Friday, December 17, 2010

corellon and gruumsh revisited (briefly)

from channel divinity: corellon’s devoted in dragon 394:

"This duel culminated in Gruumsh losing an eye to Corellon’s blade (or arrow in elven myth) . . ."

it is nice to see others seeing things as i see them. you see?

Saturday, November 20, 2010

ettins speak common, not giant

as i have mentioned before, ettins are naturally born from and are related to ogres. they appear with about the same frequency as twins.

also as i have mentioned, there is no such thing as giant language. giants are elemental creatures and speak primordial. ogres are natural creatures. they do not speak primordial. they speak common, as do ettins.

Thursday, November 4, 2010

REQUEST: compendium, rituals, filters, category

please add an additional filter to ritual searches entitled categories.

there are enough occasions when a dm or player need to search for rituals of a particular category. for example, the dragonmark feats grant the ability to master and perform rituals of certain categories. in addition, several magic items and even a few backgrounds, paragon paths and epic destinies offer characters similar abilities. the compendium is the only reasonable method available for researching this information.

lycanthropes have me confused

i have always known all lycanthropes to have 3 forms:

(i) humanoid (as in, resembling a standard humanoid race);
(ii) animal; and
(iii) hybrid (typically a humanoid body with animal head and/or other parts).

however, in 4e:

(a) every lycanthrope has a change shape ability that references only two forms: humanoid and animal--no mention of a hybrid form;
(b) every image of a lycanthrope is in hybrid form; and
(c) most of their attacks can be used in only humanoid or animal form--no mention of which can be used in hybrid form, if any.

now, i can draw my own conclusion of how this all works together, but it just seems poorly presented to me. every other shapechanger in 4e (except the jackalwere, which suffers the same issues as the lycanthropes) makes reference to every form of the creature in its stat block (e.g., lolth, yochlol, lamia, hag, etc.).

perhaps, this needs correcting.

EDIT:

lo and behold, the new encounter, "kill the messengers", has a wererat with the following information in its stat block:
__________

Change Shape (polymorph) ✦ At-Will
Effect: The wererat alters its physical form to appear as a rat, a unique human, or a hybrid creature. The form lasts until it uses change shape again or until it drops to 0 hit points (whereupon it assumes human form). The creature retains its statistics in its new form. Its clothing, armor, and possessions do not change.

Short Sword (weapon) ✦ At-Will
Requirement: The wererat must be in human or hybrid form.

Bite ✦ At-Will
Requirement: The wererat must be in rat or hybrid form.

Rat Scurry ✦ At-Will
Requirement: The wererat must be in rat form.

Speed 6, climb 4 (rat or hybrid form only).
__________

now, this is much better. nothing is implied. everything is quite clear. thank you, wotc.

well, it does leave me with one question still unanswered: does the creature's armor, and it's possessions, fall off when the creature assumes animal form? also consider that a werewolf lord is size medium in human form and size large in hybrid form. does its armor strangulate it when it increases in size or fall off when it decreases in size? if not, why not?

the mimic is fatally flawed

i think i might have identified a fatal flaw in the design of the mimic.

traditional, a mimic's tactic is to

i) assume the form of an object,
ii) wait for an enemy to draw near, and then
iii) surprise that enemy with an attack.

the mimic has a power called shapeshift, which allows the mimic to assume the form of an object (step i above). while in object form, a mimic is immobilized and cannot attack. the problem is that shapeshifting into or out of object form is a minor action.

the rules for a surprise round read, in part, as follows:

Limited Action: If you get to act in the surprise round, you can take a standard action, a move action, or a minor action. You can also take free actions, but you can’t spend action points. After every nonsurprised combatant has acted, the surprise round ends, and you can act normally in subsequent rounds.

so, how does the mimic surprise its enemy with an attack (step iii above)? technically, it cannot. according to the rules as written, the mimic burns through its surprise round with the minor action of shapeshifting to its natural form (a standard action, a move action, or a minor action). it would not get to attack its enemy until after the surprise round. i do not think that this is what the designers intended.

how can this mistake be corrected? well, in a surprise round, the mimic can also take free actions. if shapeshift were changed to a free action or, more limited, if the mimic shapeshifting back to its natural form were a free action, then the mimic could both shift and attack during the surprise round.

Thursday, October 28, 2010

4e lycanthropes have me confused

i have always known all lycanthropes to have 3 forms:

(i) humanoid (as in, resembling a standard humanoid race);
(ii) animal; and
(iii) hybrid (typically a humanoid body with animal head and/or other parts).

however, in 4e:

(a) every lycanthrope has a change shape ability that references only two forms: humanoid and animal--no mention of a hybrid form;
(b) every image of a lycanthrope is in hybrid form; and
(c) most of their attacks can be used in only humanoid or animal form--no mention of which can be used in hybrid form, if any.

now, i can draw my own conclusion of how this all works together, but it just seems poorly presented to me. every other shapechanger in 4e (except the jackalwere, which suffers the same issues as the lycanthropes) makes reference to every form of the creature in its stat block (e.g., lolth, yochlol, lamia, hag, etc.).

perhaps, this needs correcting.

