Slivers

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Some players love them, some hate them, but their unique power would be a welcome addition to D&D.
All slivers grant all other slivers some bonus, this will be translated into a burst targeting all creatures with the sliver type in a burst of 6.
List of all sliver cards.
In order of power

Legendary slivers


sliver overlord:
sliver overlord is reserved for a PC race...







[deck=Sliver Queen......Level 40 Controller]
Huge Natural Sliver
...
Standard:at will...Birth
[indent]One level 20 sliver token is summoned/born adjacent to Sliver Queen[indent]
Aura:burst 12.....Relay
_any burst aura that targets slivers effects all other slivers(in this burst)
[/deck]



sliver controllers

[deck=Clot Sliver.......level 11 controller]
medium sliver
Ability scores
Str 10, Con 21
Dex 18, Int ~
Wis 18, Cha 10
HP 110 Bloodied 55
AC 25
Fort 26,Ref 23,Will 23
Claw
[INDENT]Melee At-will
+5(str) Vs AC
1d8 +0(str)
[/INDENT]
Blood transfer
[INDENT]Ranged 6, encounter
+11(con) Vs Fort
3d8 + 6(con)
special: adjunct sliver is healed 1/2 damage dealt by this power.[/INDENT]
Aura: burst 6
[INDENT]Slivers gain temporary HP equal to con(21) until they leave the aura.
[/INDENT]
[/deck]
[deck=crypt sliver.......level 15 controller]
Medium sliver
Ability scores
Str 20, Con 15
Dex 20, Int ~
Wis 12, Cha 23
HP 143 Bloodied 71
AC 29
Fort 27,Ref 27,Will 28
Crypt Energy+Necrotic
[INDENT]Ranged 3, at-will
+13(Cha) VS Fort
2d8+6(Cha)[/INDENT]
Back from the Crypt+?
[INDENT]Touch At-will
Target dead, non-minion sliver, becomes a level 10 token sliver.[/INDENT]
Cryptic Burst+necrotic
[INDENT]Ranged 6, Encounter
Primary: Target dead sliver becomes a level 15 token sliver.
Secondary: Burst 1 of target
+13(cha) Vs Fort
2d10+6(cha) damage[/INDENT]
[/deck]
[deck=Homing Sliver......level 15 controller]
Medium Sliver
Ability scores
Str 15, Con 20
Dex 20, Int ~
Wis 23, Cha 15
HP 148 Bloodied 74
AC 29
Fort 27,Ref 27,Will 28
Drawing back+Teleportation
[INDENT]Ranged 6, at will
Pull target sliver 1 square towards Homing Sliver[/INDENT]
Exchange+Teleportation
[INDENT]Ranged 6, encounter
Interrupt, Trigger: target sliver would be hit by an attack.
exchange target sliver with another sliver in 6 squares.
That sliver is automatically hit by the attack[/INDENT]
[/deck]
[deck=Ward Sliver]
slivers gain source resistance equal to 1/2 level + con
[/deck]
[deck=Armore sliver.......Level 17 Controller]
Aura: +2 defense
standard action, single target: +6 to defense
[/deck]
[deck=Barbed Sliver.......Level 17 controller]
Aura: bonus to attack
Standard action, single target: deals counter damage on getting hit by melee attacks
[/deck]
[deck=Poultice Sliver.......Level 19 controller]
encounter: revive dead sliver
Aura: burst 6
standard action: heal target, touch
[/deck]
[deck=Fungus Sliver.......Level 19 controller]
bonus to defense or attack each time damaged
[/deck]

[deck=Brood Sliver.......level 23 elite controller]
Encounter: high damage attack, add level 19 token
aura: when a sliver deals a critical hit, add a level 17 token adjacent to it.
[/deck]

sliver skirmishers

[deck=quick sliver......Level 11 skirmisher]
shift 1/2 speed during charge
[/deck]
[deck=Talon Sliver.......Level 11 skirmisher]
reach on natural weapons
[/deck]
[deck=heart sliver.......Level 13 skirmisher]

