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1 year ago ::
Feb 11, 2012 - 2:17PM
#1
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Date Joined:
Jan 27, 2009
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As a follow up to this post on updated Demon Lords: community.wizards.com/go/thread/view/758... I have started this thread to update the gods of D&D. However, this time I want to get all of the Gods (and I would love some help). I am calling the official 4e gods “Greater Gods” (levels 34-40) to leave some room to expand the pantheon with “Lesser Gods” (levels 27-33). I now think that there are some "Minor Gods" also (inspired by the official release of Blibdoolpoolp). These would be level 22-26 solos or level 27-33 elites. The big difference is that lesser and minor gods do not discorporate. They would also have less action and condition mitigation resourcces. Anyway, here are the God levels (posted Gods in bold): Greater Gods: Asmodeus: Evil; Power, domination, tyranny; lvl 37 - Controller Avandra: Good; Change, luck, trade, travel; lvl 34 - Skirmisher Bahamut: Lawful good; Justice, honor, nobility, protection; lvl 36 - Soldier Bane: Evil; War, conquest; lvl 39 - Controller/Soldier Corellon: Unaligned; Arcane magic, spring, beauty, the arts; lvl 39 - Skirmisher Erathis: Unaligned; Civilization, invention, laws; lvl 36 - Controller Gruumsh: Chaotic evil; Turmoil, destruction; lvl 38- Brute Ioun: Unaligned; Knowledge, prophecy, skill; lvl 38 - Artillery/Controller Kord: Unaligned; Storms, strength, battle; lvl 35 - Brute Lolth: Chaotic evil; Spiders, shadows, lies; lvl 35 - Lurker/Brute Melora: Unaligned; Wilderness, sea; lvl 35 - Brute Moradin: Lawful good; Creation, artisans, family; lvl 40 - Soldier Pelor: Good Sun, summer, agriculture,time; lvl 37 - Artillery Raven Queen: Unaligned; Death, fate, winter’ 35 - Artillery Sehanine: Unaligned; Trickery, moon, love, autumn; lvl 34 - Lurker Tharizdun: Chaotic evil; Annihilation, madness; lvl 40 - Controller Tiamat: Evil; Wealth, greed, vengeance; lvl 36 - Brute Torog: Evil; Underdark, imprisonment; lvl 34 - Lurker Vecna: Evil; Undeath, secrets; lvl 35 - Controller Zehir: Evil; Darkness, poison, serpents; lvl 36 - Lurker Lesser and Minor Gods: Maglubiyet: Evil; goblins, lvl 32 - Brute Geryon: Evil;???; lvl 30 - Contoller Dispater: Evil; Strife; lvl 28 - Controller Mammon: Evil;Greed; lvl 27 - Brute Belial:Evil; secrets, seduction; lvl 28 - Lurker Fernia: Evil; fire, pleasure; lvl 27 (elite) - Artillery/Controller Levistus: Evil; ???; lvl 29 - Controller Glasya: Evil; seduction?; lvl 24 solo (updated) or lvl 29 elite (official) - Controller Baalzebul: Evil; Flies; lvl 31 - Lurker Mephistopheles: Evil; ???; lvl 33 - Artillery/Controller Bel: Evil; ???; lvl 31 (elite) - Soldier Hruggek: Chaotic Evil; bugbears,lvl 26 - Brute Skerrit: Unaligned; centaurs, nature, balance; lvl 27 - Soldier Rillifane Rallathil: Good; wood elves, forest; lvl 31 - Skirmisher Garl Glittergold: Lawful Good; gnomes, adventure, trickster; lvl 32 - Skirmisher Yondalla: Lawful good; halflings, protector, provider; lvl 33 - Soldier? Kurtulmak: Evil; kobolds; lvl 28 - Lurker Semuanya: Unaligned; lizardfolk, survival, reptiles; lvl 28 - Skirmisher Vaprak (exarch of Gruumsh?): Chaotic Evil; destruction, trolls, ogres, gluttony; lvl ?? - Brute Sekolah: Evil; exarch of Melora, sahauagin , sharks, oceans; lvl 28 - Brute Laogzed: Chaotic evil; troglodytes; lvl 22 - lurker Blibdoolpoolp: Chaotic evil; Kuo-Toa; lvl 22 - Controller As a reminder, the goals of this update project are to bring the Epic solos in line with the new design guidelines and standards for Epic solos, basically: 1) Update Hit Points (however, I am now using a 2x elite HP for solos) 2) Update defense/ attack bonus 3) Update damage expressions: Update: the damage expressions I am using are based on this post from DMG 42: dmg42.blogspot.com/2012/02/boot-on-face-... I plan to use this on all future Epic solos. These expressions bring the damage ratios (PC HP/ monster dmg) back in line with level 1 encounters. 4) Update # of attacks/ turns 5) Provide a method to mitigate conditions and effects 6) Increase damage when bloodied.
When available, I started with the stat block in the adventure tools and made the modifications I felt were necessary to achieve the goals above. I tried to minimize my changes to the original designs, but some needed more modifications than others.
If anyone would like to help and create some new gods, I would welcome it. It will take me a long time to do these all if I don't get some help, so please feel free to submit your gods to me and I can post them in this thread. Also, everything posted is a draft. I would love to get comments and/or playtesters so we can refine them. So, in alphabetical order this time:
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1 year ago ::
Feb 11, 2012 - 2:18PM
#2
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Date Joined:
Jan 27, 2009
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Asmodeus (updated - rev3) I tried something different with Asmodeus actions. I thought the no turn actions might make for a more dynamic fight. However, I am not sure how to handle “until the start of its next turn” type powers. Any suggestions for improvement?
Asmodeus powers are pretty much straight updates from the 1e monster manual and the 3e Fiendish Codex and Book of Vile Darkness. They should look pretty familiar in general. I am a little concerned that his aura might be too powerful, but a power based on his 3e versions and I wanted to include it somehow. Any suggestions on how to improve it?
I think the Malsheem Guard is a little tougher than the typical minion, but that seems good to me. In case you didn’t know, if you advance a pit fiend to lvl 36 it would be a minion, so it seemed like a natural fit.
And thank you to Xervous for the help in designing Asmodeus