Thursday, October 7, 2010

nagpa

one addition to nagpa fluff: after being transformed by the primordials, the nagpa fled to and continue to reside in the shadowfell.

Wednesday, October 6, 2010

shambling mounds are fey

yet another, with more to come.

Saturday, September 18, 2010

shard of evil, living gate, obyriths

i am formulating a comprehensive history in which the shard of evil was a piece of the living gate. the obyriths, powerful creatures of the far realm, pierced the living gate momentarily, causing a shard of the living gate to break free. that shard, having been the locus of the obyriths' concerted effort to pierce into the known planes, absorbed an unfathomable amount of the energies of the far realm.

the deities of the astral plane, wherein the living gate was momentarily ruptured, quickly recognized the corrupting effect that the shard of evil was having upon the plane. tharizdun, a lawful good deity of great power and wisdom, recognizing that the shard, a thing not entirely of this plane, could not be destroyed, took it upon himself to remove the shard to the furthest reaches of the elemental chaos, a plane dominated by primodial beings with whom the deities warred.

pazuzu, an obyrith, told asmodeus how to remove a piece of the shard of evil. perhaps pazuzu did so in order to get a piece of the shard to the astral sea in hopes of doing to that plane what the shard has been doing to the elemental chaos--namely, transforming it into the abyss, a place more to the liking of these far realm alien creatures.
_______________

the above history implies that the worst of evils actually stems from the far realm. the abyss is the corruption of the elemental chaos by the influences of the far realm, via the physical presence of the shard.

it is with this understanding that creatures throughout the known planes--deities, primal spirits, wilden, shardminds, etc.--universally oppose the presence of far realm influences in any form, whether aberrations, malevolent stars, portals or rifts.

as i see it, such far realm influences physically warp their surroundings in a manner not unlike the shard of evil, but on a much smaller scale. the mere presence of a community of aberrant creatures actually will cause its environs to change (think of the movie Aliens or the starcraft zerg).

in a sense, demons are another form(s) of aberrant creatures.

minotaurs

similarly to my decision to make trolls fey instead of natural, i have decided that minotaurs are fey creatures. in the feywild, minotaurs are largely subservient to fomorians. subterranean minotaur mazes often serve as outer defenses to fomorian kingdoms; however, minotaurs often are deployed by fomorians on missions above ground.

some minotaurs worship baphomet. others follow primal traditions. both of these subsets conflict with fomorian rulership.

predicting variable racial stats

my (great) expectations (actual outcome in bold):

Deva – Wis, Int or Cha
Dragonborn – Cha, Str or Con (same)
Drow – Cha, Dex or Wis (Dex, Cha or Wis)
Genasi – Int, Str or Con
Gnoll – Dex, Con or Str
Gnome – Int, Cha or Wis
Goliath – Str, Con or Wis (most likely, but i prefer Con, Str or Wis for primal goodness)
Half-Elf – Cha, Con or Wis (Con, Cha or Wis)
Half-Orc – Str, Dex or Wis (Dex, Str or Con)
Kalashtar – Wis, Cha or Dex
Revenant – Con, Dex or Wis
Shadar-kai – Dex, Int or Con
Shifter – Wis, Str or Dex
Tieflings – Cha, Int or Dex (Cha, Int or Con)
Warforged – Con, Str or Int

Sunday, September 5, 2010

unnatural

denizens of the elemental chaos refer to the natural world as the unnatural world because, as they see it, it is not natural.

Monday, August 23, 2010

Smite Elemental Creature

although, the ampersand piece on the upcoming warpriest build says "most deities view undead creatures as abominations that must be destroyed", it seems to me that a more unifying power than smite undead would be something like smite elemental creature--you know, dawn war and all of that stuff.

it would be quite simple to make available to every cleric the following alternative channel divinity power:

Smite Elemental Creature
Cleric Attack
You scorch an elemental foe with your weapon, driving it back and then binding it in place.
Encounter (Special) Channel Divinity, Divine, Radiant, Weapon
Standard Action Melee weapon
Target: One elemental creature
Attack: Wisdom vs. Will
Hit: 2[W] + Wisdom modifier radiant damage, and you push the target a number of squares up to 3 + your Constitution modifier. The target is immobilized until the end of your next turn.
Level 11: 3[W] + Wisdom modifier radiant damage.
Level 21: 4[W] + Wisdom modifier radiant damage.
Miss: Half damage.
Special: You can use only one channel divinity power per encounter.