Aura: burst 6
[indent]slivers have a +2 to initiative and at the start of an encounter, they have combat advantage against any creature that have not yet acted in that encounter.[/indent]
[/deck]
[deck=Sidewinder Sliver.......Level 13 skirmisher]
bonus to damage and AC on combat advantage
[/deck]
[deck=Winged Sliver.......Level 15 Skirmisher]
large natural sliver
fly 8
Aura:burst 6.....flying
[INDENT]sliver type creatures gain fly 6[/INDENT]
[/deck]
[deck=Reflex Sliver.......level 17 skirmisher]
aura: high dex bonus
[/deck]
[deck=Frenetic Sliver.......Level 17 skirmisher]
encounter teleport
[/deck]
[deck=Spined Sliver.......level 19 skirmisher]
spined sliver does not grant combat advantage when flanked
Aura: +2 moral bonus to attacks for each enemy flanking.
[/deck]
[deck=Shifting Sliver.......Level 19 skirmisher]
aura: phasing
[/deck]
[deck=Pulmonic Sliver......Level 21 skirmisher]
Aura:slivers gain flying
encounter: All slivers in burst 12 gain flying until the end of their next turn.
[/deck]

sliver lurkers

[deck=mistform sliver.......Level 11 lurker]
change shape
[/deck]
[deck=mindlash sliver.......Level 13 lurker]
dies>psychic damage and lost encounter or daily power
[/deck]
[deck=Shadow Sliver.......level 15 lurker]
gaseous form
at will, move: lose gaseous form until next turn
encounter, minor: (superior insubstantiality) Insubstantial creatures in burst 6 take no damage instead of half.
Aura: gaseous form
[/deck]
[deck=Crystalline Sliver.......Level 17 lurker]
bonus to non AC defenses
[/deck]
[deck=Ghostflame Sliver.......level 17 lurker]
bonus to hide checks
[/deck]
[deck=Hibernation Sliver.......Level 17 lurker]
after special attack, goes unconscious, save ends
daily: may not take actions for 24 hours, +10 to all saves, looks like an idol/statue perception ~30
[/deck]
[deck=Dormant Sliver......level 19 lurker]
when dormant sliver makes its first attack, other slivers regain an encounter ability
[/deck]
[deck=Necrotic Sliver........level 19 lurker]
necro damage
aura: slivers deal necro damage and save or daze on death
encounter: deal heavy necro and save or stun on death
[/deck]
[deck=Dementia Sliver.......level 21 lurker]
aura: when a sliver is target of a encounter or daily ability, it deals psychic damage
[/deck]

sliver artillery

[deck=quilled sliver.......Level 11 artillery]
ranged natural weapon
[/deck]
[deck=Screeching Sliver.......Level 13 artillery]
psionic damage, lose an action
[/deck]
[deck=Harmonic Sliver.......Level 15 artillery]
ranged attack 5 sonic
encounter ranged attack 8: Disenchant
[INDENT]Target:enchanted Item
Effect: target item looses it's enchantment bonus until the end of the encounter[/INDENT]
[/deck]
[deck=Spinneret Sliver.......level 15 artillery]
encounter, ranged attack: target looses flying, is slowed(save ends) and may be pulled
aura: ranged attack: at will: low damage, target is slowed until next round
[/deck]
[deck=Mnemonic Sliver.......level 17 artillery]
psionic attack
encounter attack: target looses encounter ability
aura: when a sliver dies, regain encounter ability
[/deck]
[deck=Psionic Sliver.......level 17 artillery]
psionic attack
aura: at will high damage ranged attack, causes damage to self.
[/deck]
[deck=Mesmeric Sliver......level 19 artillery]
psionic attack
target may only use at will abilities, sustain move
[/deck]
[deck=Telekinetic Sliver.......level 19 artillery]
at will: ranged attack target creature 4 squares
encounter: move creature 8 squares, psicic damage
[/deck]
[deck=Spitting Sliver.......level 21 artillery]
acid, ranged
aura: slivers gain ranged attack
[/deck]

sliver brutes

[deck=Firewake Sliver.......Level 11 brute]

Immediate Interrupt: burst 6
[INDENT]Slivers gain +1d6 fire damage to their attacks in the next round.[/INDENT]
[/deck]
[deck=muscle sliver.......Level 13 brute]
+4 strength
[/deck]
[deck=Frenzy sliver.......Level 13 brute]

Aura: burst 6
[INDENT]Slivers' natural weapons are High Crit.[/INDENT]
[/deck]
[deck=Virulent Sliver.......Level 15 brute]
poison to natural attacks
[/deck]
[deck=acidic sliver.......level 15 brute]
+1d6 acid damage

aura, burst 6
[indent]slivers gain the following encounter ability:[indent]encounter, interrupt+Acid
burst 1
trigger: when this sliver dies
effect: 3d10+6 damage[/indent][/indent]
[/deck]
[deck=Horned Sliver.......level 17 brute]
slivers gain cleave
[/deck]
[deck=Bonesplitter Sliver........Level 17 brute]
bonus to damage
[/deck]
[deck=Cautery Sliver.......Level 17 brute]
burst damage on crit
fire damage
[/deck]
[deck=Might Sliver.......level 19 brute]
bonus to damage and fort
[/deck]
[deck=Spectral Sliver.......level 19 brute]
insubstantial
aura: increased damage, necrotic keyword
[/deck]
[deck=Magma Sliver.......Level 21 brute]
aura: slivers deal extra fire damage
encounter: slivers gain bonus to attack and damage for each other sliver in burst.
[/deck]
[deck=Synapse Sliver.......Level 21 brute]
aura: on crit, regain encounter ability
encounter: burst psionic damage
[/deck]
[deck=Fury Sliver.......Level 23 elite brute]
Fury sliver has 2 turns in a round.
aura: slivers have two standard actions
[/deck]
[deck=Battering Sliver.......Level 25 brute]
Huge size
burrow speed
encounter
[INDENT]Battering charge
move full speed in a line
make +n melee Vs reflex against all in line
success: limmited damage + prone
miss: damage + knocked to side[/INDENT]
aura: Bonus to Charge
[/deck]
[deck=Plague Sliver.......level 25 brute]
+poison attack
encounter: ranged+ stronger poison +necrotic damage
aura: deals slivers damage, and non slivers more damage, necrotic.

sliver soldiers


[deck=Two-Headed Sliver.......Level 11 Soldier]
all around vision
[/deck]
[deck=Hunter Sliver.......Level 11 soldier]
aura: slivers have Combat Challenge
[/deck]
[deck=Sinew Sliver.......Level 13 soldier]
bonus to Dex and STR
[/deck]
[deck=plated sliver.......Level 13 soldier]
+2 natural armor
[/deck]
[deck=blade sliver.......level 15 soldier]
bonus to attacks of opportunity and attacks against marked targets
[/deck]
[deck=Basal Sliver.......level 15 soldier]
when a sliver dies, target sliver regains and encounter power
[/deck]
[deck=Mindwhip Sliver.......level 17 soldier]
when this sliver dies, killer looses encounter or daily ability
[/deck]
[deck=Root Sliver.......level 17 soldier]
slow, extra high defenses
aura: slivers cannot be target to hostile effects with the teleport keyword.
[/deck]
[deck=Darkheart Sliver.......level 17 soldier]
when a sliver dies, nearby slivers are healed.
[/deck]
[deck=Sedge Sliver.......level 19 soldier]
regeneration
aura: lesser regeneration
[/deck]
[deck=Victual Sliver.......level 19 soldier]
when sliver dies, nearby slivers regain hit points, and encounter ability
[/deck]
[deck=Watcher Sliver.......level 19 soldier]
bonus to perception
Aura: competence bonus to AC and reflex
encounter: bonus extends to all defenses until next turn
[/deck]
[deck=Lymph Sliver.......Level 21 soldier]
aura: Resistance to all.
[/deck]
[deck=Synchronous Sliver.......Level 21 Soldier]
aura: slivers gain combat superiority
[/deck]
[deck=Essence Sliver.......level 23 soldier]
Aura: when a sliver deals damage, it is healed by a proportional amount.
[/deck]

[deck=sliver token]
a sliver token is a minion with the sliver type and no aura
[/deck]

I need help fleshing out all the stats for slivers, clarifying the wording and sorting them. I want to have them sorted and their auras before anything else.
Slivers should be Paragon monsters and act as epic minions.
Notes:
abbreviated con means constitution modifier outside of the abilities block.
~The int scores of Non legendary slivers is equal to the number of non minion slivers at the start of the encounter.
There seems to be a problem with the indention code.

Credits:
dirtyfrank: Heart sliver, Wards sliver
ff6shadow: Synchronous Sliver
You have no idea about how to balance monsters. Burst 90?
Burst 90, Epic Fail . . .

The idea of the sliver would be an interesting one for 4th ed. I think it would work well if each one had a short ranged aura that gave a buff. Something like aura 2, all slivers in the aura deal +1 damage with attacks.

