Go Back   EN World D&D / RPG News > Blogs > Thoughts of the Arch Chancellor

The plan is to use this blog to post various RPG related stuff, most likely pertaining some designing, house rules and stuff like that. Basically the same stuff I might as well post on the EN World forum, though with a less tighter focus on D&D only stuff.

You might see material I would usually hide on my hard disk and not bother to discuss on the forums, since it's to specific or not formulated well enough yet.

It's just an experiment, and we'll see if or when I give it up.
Monsters New monsters.
Old

Monster Conversion - Formians

Posted 3rd July 2008 at 11:42 PM by Mustrum_Ridcully (Thoughts of the Arch Chancellor)
Updated 3rd July 2008 at 11:48 PM by Mustrum_Ridcully
Formians
One of the monsters of the 3E I found interesting but barely got to use were the Formian. I guess since the Borg from Star Trek, I like Hive creatures.
My idea of the Formians for 4E is that they are continuosly expanding their territories. Different Hives sometimes fight each other, but they also often ally each other for a common goal. They are as orderly as ever.
For 4E, I introduce more variants of the typical Formian Warrior. I am assuming that a mix of arcane manipulation and selective feeding allows the same base creature to shape into very different creatures, ranging from a simple worker over an independently thinking Myrmach to a Formian Queen itself.

I'll start with the typical "battle army" monsters. (Time and allowed space forces me to limit my post a little bit)

Formian Drone Recruit – Level 16 Minion
Small Immortal Magical Beast (Formian)
Spoiler:

The Formian Drone Recruit is a regular worker drone that has been commanded by the hive to enter combat.
Initiative +16, Perception +12
HP: 1 (a miss never deals damage to a minion)
Defenses: AC 32, Fort 29, Ref 31, Will 29
Speed: 6 squares, Burrow 2 squares
Attacks & Powers
Basic Melee: Bite (Standard, At-Will)
+20 vs AC; 9 damage

Retreat (Immediate Reaction, Encounter)
Trigger: An enemy attack misses the Drone.
Effect: The drone shifts 4 squares.

Cure Wounds (Standard, Encounter)
To use this power, at least 3 Formian Drone Recruits or regular Drone Workers have to be adjacent to a bloodied ally. The ally can spend one healing surge.

Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.

Alignment: Unaligned
Skills: Endurance 20; Language: Supernal
Ability Scores: Str 15, Con21, Dex24; Int6, Wis21, Cha9


Formian Warrior – Level 16 Soldier
Medium Immortal Magical Beast (Formian)
Spoiler:
The Formian Warrior is the standard, battle-ready formian.
Formian Warriors fight usually in formation, and work methodically. Their task is to protect the hive, and they will sacrifice themselves for this.
Not all Formian Warriors fight to the death, though. Often, tactical retreat are more beneficial to the hive, and they will use their options accordingly.

Initiative +17, Perception +12
HP 157; Bloodied 78
Defenses: AC 32, Fort 30, Ref 28, Will 28
Speed: 8 Squares, Burrow 2

Attacks & Powers
Basic Melee – Claw (Standard, At-Will)
+23 vs AC; 2d8+7 damage and the target is marked until the Formians next turn.

Sting (Standard, Recharge 5 6)
+21 vs Fortitude; 3d10+7 poison; Ongoing poison 5 (save ends). If the first save fails, the target is also dazed (save ends both).

Zeal (Standard, Recharge 6 or when bloodied)
The Formian Warrior may make a Claw and a Sting attack.

Combat Superiority
Formian Warriors gain a +5 bonus to opportunity attacks.

Hive Defense (Immediate Interrupt, Encounter)
Trigger: An enemy attacks an ally adjacent to this Formian. The attack is resolved against this Formian Warrior.

Hive Coordination
For each Formian adjacent to the target, the Formian gains a +1 bonsu to his melee attack roll.

Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.

Alignment: Unaligned
Skills: Athletics +20, Endurance +18, Stealth +18; Languages: Supernal
Ability Scores: Str24, Con21, Dex21, Int16, Wis21, Cha10



Formian Scout – Level 14 Lurker
Medium Immortal Magical Beast (Formian)
Spoiler:

The Formian Scout strikes from hiding and is used by the Formian hive to spy out his enemies. He will often retreat from a combat that goes badly to relay information to distant members of the Hive for improving tactics or organizing reinforcements.
Initiative +16; Perception: +17
HP: 118; Bloodied: 59
Defenses: AC 29, Fort 26, Ref 27, Will 26
Speed: 8 squares, burrow 4 squares
Attacks & Powers:

Basic Melee: Claw (Standard, At-Will)
+19 vs AC; 2d8+6 damage

Melee: Poison Sting (Standard, At-Will)
+19 vs AC; 2d8+6 damage and Followup: +17 vs Fortitude: Ongoing Poison 5 (save ends). If the first save fails, the target is dazed in addition (save ends both).

