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1 year ago ::
Feb 11, 2012 - 2:24PM
#11
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Date Joined:
Jan 27, 2009
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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.

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1 year ago ::
Feb 11, 2012 - 2:24PM
#12
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Date Joined:
Jan 27, 2009
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1 year ago ::
Feb 11, 2012 - 2:24PM
#13
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Date Joined:
Jan 27, 2009
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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.

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1 year ago ::
Feb 11, 2012 - 2:25PM
#14
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Date Joined:
Jan 27, 2009
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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.

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1 year ago ::
Feb 11, 2012 - 2:25PM
#15
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Date Joined:
Jan 27, 2009
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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.

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1 year ago ::
Feb 11, 2012 - 2:26PM
#16
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Date Joined:
Jan 27, 2009
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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.
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1 year ago ::
Feb 11, 2012 - 2:26PM
#17
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Date Joined:
Jan 27, 2009
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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.

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1 year ago ::
Feb 11, 2012 - 2:26PM
#18
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Date Joined:
Jan 27, 2009
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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).

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1 year ago ::
Feb 11, 2012 - 2:28PM
#19
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Date Joined:
Jan 27, 2009
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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).

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1 year ago ::
Feb 11, 2012 - 2:28PM
#20
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Date Joined:
Jan 27, 2009
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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.

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