This way Slivers would get super buff if they are allowed to clump together, but would be a nice target for area attacks. It'd make push/pull/slide effects extremely important.
I agree with arashidrgn. You should think of using auras.

I would suggest making a version of a sliver at many different levels. As they become higher in level the auras become bigger.

maybe something like this:

Level - aura
1-5 -> 1
6-10 -> 2
11-15 -> 3
16-20 -> 4
21-25 -> 5
26-30 -> 6

There should be a few exceptions to this. I think one of the more obvious is the winged sliver. For the winged sliver I would likely make the aura doubled or tripled.

I guess we could start with the top of the list.

Acidic Sliver

When a sliver in the aura is killed it makes a burst 1 attack vs. all adjacent non-slivers.

Armor Sliver

Slivers in the aura can can take a total defensive stance as a move action instead of a standard action.

Barbed Sliver (can go two different ways)

All slivers can spend a move action to gain a +1 bonus on their next attack

or

Each sliver gains an aura 1; if an non-sliver enemy ends its turn in the aura they take 2 damage. 4 at paragon level and 6 at epic level.

Clot Sliver

each sliver in the aura gains regeneration 2. regeneration 4 if paragon and regeneration 6 if epic.

Crystalline Sliver

this one is tough so let me think on it.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

The idea is sound and would make for an awesome themed campaign. Sliver hordes boiling out of the caverns beneath the world. It's just the OP's OP is OP.
Yes, yes, I know, I forgot to about switching bursts to squares from feet until the night and the site has been down for two days. I've actually made the auras of the legendaries smaller by a third too.
I agree with arashidrgn. You should think of using auras.

I would suggest making a version of a sliver at many different levels. As they become higher in level the auras become bigger.

maybe something like this:

Level - aura
1-5 -> 1
6-10 -> 2
11-15 -> 3
16-20 -> 4
21-25 -> 5
26-30 -> 6

There should be a few exceptions to this. I think one of the more obvious is the winged sliver. For the winged sliver I would likely make the aura doubled or tripled.

I am using auras, but I would like to use it differently. In epic level you heavy many sliver minions that just group together and a few more powerful slivers that you need to kill off, rather than incrementing the burst as a whole. slivers are just too powerful for first level though.

1/1 slivers -> level 10 to 14
2/2 slivers -> level 15 to 19
3/3 slivers -> level 20 to 23
4/4 and 5/5 -> levels 24 and 25 respectively
the legendary 7/7 slivers end up as level 30, except for overlord, which will be a playable race.

In order of power.
When I made slivers for my game I made a "Basic" sliver offered no shared effect but enjoyed the others. essentially based on the metallic sliver artifact, but still. I've not gotten around to converting them to 4ed, but it's basically made for them. The leader subroll and all. I also suggest making them different sizes(I love the idea of a tiny sliver minion).

I've begun to think about my 4ed slivers, and one thing I would say is that.. All aura's can be boring.. but it can be fun to do other similar things. I'm considering the might slivers effect for instance being, "When might sliver makes a successful melee attack, all slivers within 5 squares get +1 to hit and to Damage until the end of turn." Of course auras as well on some.. but just some variety.

Winged slivers could have an effect along the lines of "Whenever winged sliver scores a critical hit, all slivers within 10 squares gain a fly speed of 6 until the end of next turn." etc.

I realize that's not persay "true" to how the cards work, but it is VERY appropriate for how I always imagined slivers working. A giant writhing mass of small creatures constantly shifting and changing as they gain and lose effects. I'd offer to post my slivers for you when I make them, but mine are going to mostly be heroic.
Winged slivers could have an effect along the lines of "Whenever winged sliver scores a critical hit, all slivers within 10 squares gain a fly speed of 6 until the end of next turn." etc.

I realize that's not persay "true" to how the cards work, but it is VERY appropriate for how I always imagined slivers working. A giant writhing mass of small creatures constantly shifting and changing as they gain and lose effects. I'd offer to post my slivers for you when I make them, but mine are going to mostly be heroic.

I'll do that with some of the slivers with non unique abilities. maybe watcher sliver and some of those with really hard to use abilities. Inm fact I'll do that with Firewake Sliver.
I see, for the most part, all slivers as extremely weak when they are alone. I see them as being strong only when in numbers. This leads me to think that they should not be paragon and epic monsters but instead monsters designed to work in large groups. I view them as a monster that uses team/group tactics and thus should be nearly hopeless when all alone. I personally think that many should be heroic, some paragon, and the legends as epic.

