Community

 
Jump Menu:
Post Reply
Page 2 of 10  •  Prev 1 2 3 4 5 6 ... 10 Next
Switch to Forum Live View Epic Solo Updates โ€“ The Gods Project
1 year ago  ::  Feb 11, 2012 - 2:24PM #11
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Lolth (update-Rev1)
First off I gave Lolth different hit points and defenses for her different forms (lurker and brute).  Fortunately, adding the hit points together gives you the same number as her original, so I didn’t need to do anything special here.  Ideally I would could have the drow form never be bloodied and the spider form always considered bloodied (or maybe at the halfway point between the total hp), but I didn’t see any way to do that in the Monster Builder and I didn’t feel like doing it by hand.


Didn’t do to much to her drow form except add some off turn actions and moved Immortal Resilience to a trait (so doesn’t count against her trigger actions).


I felt Lolth’s spider form needed more work.  So added an off turn action and gave her a double attack standard action and added Webs of Rebuttal to deal with range attacks and an aura to deal with free action melee attacks.






Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:24PM #12
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Reserved for:  Melora

Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:24PM #13
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Moradin (update rev1)
I found an aspect of Moradin from the Scales of War adventure path, so I modified it to make it worthy of the head of the pantheon.  Since he is level 40 I felt I could push the envelope a little more.   However, I did this pretty quickly and any suggestions to tweak Moradin would be appreciated.   I made all the minor action recharge powers share a roll, but feel free to change this if the powers are not recharging enough.



Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:25PM #14
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Pelor
There wasn’t a lot to gone on for Pelor with regards to powers so I went with the simple Sun God approach.  He also had healing as a portfolio in 3e so I added some healing and leader type powers.

I couldn’t think of a way to reflect his “summer” powers, so I would leave that aspect of him to DM roleplay and less about mechanics.  Perhaps a 2nd stat block like Bahamut could explore those powers.

I originally had him as a skirmisher, but it seemed more natural to have a sun god blast away from a distance so I switched him to artillery.
 

Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:25PM #15
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Raven Queen (updated - rev2)
Inspired by Hazard84 in this thread: community.wizards.com/go/thread/view/758...  I’ve finished a draft of the Raven Queen.  A lot of this is based off the framework Hazard84 started.  I just updated it a bit.

Her design, like Torog’s, tested my hp ideas (2x elite instead of standard guidelines), but I think it works better for RQ.  She is able to move away from melee pretty well and has a high reflex and some powers/traits to limit ranged damage.  Queen’s Wrath is also partially intended to compensate for her low hit points.  I figure it saves her around 100hp, maybe more.

Anyway, let me know what you think.

Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:26PM #16
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Sehanine
The goddess of the moon, illision and trickery!  I gave Sehanine may options for mitigating damage to help compensate for her lower Lurker HP (refer to the first post for the guidelines used for monster damage.  I may have gone overboard, but I think she is a pretty interestng goddess in combat.

FYI, like many, if not all, of the gods, Sehanine's stat block just indicats a portion of the powers at her disposal.  The stats given here are just for her most common powers used in combat.

 
 

Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:26PM #17
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Tharizdun
 
I had a hard time with this one because I don't no much about him.  I had a rough outline about 6 months ago, but then it stalled.  Then I decided to focus more on his nilism and less on his insanity; and I found out there are 3 artifacts associate with him (sword, spear, & horn).  After that it came together pretty quickly.  An ideas for improvements would be greatly appreciated.


Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:26PM #18
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Tiamat (updated rev2)
I bumped up Tiamat’s level to match Bahamut’s and to more closely match her original defenses while staying closer to the new design guidelines, and there are already 2 lvl 35 evil gods anyway.  I made a generic bite attack that freed up the heads to have more unique attacks.  However, all together I didn’t add many powers, but I did beef up here traits a bit to, hopefully, mitigate against all the conditions lvl 30 PCs can slap down.  Update: revised dmg to above MM3 levels (see first post and update post for reasons) and revised her actions and turns to be more similar to other gods (instead of 5 turns).



Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:28PM #19
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Torog (update rev-1)
Torog was the biggest test of my new elitex2 hit point philosophy.  Being a Lurker his HP is pretty low and I worried about how to compensate for this.  Ultimately, I decided the DM must play Torog like  a Lurker and find ways to cause damage while removing/or reducing the threat of damage from the PCs.  I tried to help this by bumping his AC a little and giving him some powers to get him out of the way and I threw in a way for him to regain hit points.  Though, I think to be most effect he will also need the correct terrain (use tremorsense) to be effective (as a lurker probably should).  Updated damages to new damage expressions (see the first post in this thread for more information).
 

Quick Reply
Cancel
1 year ago  ::  Feb 11, 2012 - 2:28PM #20
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Vecna (update rev-1)
Vecna had a good foundation, it just needed to be brought up to speed with the newer guidelines and design standards.  I made a few tweaks based on the existing theme and gave him a way to deal with radiant attacks, but overall I feel it is pretty similar to the original.  I expanded on the original’s action point mechanic to give Vecna a method for removing conditions.  Update:  increased damage levels (see updated first post), added a standard recharge power and tweaked the action point mechanic.

Quick Reply
Cancel
Page 2 of 10  •  Prev 1 2 3 4 5 6 ... 10 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing