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Switch to Forum Live View Epic Solo Updates โ€“ The Gods Project
1 year ago  ::  Feb 11, 2012 - 2:33PM #21
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Zehir (update Rev-1)
I tried to get the lurker/assassin feel to Zehir’s mechanics, so I hope he came out that way.  I also wanted to give him 2 forms, but to have the 2nd form to always be “bloodied.”  This allowed me to make the Serpent God form hit harder (to achieve the 50% more damage guideline). I used a Tiamat style stat block with each "form" having its own abbreviated stat block.

I also tried some new methods to mitigate damage and conditions/effects, so this draft may be a bit over or under powered.  Any thoughts or suggestions are welcome.  Update:  update the damage, see the first post for the reasons.  not much else)


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1 year ago  ::  Feb 11, 2012 - 2:34PM #22
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983
Lesser Gods:


Maglubiyet (update rev1)
I didn’t do too much to the goblin god, I just moved some things around, updated damage and added some traits.  Note as a “Lesser God” I did not give him the ability to discorporate.


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1 year ago  ::  Feb 11, 2012 - 8:13PM #23
Xervous
Date Joined: Nov 27, 2011
Posts: 53

First off, I am very happy to see that someone decided to make some actual legendary threats for 4E. Giving all the gods at least one mechanic to take two or more turns per round gives them more options, making fights more dynamic and interesting beyond the "It drops encounter powers, uses action points, then does its at will multiattack until a power recharges". The massive array of traits that remove or prevent most negative conditions (but not marks, so the defender stays important) makes them mechanically harder to kill, and if presented properly, it exudes the unstoppable force that a god should be, but it makes any penalty that can't be constantly reapplied next to useless as it won't even last a round (and some players might not like this because it will just favor the striker more in this encounter).

These gods are listed above level 30, and you have made that mean something. If an average party had to go up against one of the stronger gods stat-ed out here, they would be challenged even if they come into it with all their dailies. Nevermind those monstrosities that come out of CharOP, the game shouldn't be built for those who want to completely meta the excrement out of a role playing game, but some optimizing is fine, perhaps necessary to even hope to be able to discoporate one of the stronger gods.

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1 year ago  ::  Feb 12, 2012 - 2:50AM #24
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Feb 11, 2012 -- 8:13PM, Xervous wrote:

The massive array of traits that remove or prevent most negative conditions (but not marks, so the defender stays important) makes them mechanically harder to kill, and if presented properly, it exudes the unstoppable force that a god should be, but it makes any penalty that can't be constantly reapplied next to useless as it won't even last a round (and some players might not like this because it will just favor the striker more in this encounter).




Xervous.  Thank you for the comments.  I would like to say that I tried to limit the effect of conditions, but not completely eliminate them.  All the gods will have a chance to save against conditions (I'm making that a godly trait as noted in the Draconomicon), but that will still result in some getting through.  This will then result in a loss of actions, hit points or action points (depending on the god).  I hope the PC's feel the accompilished something, but I am trying to make them the "unstable gods that they should be,' as you noted.  It is a tough balance that is for sure.

I also tried to limit striker multi-attack/free action damage with various trigger actions, but these will only work if the god is not dazed, stunned or dominated (which is still possible - especially between turns).

I did revise these traits after reading Mike Shea's "Lords of Chaos' aticle last week in Dungeon 199.  It seems that the new desing philosophy for lvl 30+ solos is to really nerf conditions.

Thank you again for the reply.  I hope to get some more gods posted soon, and I really hope a few people will step and create some as well.

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1 year ago  ::  Feb 12, 2012 - 8:17AM #25
Xervous
Date Joined: Nov 27, 2011
Posts: 53
Perhaps if we gathered some ideas about what the gods should be like: roles, possible abilities, etc... us forum goers could put together a god by general consensus.

Like moradin would be either a brute or a soldier. He would be immune to forced movement and prone, and many of his attacks would push or knock enemies prone, and perhaps he would have some powers to create difficult terrain (that he ignores)

zehir: definitely a lurker, ongoing poison damage, infrequent (insanely) powerful attacks...

Gruumsh: brute, reckless multiattacking / charging / burst or blast weapon based attacks.

Bane: soldier, mix in a little skirmisher perhaps?

Asmodeus: Controller / soldier, dominate / force targets to make melee basic attacks against allies etc... necrotic / fire ongoing damage.