Will you are creating them so you ultimately get the final say so if you want your slivers to be epic then that is cool with me.

For me, I see the winged sliver thing being more of a line of sight type than an aura.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

Why not make a bunch of Sliver Minions? Each minion has an aura that transfers its catch-call ability to all other slivers in the aura. The big ones, like the queen, could be high level solos for some good end-game boss battle action.

I know someone also made a bunch of slivers already. There was a PDF somewhere. Search for "aberrations." There was a thread with a link to the PDF in it. If not, I might be able to give you my copy.
I am a: Lawful Good Dragonborn Paladin
Why not make a bunch of Sliver Minions? Each minion has an aura that transfers its catch-call ability to all other slivers in the aura. The big ones, like the queen, could be high level solos for some good end-game boss battle action.

I know someone also made a bunch of slivers already. There was a PDF somewhere. Search for "aberrations." There was a thread with a link to the PDF in it. If not, I might be able to give you my copy.

http://www.encounteraday.com/tag/magic-the-gathering/

Look under the posts:

Friends & Foes: Slivers
Friends & Foes: More Slivers
Friends & Foes: Even More Slivers
I'm taking slivers to a different tangent, but I will use it for inspiration.
Thanks.
As for sliver minions, you just use the template in the DMG.
Most of the time, about six slivers in a wolf pack or two part.
Though I like the idea of the sliver swarm.

Slivers gain their power through "evolution" and thus have a natural power source, rather than aberrant.
I will also add some skill challenge slivers, such as the brood sliver, and some others of my own machinations.
There should be slivers of every concievable type. Natural, Undead, Elemental, Construct, Aberration. You name it they got it.

And i like those slivers, I'll have to try my hand at a few...
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I've sorted and conceptualized the auras for all the early paragon (1/1 or levels 10-15) slivers, I need to clarify them, balance them and fill out the rest of their stats.
Brood Sliver- Whenever a sliver within the Aura does damage, spawn a Sliver Minion of level equal to the Brood Sliver.
... That would quickly get out of hand...
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Excuse me...

Whenever a Sliver within the aura deals a critical hit, it spawns a Sliver Drone in an adjacent square.

I would also see Sliver drones being minions that are 1-2 levels "behind the curve."
... That would quickly get out of hand...

Yes, Brood Slivers were cruel, cruel monsters.

Cause remember, children, even if a defending Sliver gets trounced, they count as having done damage. At best, you break even.

So terribly, terribly cruel...
EVERY DAY IS HORRIBLE POST DAY ON THE D&D FORUMS. Everything makes me ANGRY (ESPECIALLY you, reader)
It occured to me, that even a straight aura would make slivers rather dull and uninteresting opponents. They would simply clump up and move as a single pack, never leaving their protective coverage.

To make slivers more active and more willing to separate, I propose adding a "memory" to the sliver transformation:

Sliver Aura Template:
Aura 1, 2 or 3: All slivers, friend or foe, who end their turn within the aura gain the following Attack/Ability/Bonus: (effect) A sucessful Saving Throw ends the effect once a sliver leaves the aura.

A small aura limits the number of slivers that can huddle together... but once enhanced, they can leave the aura for turns at a time. (expecially if they evolve a racial penalty to saving throws, to make ANY lasting effect upon them last)
That sort of brood sliver would be ungodly...They will be low level minion slivers.
A general sliver that ranks in the heroic as a full creature.
also I'll place this guy as a 25 level controller.

the key to winning that encounter is setting your wizard to nuke.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Identifying slivers:
Knowledge arcana, DC 5:
Its a sliver, run away and don't stop running until you get to the next continent.
Knowledge Arcana, DC 10:
Slivers are hive minded insects that are extremely powerful.
Knowledge arcana, DC 15:
Not only do slivers share a hive mind, but they share their physical powers with each other as well.
Knowledge arcana DC 15 + 1/2 sliver level*:
Identify the subspecies and its unique power.
*if the players have been fighting slivers for more than one adventure, reduce DC to 10+1/2 level.
I'm starting to come up with hard stats for my slivers... I started with the 1 HP minions. I had to make up a few names, though... L1 Sliverlings, L6 Workers, L11 Drones, and L16 Warriors, all of them with lower defenses, accuracy, and damage than the normal minions of their level... and a -2 to saves, as per the sliver ability template I wrote above.
I'm starting to come up with hard stats for my slivers... I started with the 1 HP minions. I had to make up a few names, though... L1 Sliverlings, L6 Workers, L11 Drones, and L16 Warriors, all of them with lower defenses, accuracy, and damage than the normal minions of their level... and a -2 to saves, as per the sliver ability template I wrote above.

