GoC
2008-02-08, 03:01 PM
Here's how I imagine Sauron in an E6 campaign.*
Sauron
Dark Lord of Mordor
Sauron has many forms but usualy appears as a 9ft tall humanoid clad in black armor.
Size/Type: Medium Outsider
Hit Dice: 11d8+44 (154 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 28 (+5 Dex, +8 fullplate, +5 natural), touch 15, flat-footed 23
Base Attack/Grapple: +11/+16
Attack: +1 Oversized Unholy Mace +18 melee (1d12+10)
Full Attack: +1 Oversized Unholy Mace +18/+18/+13/+8 melee (1d12+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Spellcasting
Special Qualities: Shapeshift, Rejuvination, Supreme will, Flaming body, Auras, SR 20, Immunity to cold, fire and electricity, energy resistance 10 to all other energy types, immune to mind affecting attacks, DR 10/magic
Saves: Fort +15, Ref +16, Will +21
Abilities: Str 20, Dex 20, Con 18, Int 18, Wis 16, Cha 26
Feats: Power Attack, Weapon Focus(Oversized Mace), Weapon Specialization(Oversized Mace), Forge Ring, Combat Expertise
Challenge Rating: 11
Spell-like abilities
At will-Quickened dispel magic; 1/day-Burning touch. CL 11. DCs are charisma based.
Shapeshift(Su)
This ability works like the spell Alter Self except Sauron can turn into creatures size small, medium or large of type giant, humanoid, monsterous humanoid, magical beast, dragon, animal, vermin (but not swarms) or undead. Sauron can no longer take forms pleasing to humanoids and takes a -10 penalty on diplomacy checks against them.
Flaming Body(Su)
Anyone within 10ft of Sauron takes 2d6 of fire damage (1d6 when Sauron wears armor) each round flaming body is active. Sauron can activate or deactivate this ability as a free action.
Rejuvination(Divine)
When Sauron is killed he turns into a ghost incapable of affecting the material plane and permanently gains one negative level. After spending 10d100 days as a ghost Sauron becomes corporeal and returns to the material plane (but keeps the negative level). The Ring of Power ignores negative levels when determining the bonuses it gives. Should the ring of power be destroyed and his number of negative levels equal his hitdie he won't be able to return to the material plane.
Supreme will(divine)
Sauron gains his charisma modifier as a bonus to will saves.
Spellcasting(Su)
Sauron casts spells as a 6th level sorcerer.
Auras
Desecrating Aura(Su)
Sauron can slowly corrupt the land around him. He corrupts 1 square mile of land near his abode per day he has spent there (as per the Desecrate spell). He also corrupts another 10 square miles of land per day to a lesser degree (only dead trees, barren lands, rotting grass, ect).
Antimagic Aura(Su)
Anyone within 100ft of Sauron must make a DC 22 caster level check in order to cast a spell. The caster recieves a +2 bonus to the check per level of the spell being cast.
Fear Aura(Su)
Any enemy who sees Sauron him must make a DC 23 will save or be affected by a fear effect as cast by an 11th level caster. Creatures with more than 5 hitdie are immune. Those who successfuly save are immune to Sauron's fear aura for 24 hours.
Equipment:
+1 unholy Mace 16000gp
Magical fullplate armor (gives DR 10/magic, no max dex, movement inhibition, spell failure chance or armor check penalty) 16000gp
Ring of Power (priceless but might sell for up to 400,000 gp):
The mighty ring of power is a mayor artifact that grants several powers to those you claim it. Claiming it requires that the ring be in the claimer's possession and that he pass a DC 20 willsave. Failure makes Sauron aware of the claimant. Should the ring be claimed Sauron is permanently killed (becomes an impotent ghost).
It grants the following powers to those who claim it:
-As a fullround action Sauron can exert his power through the ring to anyone wearing a ring of power. This acts like a Dominate Monster spell at DC 20. Once dominated a telepathic link is established and Sauron can issue orders to his thrall.
-The ring of power amplifies the wearers personal power by an immense amount. The wearer recieves a 50% enhancement increase in hitdie, saves, save DCs for spells and spell-likes, caster level and skill checks up to a maximum of a +4 increase (+8 for skillchecks). All the wielder's stats also recieve a +2 enhancement bonus. Sauron's stats already have these bonuses included.
-Greater Invisibility at will (but ethereal creatures can see you). People who are using the ring but haven't claimed it always go invisible when wearing it.
-The wearer can see the ethereal plane (whether or not they've claimed the ring).
-The wearer stops aging and can stop the aging of people, places or objects of his choice. Users who haven't claimed the ring stop aging but can't preserve other objects. Certain races are immune to this effect (DM decides which).
Anyone with the ring in his possession must make a willsave DC 10+3 per number of hitdie that would be increased should he claim it. This willsave must be repeated every week. The person with the ring may get bonuses to his willsave depending on his vulnerability to temptation. These bonuses are decided by the DM. On each failure the wearers alignment is shifted one step towards lawful evil.
In order to willingly give up the ring the wearer must make the same willsave. Willingly destroying the ring is virtualy impossible (requires a DC 40 willsave or complete immunity to mind affecting attacks).
Anyone who sees the ring desires it and must make a DC 5 willsave or immediatly try and take it. This save DC increases by 1 each week the person remains near the ring to a maximum of DC 10. After the initial save anyone near the ring only has to make their save once per week.
Tactics:
Sauron is a thinking villain and prefers using his genius level intelect and divine charisma to lead and inspire the armies that do his dirty work. He only enters combat if he has no other choice.
If he does attack he uses his superior speed to get into melee range and take advantage of his devastating Burning Touch or to full attack using his supernatural skill, strength and speed. He will counterspell any powerful spellcasters and let his antimagic field and SR absorb the rest.
Highly resilient and able to retreat should the battle turn against him he's capable of cutting large swaths through whole armies and kill even the mightiest of heroes with ease.
______________________________________________
Burning Touch
Evocation [Fire]
Level: Fire 6, Sor/Wiz 6
Components: S
Casting Time: 1 standard action
Range: touch
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes
The target of this spell takes 2d6 point of fire damage per caster level (maximum 30d6, fortitude halves). Any creature reduced to 0 hitpoints or less is instantly turned to cinders (like a disintegrate spell). A melee touch attack is required to hit.
______________________________________________
I've run into a few problems:
-Even with his displeasing form he still has a +21 to diplomacy! He could have converted most of the army of the Last Alliance to his side when they were besieging him!
-The rules governing the ring are very unwieldy and long.
-Antimagic Aura+SR+counterspelling makes him almost immune to magic leaving casters to watch from the sidelines while the fighters do all the work.
-I need help with Sauron's skills. Obviously he'll have max diplomacy (now intimidation), sense motive, craft(smithin) and knowledge(tactics) but what about the others?
Let me know if I've missed out any abilities, contradicted any canon or included an ability he doesn't have.
As a bonus here's Carcharoth, the wolf who killed Huan:
Carcharoth, the king of wolves
With the strength of a hundred men and a bite that can chop a man in half Carcharoth is the greatest wolf that ever lived. His speed and agility surpasses that of any mortal man or beast and he's more resilient than 50 professional boxers. At 1000 pounds of pure muscle this man-high king of the wolves is more than a match for any creature that roams the earth.
Size/Type: Large Magical Beast
Hit Dice: 11d8+121 (170 hp)
Initiative: +7
Speed: 80 ft. (16 squares)
Armor Class: 26 (-1 size, +7 Dex, +9 natural, +1 dodge), touch 17, flat-footed 18
Base Attack/Grapple: +11/+29
Attack: Bite +25 melee (1d8+21)
Full Attack: 2 Bites +25 melee (1d8+21)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, immune to mind affecting effects, permanent haste, DR 10/magic
Saves: Fort +18, Ref +15, Will +9
Abilities: Str 39, Dex 24, Con 33, Int 14, Wis 14, Cha 12
Feats: Alertness, Run, TrackB, Weapon Focus (bite), Power Attack
Challenge Rating: 10
Trip (Ex)
When Carcharoth hits with a bite attack he can attempt to trip the opponent (+18 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Carcharoth.
______________________________________________
btw: Any spelling or grammar mistakes should also be pointed out.
* For those who don't know an E6 campaign is where the maximum level is 6 instead of 20. It gives a more down-to-earth feel and makes the PCs feel like heroes instead of gods.
