@ AsmodeusThe peculiar trait that lets him take his two turns worth of actions over the course of the round is interesting to say the least... "Not so fast heroes, I shall always have the first and final say..."That aura of his is absolutely evil. any character that ever thinks of going close range will suffer from it, or if they want to avoid it, they will have to pay for it with wasted actions.The hellfire pillar is slightly vague on how long the pillar itself lasts... end of encounter?And as you noted, he does appear to have an overload on powers, especially minor ones which are superior to most of his at-will standards. Also, the manner in which his abilities recharge is unclear. Since you can use a minor action power with a standard action, does that mean he makes recharge rolls for his rod and the other minor abilites whenever he gets an action?might type more, but gotta eat~
Now that is a lot neater aside from the spelling errors that inevitably occur.I like the Raven queen. The lower hp and deadly status conditions suggest that the fight would be a lot more intense than a fight with some giant stay-puff marshmallow man.
zones of darkness sound interesting, in the way of a multidoored jack in the box ... of doom.da da da da da da da da da da da da da da da da da da da da da da da da da da da Saving throw vs. death?also; he needs to have some nasty poison abilities, probably a swallow, a constrict, and maybe a trample.
Well I'm back...I like what you did with Zehir, most notably the attack template, the justifiably nasty effects (save against death :D), and the nice tidbits of flavor text.I also got some ideas, take em for what you will, I've been playing WAAAY too much DotA 2Sehanine: mounted archer perhaps? Or we might have yet another god with multiple forms (not at all a bad thing)erathis: a slight bit of steampunk perhaps, legendary book of law in one hand? - but what weapon would he wield? A fasces? (roman symbol of the law)
well I'm back, again. Nice to see that everything is coming along :Dnow that you mention it, shying away from ongoing damage (when it absolutely is not necessary for flavor) is a good thing, seeing how many off turn actions players have available on top of ways to deal with ongoing effects. It could very well mean the difference between the ranger going down or the warlord giving him a few more attacks, or the defender staying up when him dropping would give the god some temporary mobility increase... etc etcAs for erathis and its (his/her?? idr right now) adopted steampunk theme, I feel this could be well... erathis has mechanical armor with cogs and whosits and whatsits and spinning things galore with occasional discharges from the mechanization within. maybe weave it into defensive traits / powers, or... (hey, another when bloodied thing)the armor breaks when erathis is bloodied, removing some abilites while boosting / allowing others... yawn. Seems so repetitive but i guess its an interesting design if players are only going to see one or two of these gods in their DnD careers.an interesting defensive effect for the armor (or perhaps another god): if more than X damage is dealt in a turn, it triggers a burst daze/stun/slow (and/or possibly a teleport for the god) to prevent nova turns from becoming too big. Depending on how big X is, it could be aimed at different levels of optimized characters.
Any chance for some Tharizdun stats in the future? A fight against him will be the cap to my current campaign.
Any ideas on some powers for him would be great too. As the god of madness, I can see him causing lots of effects like dazing, sliding the PCs around, making them attack each other, and just generally causing chaos on the battlefield. Though he also has the Annihilation domain, so seems he should also be able to deal out some serious damage on at least a few of his attacks.
Also, anyone know what his domains were before he got a hold of the shard of evil? From what I understand he only took on annihilation, madness due to the shard's influence.
Psychic and necrotic, possibly with more elemental damage types to get past how common psychic and necrotic resistance are, and to tie in with his association with the Elder Elemental Eye.Effects that 'corrupt' enemies. In addition to dominate, and to further tie in with a possible elemental theme, try something that turns enemies into walking debuffs - light one on fire, surround another with a whirlwind, another with floating, razor-sharp rocks, and another with a constantly-shifting whirlpool. Weapon should probably be a whip, scourge, or lash of some sort. I seem to remember that being his favored weapon in Return to the Temple of Elemental Evil, to tie in with his symbol.
Here is an update to Geryon. I minor revision/tweak of the official version. Read the 1st page for the explanation of the damage increase. Adding some minor and move powers and allowed him to use his Horn of Geryon. Let me know what you think.