Wednesday, August 11, 2010

if i had my druthers

wotc does not want to alienate gamers by changing existing class builds radically; instead, wotc adds more builds reflecting how they would have done things differently. one downside to this approach is the pressure to continue supporting builds that, in hindsight, really should have been done better, which is a bit like throwing good money at bad money.

here is how i would have made the original builds:

cleric: wis, con or cha
fighter: str, con or dex
paladin: str, cha or wis
ranger: wis, str or dex
rogue: dex, str or cha
warlock: cha, int or con
warlord: str, int or cha
wizard: int, con or dex

new builds with new secondary stats

i like the new direction i am seeing with new class builds using new secondary stats. this, of course, presumes an A-shaped class. it allows more races to partake effectively of the class. it expands the repertoire of powers available to all builds of the class, albeit without the riders of the intended build.

one way that wotc could further, and more quickly, broaden the support for new builds--and to a lesser extent, older builds--is by publishing dragon articles listing old powers with new riders for the new builds--and for the older builds that did not have riders on those powers. eventually, the compendium potentially could show every power with a separate rider for each build of the applicable class. of course, exceptions would exist.

Tuesday, June 29, 2010

orcs, gruumsh and orcus

in the past, i have stated that i regard gruumsh, in 4e, as a primordial rather than as a god because his manner and mentality seemed better suited for a primordial.

lately, i have been thinking about orcs and have devised some changes that are to my liking. for several reasons, i think that orcs should worship orcus instead of gruumsh.

admitedly, one of those reasons is the mere similarity in the names: orcs and orcus. simple--perhaps silly--but true. i see the name orcs as meaning "deriving from orcus". for me, it fits.

another reason for orcs worshipping orcus is to better differentiate orcs from the other, common "savage" races: gnolls, minotaurs and, perhaps, the goblinoids (the list could go on--e.g., kobolds, etc.--but i will stop with these).

i say perhaps goblinoids because although many players group goblinoids with those other races, i see gobliniods as rather different from the others. they are an evil race, not chaotic evil. they generally worship gods-principally bane--whereas gnolls (yeenoghu) , minotaurs (baphomet) and (as i see it) orcs (was gruumsh, now orcus) generally worship worship demons.

by changing the orcs' patron from gruumsh to orcus, orcs now can be closely associated with the undead. orc shamans would be practitioners of necromancy. undead would be as prevalent among orcs as hyenas are among gnolls, and mazes are among minotaurs.

i can see orcs leading low level undead, such as zombies and skeletons; associating with ghouls and wights; and following higher level undead, such as arcanians, vampires, mummy lords, and liches. i can also see orcs associating with nonorc cultists of orcus.

i think that this association with the undead will make orcs appreciably different from the other common savage races, even at low levels of gaming.

so, you might be wondering, "what about gruumsh?" imo, other than serving as the patron of orcs, gruumsh is unimportant to 4e. he acts more like a demon lord than like any of the other gods, and there are plenty of demon lords already. so, maybe that is gruumsh's skull planted at the end of orcus' wand.

Tuesday, June 15, 2010

tiefling and hellock

i like the new article in dragon 386.

totems worn

someone once suggested that totems should be wearable in addition to wieldable, similarly to divine holy symbols.

i second this idea.

witch and the shadow power source

i would LOVE to see, finally, a witch class. i had long envisioned a witch class as primal, but a shadow-based witch class would be great.

this would be an awesome--and solid--shadow power source line-up:
hexblade - defender
assassin - striker
necromancer - leader or controller (i vote controller)
witch - controller or leader (i vote leader)

p.s., i could see constitution being a prominent stat within the shadow power source, a la wisdom for divine, intelligence for arcane, strength for martial, constitution (and wisdom) for primal, and wisdom (and charisma) for psionic.

Tuesday, June 8, 2010

cunning sneak & shadow walk

two ways of accomplishing this:

i) hybrid rogue/warlock, with hybrid talent feat and paragon hybrid talent feat; or

ii) rogue wearing phantom chaussures (level 18 boots).

this cunning sneak/shadow walk combination grants the characters the ability to make stealth check every round.

EDIT: the cursed shadow feat (dragon 385, prerequisite: assassin and warlock) grants the shadow walk class feature.