Sauron
Dark Lord of Mordor
Sauron has many forms but usualy appears as a 9ft tall humanoid clad in black armor.
Size/Type: Medium Outsider
Hit Dice: 11d8+44 (154 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 28 (+5 Dex, +8 fullplate, +5 natural), touch 15, flat-footed 23
Base Attack/Grapple: +11/+16
Attack: +1 Oversized Unholy Mace +18 melee (1d12+10)
Full Attack: +1 Oversized Unholy Mace +18/+18/+13/+8 melee (1d12+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, Spellcasting
Special Qualities: Shapeshift, Rejuvination, Supreme will, Flaming body, Auras, SR 20, Immunity to cold, fire and electricity, energy resistance 10 to all other energy types, immune to mind affecting attacks, DR 10/magic
Saves: Fort +15, Ref +16, Will +21
Abilities: Str 20, Dex 20, Con 18, Int 18, Wis 16, Cha 26
Feats: Power Attack, Weapon Focus(Oversized Mace), Weapon Specialization(Oversized Mace), Forge Ring, Combat Expertise
Challenge Rating: 11
Spell-like abilities
At will-Quickened dispel magic; 1/day-Burning touch. CL 11. DCs are charisma based.
Shapeshift(Su)
This ability works like the spell Alter Self except Sauron can turn into creatures size small, medium or large of type giant, humanoid, monsterous humanoid, magical beast, dragon, animal, vermin (but not swarms) or undead. Sauron can no longer take forms pleasing to humanoids and takes a -10 penalty on diplomacy checks against them.
Flaming Body(Su)
Anyone within 10ft of Sauron takes 2d6 of fire damage (1d6 when Sauron wears armor) each round flaming body is active. Sauron can activate or deactivate this ability as a free action.
Rejuvination(Divine)
When Sauron is killed he turns into a ghost incapable of affecting the material plane and permanently gains one negative level. After spending 10d100 days as a ghost Sauron becomes corporeal and returns to the material plane (but keeps the negative level). The Ring of Power ignores negative levels when determining the bonuses it gives. Should the ring of power be destroyed and his number of negative levels equal his hitdie he won't be able to return to the material plane.
Supreme will(divine)
Sauron gains his charisma modifier as a bonus to will saves.
Spellcasting(Su)
Sauron casts spells as a 6th level sorcerer.
Auras
Desecrating Aura(Su)
Sauron can slowly corrupt the land around him. He corrupts 1 square mile of land near his abode per day he has spent there (as per the Desecrate spell). He also corrupts another 10 square miles of land per day to a lesser degree (only dead trees, barren lands, rotting grass, ect).
Antimagic Aura(Su)
Anyone within 100ft of Sauron must make a DC 22 caster level check in order to cast a spell. The caster recieves a +2 bonus to the check per level of the spell being cast.
Fear Aura(Su)
Any enemy who sees Sauron him must make a DC 23 will save or be affected by a fear effect as cast by an 11th level caster. Creatures with more than 5 hitdie are immune. Those who successfuly save are immune to Sauron's fear aura for 24 hours.
Equipment:
+1 unholy Mace 16000gp
Magical fullplate armor (gives DR 10/magic, no max dex, movement inhibition, spell failure chance or armor check penalty) 16000gp
Ring of Power (priceless but might sell for up to 400,000 gp):
The mighty ring of power is a mayor artifact that grants several powers to those you claim it. Claiming it requires that the ring be in the claimer's possession and that he pass a DC 20 willsave. Failure makes Sauron aware of the claimant. Should the ring be claimed Sauron is permanently killed (becomes an impotent ghost).
It grants the following powers to those who claim it:
-As a fullround action Sauron can exert his power through the ring to anyone wearing a ring of power. This acts like a Dominate Monster spell at DC 20. Once dominated a telepathic link is established and Sauron can issue orders to his thrall.
-The ring of power amplifies the wearers personal power by an immense amount. The wearer recieves a 50% enhancement increase in hitdie, saves, save DCs for spells and spell-likes, caster level and skill checks up to a maximum of a +4 increase (+8 for skillchecks). All the wielder's stats also recieve a +2 enhancement bonus. Sauron's stats already have these bonuses included.