I'm trying to stick to the cards... I'll just add a few:
sliver swarm
token sliver
yeast sliver
Card names can provide an inspiration, but let's face it- there is no real paralell for, say, sacrifice to draw a card. And D+D has it's own effects, that wouldn't have made sense in the Magic card game.

I'm more interested in taking the concept of Slivers, and re-envisioning them as as aberration-origin hive creature in the D+D world. (origin only- type and keywords are very flexible.)

Hunter Sliver would grant Marks, Telepathic Sliver would grant a Illithid-style psychic blast, but some effects will be entirely new.
Drawing a card...

Maybe they get an attack bonus...

Sometimes you have to thinm outside the box.
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Drawing a card...

Maybe they get an attack bonus...

Sometimes you have to thinm outside the box.

...but if you're going to leave the box anyway, why keep the box?
Drawing a card...

Maybe they get an attack bonus...

Sometimes you have to think outside the box.

I'm thinking regaining an encounter power... That is how I've treated discard from hand.

...but if you're going to leave the box anyway, why keep the box?

because without the box its a lean-to. The box is the frame.
Maybe the box has mystical powers? Possibly the ability to destroy the world?

Draw a card... Regain the use of an encounter power...

*shrug*

Just not feeling it...
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I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
The sacrifice a sliver to do something can be used in d&d.

sacrifice and draw a card

Encounter Personal
Minor action
The sliver can take damage equal to half of its bloodied value and it gains another use of an encounter power or a rechargeable power is now recharged.

You could also make it so that it can give other slivers powers back at the cost of life.

Another one could be along the lines of it takes damage equal to half its bloodied value and it gains a +2 bonus to all of its attack and damage rolls until the end of its next turn.

A tapping ability can have the sliver use a stance type ability where the sliver must remain in its square, and maybe even grant CA, to give bonuses to allies. I think that this may be a good thing to use for the magma sliver. It can give all allies a big bonus to attack and/or damage but can't move and leaves its self wide open.

Something like the ward sliver should give all slivers resistance to attacks from a certain power source such as martial, arcana, divine or primal.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

Something like the ward sliver should give all slivers resistance to attacks from a certain power source such as martial, arcana, divine or primal.

Me likes... but maybe nerfed a bit... reduce damage from the source by the sliver's con + level.
Me likes... but maybe nerfed a bit... reduce damage from the source by the sliver's con + level.

That may be a bit much unless you wish to remove someone from the fight until the ward sliver is killed.

If the slivers are paragon to epic then the resistance is 11 though 30 plus con. By you using con I don't know if you are referring to score of modifier so I will look at both.

Lets say that the sliver has a constitution of 16.

Constitution score
level + Con score = total resistance
11 + 16 = 27
16 + 16 = 32
21 + 16 = 37
26 + 16 = 42
30 + 16 = 46

Constitution modifier
level + Con mod = total resistance
11 + 3 = 14
16 + 3 = 19
21 + 3 = 24
26 + 3 = 29
30 + 3 = 33

Now lets think about the powers that the PCs have and compare them to the resistances.

from levels 1 through 20 the at-wills are usually one dice, weapon dice, or striker extra dice damage. through these levels a non striker will likely not often do more than 15 damage and definitely not much more than 20 with an at-will by its self. If you use the con mod then a non striker still has a chance of doing a few damage with each attack, but with the con score the person would have to use an encounter or daily to do a few damage.

Constitution score with half level
level + Con score = total resistance
5 + 16 = 21
8 + 16 = 24
10 + 16 = 26
13 + 16 = 29
15 + 16 = 31

This drops the resistance a bit but the resistance is still too high for a non striker to deal any damage without using an encounter or daily.

Constitution modifier with half level
level + Con mod = total resistance
5 + 3 = 8
8 + 3 = 11
10 + 3 = 13
13 + 3 = 16
15 + 3 = 18

This is more around something that I was thinking about because it should seem as if it halves all the damage from the power source, and it still allows for the character to be a contributer to the combat.

