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The Guardians
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<blockquote data-quote="monboesen" data-source="post: 3806675" data-attributes="member: 4647"><p>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.</p><p></p><p>Guardian CR High!!</p><p>hp 345 (30 HD)</p><p> </p><p>N medium outsider (air, earth, fire or water) divine rank 0</p><p>Init +7; Senses darkvision 60 ft., Listen +40, Spot +40</p><p>Languages Choose 8</p><p> </p><p>AC 37, touch 24, flat-footed 23; (+7 Dex, +13 natural, +7 deflection)</p><p>Immune (air, earth, fire or water)</p><p>Fort +19, Ref +19, Will +19 </p><p> </p><p>Speed 60 ft. (12 squares)</p><p>Melee weapon +32/+27/+22/+17 (damage weapon +7)</p><p>Base Atk +25; Grp +32</p><p>Spell-Like Abilities (CL 20th):</p><p>At will – any spell with an (air, earth, fire or water) descriptor. Save DC 17 + spell level.</p><p> </p><p>Abilities Str 25, Dex 25, Con 25, Int 25, Wis 25, Cha 25</p><p>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.</p><p>Feats 10 feats</p><p>Skills Listen +40, Spot +40. 13 other skills at 33 ranks.</p><p> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p></p><p></p><p>Lets look at the fire version of your guardian.</p><p></p><p>Guardian CR High!!</p><p>hp 345 (30 HD)</p><p> </p><p>N medium outsider (fire) divine rank 0</p><p>Init +11; Senses darkvision 60 ft., Listen +40, Spot +40</p><p>Languages ignan, abyssal, celestial, draconic, aquan, auran, terran, infernal</p><p> </p><p>AC 37, touch 24, flat-footed 23; (+7 Dex, +13 natural, +7 deflection)</p><p>Immune fire</p><p>Fort +19, Ref +19, Will +19 </p><p> </p><p>Speed 60 ft. (12 squares)</p><p>Melee Greatsword +34/+29/+24/+19 (2d6+12/17-20*2)</p><p>Base Atk +25; Grp +33</p><p>Spell-Like Abilities (CL 20th):</p><p>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.</p><p> </p><p>Abilities Str 27, Dex 25, Con 25, Int 25, Wis 25, Cha 25</p><p>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.</p><p>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). </p><p>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.</p></blockquote><p></p>
[QUOTE="monboesen, post: 3806675, member: 4647"] 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. [/QUOTE]
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