Citizens of the Crystal Fortress Republic [Archive] - Wizards Community

Post/Author/DateTimePost
ibitak84

12-31-03, 11:43 AM
The Urdari are a people of Fire and Earth Elementals who left their Elemental planes due to a series of natural catastrophies and/or magical mishaps. They come in various shapes and sizes, but all of them share the same proud and noble nature. Their lands are called "Crystal Fortress Republics" because of the huge castles and cities they built from jewels. Most cities are made out of a single kind of gemstone and get their name that way, too, for example "Ruby Halls" or "Emerald Castle". Each city has a lord who inherited his position, but the supreme ruler is elected by all Urdari and called the "Prinzeps", who is chosen for a semi-millenium and ultimately rules all Urdari via complicated system based on profession-depended Clans and a huge bureaucratic organization called the Magisterium.


Urdari Qualities:

- Fire resistance 15
- Sonic and Lightning Resistance 5
- Stonecunning: This ability grants an urdari a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. An urdari who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an uradri can use the Search skill to find stonework traps as a rogue can. An urdari can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Earth Rulership: An urdari can communciate with any creature with the Fire subtype or Earth subtype and all creatures naturally dwelling in mountains or underground.
- Fortress Builders: Uradrai receive a +2 racial bonus on Knowledge (architecture and engineering) checks and Craft checks related to normal stone, gemstones, or jewelry.


Sun Troll
Large Elemental (Earth)

Hit Dice: 8d8+32 (68 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: +1 greatsword +14 melee (3d6+9/19-20) or Slam +13 melee (2d8+8)
Full Attack: +1 greatsword +14 melee (3d6+9/19-20) or 2 slams +13 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Earth mastery, push
Special Qualities: Damage reduction 10/acid, urdari qualities, elemental traits
Saves: Fort +10, Ref +1, Will +2
Abilities: Str 26, Dex 10, Con 19, Int 8, Wis 12, Cha 12
Skills: Craft (weaponsmithing) +3, Intimidate +3, Profession (siege engineer) +3,
Feats: Craft Magic Arms And Armor, Cleave, Power Attack
Environment: Underground, Any Mountains
Organization: Solitary, Pair, Troupe (6-7 plus 3 magmins) or Fighting Unit (10-12 plus 1 adult Copper dragon)
Challenge Rating: 8 (??)
Treasure: Twice standard
Alignment: Usually lawful good
Advancement: 9-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: +9


Sun Trolls resemble big, animated marble statues carved from a single block of stone. They have eyes glowing red or green, depending on their mood. Sun Trolls are very common in the Crystall Fortress Republics, where many famous soldiers and craftsmen and most leaders and mages are Sun Trolls. They constantly compete with dwarves in terms of mining, smithing and territory and tend to have a slightly cold attitude towards any dwarf they meet.
Sun Trolls are generous friends and willing to communicate with any creature. However, when they feel they are threatened or their hospility is absued, they are quick to reach for their greatswords.


COMBAT

Sun Trolls are aware of their nearly invulnerable stone bodies and try to use that advantage to its fullest. They prefer to fight with their favoured weapon, the greatsword and love attack with mighty blows, even at the expense of accuracy.

Spell-Like Abilities: One out of twelve Sun Trolls can cast Inflict Minor Wounds at will and Fireball once per day as a fifth level caster.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Great Smithery (Su): For the purpose of creating items created with the Craft Magic Arms and Armor feat and fulfilling the prerequisites of that feat, a Sun Troll's racial Hit Dice (or monster levels) count as caster levels.
Stone Body (Ex): Since their bodies are composed of stone, Sun Trolls are extremely heavy. They receive a -8 malus on all ride checks, but lances do not deal double damage to a Sun Troll even when used by a charging rider. A Transmute Rock to Mud spell has the same effect as a Disintegrate spell if targeted at a Sun troll.
Skills: Sun Trolls receive a +2 racial bonus to Profession (miner) checks.

Edits: Changed the Resistance/ Damage Reduction to (hopefully)make it appropiate for a CR 8 Monster.
Boondoggle

12-31-03, 03:10 PM
DR 15/-- breaks a CR 8 monster.
ibitak84

12-31-03, 09:58 PM
Originally posted by Boondoggle
DR 15/-- breaks a CR 8 monster.

Yeah, probably. I'm bad *like, REALLY bad* with CRs. Is it better now?