I would also think about having the ward slivers ability be a triggered ability. An immediate reaction that gives all slivers in area a resistance to the power source that hit it. When the ward sliver is killed the effect disappears once it has reached the ward sliver's initiative in the initiative order.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

Thanks Dirtyfrank. I didn't bother to go over the math, but that is much more balanced.
you get an uber-cookie, here is the satellite view:
Might I offer a suggestion to prevent a book keeping nightmare?

Instead of having auras, allow all the sliver's attacks to add something like this:

"Hit: (some damage) plus all slivers get +1 attack and damage against this target until the end of the encounter"

This way you wont be looking around seeing what aura is where you can just mark down what characters have what sliver debuff.

I know it kind of makes it weaker since they probably won't stack unless worded very carefully but it will make a DM's life easier!
Might I offer a suggestion to prevent a book keeping nightmare?

Instead of having auras, allow all the sliver's attacks to add something like this:

"Hit: (some damage) plus all slivers get +1 attack and damage against this target until the end of the encounter"

This way you wont be looking around seeing what aura is where you can just mark down what characters have what sliver debuff.

I know it kind of makes it weaker since they probably won't stack unless worded very carefully but it will make a DM's life easier!

Uh... rofl. You went and took what requires no bookkeeping and added a ton of bookkeeping. The auras are the best route.
I'm presenting my versin of slivers to my players tomorrow, if they walk down the wrong path...

I'm using the "lasting aura" version I posted above, marking the various "enhancements" a sliver has with tokens of various colors.

I'll let you guys know how it turns out.
I know it kind of makes it weaker since they probably won't stack unless worded very carefully but it will make a DM's life easier!

The carefull wording is saying "bonuses stack" in the power description.

I think that auras should be use for about half to a quarter of the slivers. You know, the slivers that have abilities that need nothing to activate. The abilities that all slivers gain because it is alive. For the ones that require mana and tapping or attacking and such then other mechanics can be used.

The Spined Sliver's ability should, for instance, be activated by either hitting the opponent or missing (I think I would likely settle on missing the target). I would also say that any sliver in the Spined Sliver's line of sight and/or effect gains its abilities (for simplicity). So when the sliver misses its target it can get a +1 to all attacks and damage rolls until the end of its next turn. If it gets hit then it can gain a +1 to all defenses until the end of the attacker's next turn. Or if you are really lazy then make it so that when the sliver misses or is hit then it gets a +1 bonus to all attack and damage rolls and defenses until the end of its next turn.

Doomsought, thanks for the cookie. Now I just have to figure out how to eat it.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

Uh... rofl. You went and took what requires no bookkeeping and added a ton of bookkeeping. The auras are the best route.

Umm.. not quite. Having to calculate what each sliver is gaining bonuses from based on their location on the battle map and then re-calculate if they move every single turn is going to create a nightmare. It's easier to say player X has debuffs that all slivers gain the benefit of.

The general design of the sliver seems to be used en masse so that the slivers boost each other's power. Except, if you read the first post after it was edited, the auras have been significantly reduced from their original value resulting in a need to pay close attention to position in combat.

Perhaps instead of posting an attack on someone's ideas that had no real explanation to it besides posting the exact opposite you can post something constructive. Maybe you don't DM but I would avoid using a bunch of monsters that would require me to check aura distance every round; complete pain and tons of bookkeeping.

I was merely offering a suggestion.
Distances are easy to measure if you have a ruler. In just a couple of seconds I can tell what is all within the aura and I therefor know everything that gets the bonuses. The only tough part, that requires book keeping, is the remembering of all the bonuses.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

Its not too hard to guesstimate six inches and you should have no more than six or seven slivers of two or three types. Four at the most if you split the groups.
Once you get into epic, you may have up to two types of minions slivers and three non minion, but that is as evil as you ever should be to your players.
I was looking at what you had for the heart sliver and I think that other things may be a bit better or closer to the heart sliver fluff.



I think that this helps keep the haste feeling in the heart sliver by allowing slivers to get a quick jump on the PCs.

Resident Grouch and Corrupting Influence A Monster Appears I'm Black and Blue how 'bout you?

I was looking at what you had for the heart sliver and I think that other things may be a bit better or closer to the heart sliver fluff.



I think that this helps keep the haste feeling in the heart sliver by allowing slivers to get a quick jump on the PCs.

Thanks, I'll go with that.