Thursday, June 3, 2010

aberrations

i think that all aberrations should share a fluff--with varying mechanics--whereby their mere presence is anathema to their immediate environment. different sources of inspiration for this include the starcraft zerg and dark sun defiling. this fluff would lend further credence to the imperative sentiment against the far realm and its progeny, especially among the primal forces of the world.

such fluff would cause aberrations to stand out among the other threats to the natural world and the "natural order of things." a primal character might consider the undead to be an affront to the natural cycle of life; he might combat creatures of the elemental chaos because of their conflicting values of creation and recreation; but, that primal character would regard the mere existence of an aberrant creature as a cancer upon his sacred world.

one example that i have considered is having the caves of a grick colony coated with a strange substance (think zergs or aliens the movie).

lycanthropes

i like the idea of different types of lycanthropes adopting differing humanoid forms, such as a wererat taking the form of a halfling and a wereboar taking the form of a dwarf or orc.

this is not an original idea. scepter tower of spellguard has wererats that take the form of halflings. however, all of the lycanthropes depicted in the monster manuals and dragon magazine articles generically assume the form of man. so, i just want to emphasize the potential for diversity.

EDIT:
werecrocodile as lizardfolk

Tuesday, May 18, 2010

titans (continued)

i envision titans as appearing more elemental than most of the types of titans currently appear. earth titans more precisely reflect my image of titans.

fire titans would appear more like loosely humanoid shaped creatures of magma with fire in place of hair.

frost titans appear more like loosely humanoid shaped creatures of ice with snow in place of hair.

stone titans would look much as they do now, except that they would be shaped more like earth titans than the current stone titans.

storm titans would appear more like loosely humanoid shaped creatures of hardened storm clouds with lightning in place of hair.

the nonelemental titans (i.e., death, eldritch, astral and, perhaps, fomorians) do not require modification of appearance, imo. alternatively, death titans could appear more like loosely humanoid shaped creatures of shadow.

also, just as titans would not use weapons, nor would they wear armor.

ettins and ogres

on rare occasions, an ogre gives birth to a two-headed ogre called an ettin. ettins tend to assume leadership positions among ogres due to their superior intellect (two heads are better than one) and superior combative skills.

Sunday, May 9, 2010

giants and titans

i think that the giant language should not exist. instead of speaking giant, i think that giants and titans should speak primordial (i recognize that titans currently speak both).

also, i think that titans should not rely upon manufactured weapons to make melee attacks. this change would reinforce the notion that titans are powerful beings, noticeably moreso than giants, and imbued with elemental (necrotic for death titans and arcane for eldritch titans) power.

Functional Template - Drider (REVISED)

Drider
A drider was a powerful drow priest of Lolth whose devotion was satisfactorily tested by Lolth and who was gifted with a semblance of her god’s spider form. Most, although not all, matron mothers are driders. Drow believe that a drow house that does not have a drider for a matron mother is experiencing the displeasure and punishment of Lolth. Such houses face stigma and some prejudice from the greater drow community. A drow house with two or more driders is regarded as blessed by Lolth. As the favored of Lolth, all driders, whether matron mother or not, enjoy considerable power and authority in drow society. Since all drow priests are female, a male drider is a rare and socially complicated circumstance for drow society. Driders often dispense with weapons, instead relying upon their two blade-like front claws and their bite for melee.

Drider is a template you can apply to any drow priest and, rarely, other drow who have dedicated their lives to the service of Lolth. If you are modifying a nonplayer character, this template works best with the cleric.

Prerequisite: Level 11, Drow Priest or drow worshiper of Lolth
______________________________________

Drider
Elite Skirmisher
Large fey humanoid (spider)
XP Elite
Defenses +2 AC; +4 Fortitude, +2 Reflex
Resist 5 + 1/2 level poison
Saving Throws +2
Speed 8, climb 8 (spider climb)
Size Large
Action Point 1
Hit Points +8 per level + Constitution score
______________________________________

POWERS

M-B Claw (standard; at-will) Poison
Level +4 vs. AC; 1d8 + 7 damage plus 1d8 poison damage.

M Double Attack (standard; at-will) Poison
The drider makes two claw attacks.

M Quick Bite (minor 1/round; at-will) Poison
Requires combat advantage; Level +2 vs. Fortitude; 1d4 damage, and ongoing Constitution modifier + 1/2 level poison damage (save ends).

R Web Net (minor 1/round; at-will)
Ranged 10; Level +2 vs. Reflex; the target is restrained and gains vulnerable 5 poison (save ends both).

Spider Link (minor; at-will) Healing
The drider can transfer up to its healing surge value of points of damage she has taken to a spider or a drow within 5 squares of her. She cannot transfer more hit points than the creature has remaining. If applicable, REPLACES Drow Priest Spider Link.

Web Walker
A drider ignores the effects of spider webs and spider swarms.

a fix for ki focus

i suggest that ki focus not be an implement. instead, make it a unique category of items that strictly enhances other items that are weapons.

so, for both monk and assassins, instead of:

Implement: Ki focuses, weapons with which you have proficiency

the applicable line would read:

Implement: Weapons with which you have proficiency.

next, i would suggest that when a monk/assassin makes an attack, whether a weapon attack or an implement attack, the monk/assassin must use a weapon to do so, but can choose to apply a ki focus to the weapon in lieu of the weapon's own properties.