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1 year ago ::
Feb 11, 2012 - 2:18PM
#3
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Date Joined:
Jan 27, 2009
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Avandra The goddess of luck,change and travel. As think Avandra would have plenty of leader type powers as well, but I chose to feature the powers I think she would use in single combat. As with most, if not all, of the gods I think Avandra could easily have 2 or more stat blocks to truely flesh out her character. Anyway, here she is:
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1 year ago ::
Feb 11, 2012 - 2:18PM
#4
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Date Joined:
Jan 27, 2009
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Bahamut (updated - rev2) I didn’t change the Old Man and the Canaries much. Just remember that this stat-block is really supposed to be used only if you insert Bahamut into a paragon level party as an ally. If you want to fight Bahamut in human form I would suggestion re-flavoring his dragon form. I gave Bahamut two full turns, which I think will be my standard for gods with the soldier role, and updated is attacks. I added Divine Retribution to deal with ranged attacks and added some traits to deal with Epic PC defenses and attacks and that is about it.


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1 year ago ::
Feb 11, 2012 - 2:18PM
#5
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Date Joined:
Jan 27, 2009
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Bane (update - rev 1) Bane had 2 aspects described in the Deities and Demigods article and I originally thought I would combine these 2 to make 1 full-fledged god. However, I then came up with another idea. My draft of Bane is based on a progression of theme developed in earlier god designs. Bahamut had 2 stat blocks, though they are really designed for two different types of encounters. Lolth has 2 functional stat blocks with a 2nd permanently replace the 1st half way through the encounter. I took the next logically step and gave Bane 2 stat blocks that he can switch between at any time during encounter. The goal was to capture the feel of both a warlord and soldier war god. It is a bit complex, but I hope it works as intended. Any suggestions for improvement would be greatly appreciated.


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1 year ago ::
Feb 11, 2012 - 2:19PM
#6
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Date Joined:
Jan 27, 2009
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Corellon So here is the high elf god of magic and protection. It follows the goals and updates described in the first post. I am always unsure how to make something feel like a skirmisher, so I tried to give him lots of movement and melee and ranged options. As the god of arcane magic I made it pretty foolish for PCs to attack him with arcane spells. He is no slouch in melee either. ANy suggestions are welcome!

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1 year ago ::
Feb 11, 2012 - 2:19PM
#7
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Date Joined:
Jan 27, 2009
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1 year ago ::
Feb 11, 2012 - 2:19PM
#8
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Date Joined:
Jan 27, 2009
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Gruumsh Here is my draft of Gruumsh. I would definitely call this a rough draft and would welcome any suggestions for improvements. As a force of destruction I struggled with different ways to be destructive besides just damage, thus the defense reduction mechanic and difficult terrain. As a force of chaos I wanted to do something beside multiple elemental damage types, thus the aura. I still think he could uses some polish. I used my new damage expressions (see the top of the page).
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1 year ago ::
Feb 11, 2012 - 2:19PM
#9
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Date Joined:
Jan 27, 2009
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1 year ago ::
Feb 11, 2012 - 2:20PM
#10
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Date Joined:
Jan 27, 2009
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Kord Kord seemed pretty straight forward, brute that does a lot of damage. I left his storm powers primarily for range attacks/defense. I then decided to add a “wrestling” mechanic and gave him some grab/grapple attacks befitting a god of strength. 
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