander the world, only interfering if they feel an action or group threaten the entire material plane, or greater importance. Each is drawn to a particular type of area, except for Wind, who simply goes where the wind calls him. Wind is, therefore, the most likely for a group to encounter.
Fire is drawn to arid, dry areas, and areas where a group or persons passion for life or a goal flare brightly.
Water is drawn mostly to coastal areas, underwater areas, as well as events that will affect large bodies of water.
Earth is drawn to mountainous areas, though he feels at home most anywhere there is solid ground.

They also draw their power from their element, which means that they are rarely found somewhere without it. Fire tries to avoid going to cold areas, Water avoids arid areas when possible, and Earth never willingly goes to sea. Wind is claustrophobic, but manageably so, so he can go underground or into enclosed areas for a short while, he can't bear it for long, and he only does in times of dire need.

--EDIT--
As for how the party would meet them, typically it would be someone they run into who doesn't want to interfere, but will offer advice, and, while they let groups meet their own goals, they don't object to a slight amount of aid in overcoming unseen obstacles. They might be willing to travel with the party, as well, if the group can convince them their cause is worthwhile (meaning failure or success could meet their criteria for interfering, affecting a large portion of the Material plane, or multiple planes).

Also forgot to mention that each has telepathy with each other. However, if they are outside of 10 miles of any one of them, then they must use a medium of that ones element to communicate with him. Meaning, if Fire is more than 10 miles away from Earth, and Earth wants to talk with him, Earth has to build a small fire and use that to speak with him. Fire then senses that Earth wishes to speak with him, and picks up a handful of soil to speak back. Any one of them can grant the ability to communicate with them to other creatures that they desire, however the same rules for distance apply, and in that case the communication is one-way, usually to call for help. They only offer this to sentient beings who have earned their favor.
 
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