Kord: soldier, lighting, thunder, dazes, stuns, and secondary attacks on his melees (weapon hits, then have a burst of thunder or lighting around the victim)

raven queen: controller, toss in some cold attacks, a few things that can be flavored as twisting fate (screwing over dice rolls with penalties or "roll 2 and take lower" come to mind, on top of the penalty to saving throws), the draining power of the shadowfell (munch those healing surges, and health), and of course death (carefully apply some penalties to death saving throws, or in extreme circumstances force failed throws)

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1 year ago  ::  Feb 12, 2012 - 9:59AM #26
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Feb 12, 2012 -- 8:17AM, Xervous wrote:

Perhaps if we gathered some ideas about what the gods should be like: roles, possible abilities, etc... us forum goers could put together a god by general consensus.

Like moradin would be either a brute or a soldier. He would be immune to forced movement and prone, and many of his attacks would push or knock enemies prone, and perhaps he would have some powers to create difficult terrain (that he ignores)

zehir: definitely a lurker, ongoing poison damage, infrequent (insanely) powerful attacks...

Gruumsh: brute, reckless multiattacking / charging / burst or blast weapon based attacks.

Bane: soldier, mix in a little skirmisher perhaps?

Asmodeus: Controller / soldier, dominate / force targets to make melee basic attacks against allies etc... necrotic / fire ongoing damage.

Kord: soldier, lighting, thunder, dazes, stuns, and secondary attacks on his melees (weapon hits, then have a burst of thunder or lighting around the victim)

raven queen: controller, toss in some cold attacks, a few things that can be flavored as twisting fate (screwing over dice rolls with penalties or "roll 2 and take lower" come to mind, on top of the penalty to saving throws), the draining power of the shadowfell (munch those healing surges, and health), and of course death (carefully apply some penalties to death saving throws, or in extreme circumstances force failed throws)




Yes, that is what I would like and your thoughts for Zehir, Gruumsh, Bane, Asmodeus, Kord, Raven Queen and Moradin are great.  If you want to post or PM me a more detail descripition of one or more I would be glad to draft it up.

FYI, I have posted a draft of Moradin based on his Aspect in Scales fo War.  I should have a draft of Bane up today as well (from his aspects in the Dieties and Demigods article), but that will be it for awhile unless I get some help.

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1 year ago  ::  Feb 13, 2012 - 7:16PM #27
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983
One thing to remember about the God's stat blocks, and all 4e stat blocks really, the powers listed would just be powers the god would likely to be used in combat.  I think we can assume that gods have ritual like powers, they are just not normally readily used in combat.

That being said, I think you need to play gods a little fast and loose and don't be hindered by the stat block, but use it as a starting point.
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1 year ago  ::  Feb 14, 2012 - 4:44PM #28
Xervous
Date Joined: Nov 27, 2011
Posts: 53
So here's a sketch for Asmodeus as a controller... (will be expanded upon over time)

Basic attacks:
-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.

-more to be added!-
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1 year ago  ::  Feb 14, 2012 - 6:53PM #29
dave2008
  • Dragon Slayer
Date Joined: Jan 27, 2009
Posts: 983

Feb 14, 2012 -- 4:44PM, Xervous wrote:

So here's a sketch for Asmodeus as a controller... (will be expanded upon over time)

Basic attacks:
-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.

-more to be added!-




Thank you for starting the big "A."  I will add to it.  New or revised stuff in bold

Asmodeus, the Betrayer

Level 37 Solo Controller (Leader)
Large immortal humanoid (devil, god)

HP:  1344/672, AC 51, Fort 49, Reflex 49, Will 52
Senses:  ?
Immunities:
Resistances:

Traits:
Hellfire Aura 20:  ??
Divine Might:  -4 to saves
Immortal Resilience:  saves when attacked and at end of turn
Instinctive Fire – an off turn action trait
??? – a leader role trait?

Basic attacks:

-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.
-Ruby Rod – recharge 6 power, fire/psychic damage (?) and dominate or something else

Minor Acions:

Trigger Actions:
Divine Dicorporation

Skills:

Str:  34, Con:  32, Dex: 29, Int: 31, Wis:  32, Cha:  36

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1 year ago  ::  Feb 15, 2012 - 2:18PM #30
Xervous
Date Joined: Nov 27, 2011
Posts: 53
I had an odd idea, where Asmodeus would be able to build upon a certain status condition...
X attack. dazes. if target is dazed, stuns. if target is stunned, dominates...

something to that tune.
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