Melee: Erupt from Earth (Standard, Recharge 5 6)
The Formian scout must b burrowed to use this ability. Before the attack, he may shift at his burrow speed.
+19 vs AC; 3d6+6 damage, and the target is knocked prone.

Burrow Escape (Immediate Reaction, Encounter)
Trigger: An attack bloodies the Formian Scout.
The Formian Scout shifts at this burrow speed into the ground.

Hive Coordination
For each Formian adjacent to the target, the Formian gains a +1 bonsu to his melee attack roll.

Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.

Alignment: Unaligned
Skills: Athleics +15, Acrobatics +17, Perception +17, Stealth +17
Ability Scores: Str17, Con20, Dex21, Int14, Wis20, Cha11




Formian Poison Hurler – Level 14 Artillery
Large Immortal Magical Beast (Formian)
Spoiler:

This bloated Formian is only seen in Formian Hives or during large Formian battle movements. They use their stings to create a powerful corrosive and poisonous substance.
Initiative +16, Perception +17
HP: 118; Bloodied 59
Defenses: Ac 27, Fort 26, Ref 27
Speed: 6 squares, Burrow 2

Basic Melee: Claws (Standard, At-Will)
+21 vs AC; 1d10+6 damage

Basic Ranged – Sting Hurl (Standard, At-Will)
Ranged 20/10: +19 vs Reflex; 1d10+6 acid and ongoing acid 5 (save ends)

Hurl Poison (Standard, Recharge 5 6)
Ranged 10: +19 vs Reflex; 2d6+6 acid and poison; Follow-Up: +19 vs Fortitude: Ongoing Poison 10. If the first save fails, the target is also dazed (save ends both).

Spray Corrosive (Standard, Encounter)
Close Blast 3: +19 vs Reflex: 3d10+6 damage and ongoing acid 5 (save ends). Miss: Half damage and no ongoing damage.

Hive Coordination
For each Formian adjacent to a target, the Formian gains a +1 bonus to his melee attack roll.

Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.

Alignment: Unaligned
Skills: Perception +17, Stealth +17; Languages: Supernal

Ability Scores: Str17, Con20, Dex21, Int14, Wis20, Cha11


Formian Battlewing – Level 14 Skirmisher
Medium Immortal Magical Beast (Formian)

The Formian Battlewing is a rare Formian variant. Not all Hive Queens have the ability to spin off Battlewings, as they are a recent result of the Formian experimentations.
His greatest weakness is his frail body, more importantly his frail wings.

Initiative +17; Perception +17
HP: 140; Bloodied 70 (see Fragile Wings)
Defenses: AC 29, Fort 26, Ref 27, Will 26
Speed: 8 squares, Fly 8 squares (Hover)

Attacks & Powers:
Basic Melee – Claw (Standard, At-Wil)
+19 vs AC; 2d8+6 damage

Dive Attack (Standard, At-Will)
While flying, the Formian may make a charge attack and move half his flight speed after the attack is completed.

Sudden Retreat (Immediate Reaction, Encounter)
If an enemy misses the Formian, he can immediately shift 4 squares.

Fragile Wings
A Formian Battlewing that is bloodied loses its fly speed and – if still midair – crashes.

Hive Coordination
For each Formian adjacent to a target, the Formian gains a +1 bonus to his melee attack roll.

Hive Mind
Formians never grant combat advantage by being blinded, deafened or flanked, unless all of the Formians in the same encounter are under one of these effects.

Alignment: Unaligned
Skills: Endurance +13, Perception +17, Stealth +18; Languages: Supernal
Ability Scores: Str20, Con12, Int14, Wis20, Cha11


Next to Come: The Formian Myrmach, Taskmaster, Warmaster, the Queen and the regular (non-Minion lower level) Drone.
Mustrum_Ridcully's Avatar
Arch Chancellor
Views 524 Comments 0 Mustrum_Ridcully is offline
Old

Converting Arcana Evolved/Diamond Throne to 4E - Part II

Posted 1st July 2008 at 12:27 AM by Mustrum_Ridcully (Thoughts of the Arch Chancellor)
Another post on a conversion from the Diamond Throne to 4E. Here is a selection of Giants (Hu-Charad - the Diamond Throne variant of Giants) using NPC/monster creation rules of the DMG.
If you want to use them in a non-AE campaign, you might want to change their type from Natural Humanoid to Elemental Humanoid. Elemental subtypes are probably mostly Earth, and sometimes Water (though none of the write-ups in this post fit that - but I plan on creating the "sailor" Giants, too)