-Greater Invisibility at will (but ethereal creatures can see you). People who are using the ring but haven't claimed it always go invisible when wearing it.
-The wearer can see the ethereal plane (whether or not they've claimed the ring).
-The wearer stops aging and can stop the aging of people, places or objects of his choice. Users who haven't claimed the ring stop aging but can't preserve other objects. Certain races are immune to this effect (DM decides which).
Anyone with the ring in his possession must make a willsave DC 10+3 per number of hitdie that would be increased should he claim it. This willsave must be repeated every week. The person with the ring may get bonuses to his willsave depending on his vulnerability to temptation. These bonuses are decided by the DM. On each failure the wearers alignment is shifted one step towards lawful evil.
In order to willingly give up the ring the wearer must make the same willsave. Willingly destroying the ring is virtualy impossible (requires a DC 40 willsave or complete immunity to mind affecting attacks).
Anyone who sees the ring desires it and must make a DC 5 willsave or immediatly try and take it. This save DC increases by 1 each week the person remains near the ring to a maximum of DC 10. After the initial save anyone near the ring only has to make their save once per week.
Tactics:
Sauron is a thinking villain and prefers using his genius level intelect and divine charisma to lead and inspire the armies that do his dirty work. He only enters combat if he has no other choice.
If he does attack he uses his superior speed to get into melee range and take advantage of his devastating Burning Touch or to full attack using his supernatural skill, strength and speed. He will counterspell any powerful spellcasters and let his antimagic field and SR absorb the rest.
Highly resilient and able to retreat should the battle turn against him he's capable of cutting large swaths through whole armies and kill even the mightiest of heroes with ease.
______________________________________________
Burning Touch
Evocation [Fire]
Level: Fire 6, Sor/Wiz 6
Components: S
Casting Time: 1 standard action
Range: touch
Duration: Instantaneous
Saving Throw: Fortitude halves
Spell Resistance: Yes
The target of this spell takes 2d6 point of fire damage per caster level (maximum 30d6, fortitude halves). Any creature reduced to 0 hitpoints or less is instantly turned to cinders (like a disintegrate spell). A melee touch attack is required to hit.
______________________________________________
I've run into a few problems:
-Even with his displeasing form he still has a +21 to diplomacy! He could have converted most of the army of the Last Alliance to his side when they were besieging him!
-The rules governing the ring are very unwieldy and long.
-Antimagic Aura+SR+counterspelling makes him almost immune to magic leaving casters to watch from the sidelines while the fighters do all the work.
-I need help with Sauron's skills. Obviously he'll have max diplomacy (now intimidation), sense motive, craft(smithin) and knowledge(tactics) but what about the others?
Let me know if I've missed out any abilities, contradicted any canon or included an ability he doesn't have.
As a bonus here's Carcharoth, the wolf who killed Huan:
Carcharoth, the king of wolves
With the strength of a hundred men and a bite that can chop a man in half Carcharoth is the greatest wolf that ever lived. His speed and agility surpasses that of any mortal man or beast and he's more resilient than 50 professional boxers. At 1000 pounds of pure muscle this man-high king of the wolves is more than a match for any creature that roams the earth.
Size/Type: Large Magical Beast
Hit Dice: 11d8+121 (170 hp)
Initiative: +7
Speed: 80 ft. (16 squares)
Armor Class: 26 (-1 size, +7 Dex, +9 natural, +1 dodge), touch 17, flat-footed 18
Base Attack/Grapple: +11/+29
Attack: Bite +25 melee (1d8+21)
Full Attack: 2 Bites +25 melee (1d8+21)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, immune to mind affecting effects, permanent haste, DR 10/magic
Saves: Fort +18, Ref +15, Will +9
Abilities: Str 39, Dex 24, Con 33, Int 14, Wis 14, Cha 12
Feats: Alertness, Run, TrackB, Weapon Focus (bite), Power Attack
Challenge Rating: 10
Trip (Ex)
When Carcharoth hits with a bite attack he can attempt to trip the opponent (+18 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Carcharoth.
______________________________________________
btw: Any spelling or grammar mistakes should also be pointed out.
* For those who don't know an E6 campaign is where the maximum level is 6 instead of 20. It gives a more down-to-earth feel and makes the PCs feel like heroes instead of gods.