Giant Guard – Natural Humanoid
Level 5 Soldier
This presents a run-of-the-mill Diamond Throne Giant Guard. It could also be used as a Mercenary.
Spoiler:

Initiative +4; Perception +5
HP: 62; Bloodied: 31
Defenses: AC 21; Fort 19; Ref 16; Will 18
Speed: 5
Attacks:
Basic: Giant Sword (At-Will, Standard)
+12 vs AC; 1d10+4 damage and the target is marked until the end of the Giants next turn.

Basic: Giant Bow
+11 vs AC; 1d6+4 damage

Combat Superiority:
The Giant Guard gains a +2 bonus to all opportunity attacks.

Care of Si-Karan (Minor, Encounter)
One adjacent ally can make a saving throw.

Spirit of Chi Julud
The Giant gains a +1 bonus to attacks while bloodied.

Alignment: Unaligned.
Skills: Insight +12, Intimidate +8; Languages: Common, Giant
Ability Scores: Str 18; Con14; Dex10; Int13; Wis17; Cha13
Equipment: Scale Armor, Giant Sword, Giant Bow (40 Arrows)


Giant Commissar – Large Natural Humanoid
Level 11 Soldier (Leader)
The Giant Commissar is not something found in the regular Diamond Throne campaign, but in the one I ran for my group. (So here I am, forcing my campaign flavor on you.) One of the players came up with the idea of playing a Giant that was working as a Commissar of the Diamond Throne. The idea was that a Commissar is a representative of the Giants government. He did get a few silver pieces each month, and it was not per se a full-time job. The tasks of a Commissar is to investigate crimes, cult activities, oddities or anything else that a local Guard or Patrol might not be able to cover. The guards are compelled to aid the Giant, but generally, he fends for himself. I went with the concept, using it often as a plot hook to advance the story.

Even non-Giants can be Commissars, but they are rarer. A typical encounter with a Giant Commissar should probably have him being assisted by some kind of adventurers (often Sibeccai, Faen and Humans), and less often by a city patrol or members of a military patrol.

Spoiler:

Initiative +7; Perception +10
HP 113; Bloodied 56
Defenses: AC 27, Fort 25, Ref 22; Will 24
Speed: 6 squares

Attacks:
Basic Melee (At-Will, Standard)
Reach 2: +18 vs AC; 1d10+5 damage and the target is marked until the end of the Giants next turn.

Basic Ranged – Giant Bow (At-Will, Standard)
Range 20/10: +13 vs AC; 1d8+5

Inspiration of Si-Karan (Standard, Encounter – Healing)
+10 attack vs AC; 2d10+3 damage. One ally in 10 can immediately spend a healing surge.

Commissars Quarry (At-Will, Minor)
The Giant Commissar selects a single target as his dedicated foe. The target is marked until the end of the encounter, and the Giant and his allies gain a +2 bonus to damage against that target.

Combat Superiority
The Giant gains a +2 bonus to opportunity attacks. If an enemy provokes an opportunty attack from moving, a successful attack halts the movement.

Care of Si-Karan (Minor, Encounter)
One adjacent ally can make a saving throw.

Spirit of Chi-Julud
The Giant gains a +1 bonus to attacks while bloodied.

Alignment: Lawful Good
Skills: Diplomacy +13, Insight +20, History +15, Intimidate +13, Streetwise +13

Ability Scores: Str 21; Con17; Dex10, Int16; Wis20; Cha16
Equipment: Plate Armor, Giant Sword (40 Arrows), Giant Bow, Heavy Shield


Giant Warmain – Natural Humanoid
Level 13 Brute
The Giant Warmain is a brutish warrior, focusing on offense. This seems to fit the concept of the Warmain class in Arcana Evolved best – Warmains might have carried heavy armor, but tricks to deal more damage were also a strong part.
Spoiler:

Initiative +6, Perception +11
HP: 158 hp; Bloodied: 79 hp
Defenses: AC 25; Fort 28; Ref 25; Will 27
Speed: 6 squares

Attacks:
Basic Melee: Giant Great Axe (Standard, At-Will – Melee Weapon)
Reach 2: +16 vs AC; 3d6+6 damage

Basic ranged: Giant Bow (Standard, At-Will – Ranged)
+10 vs AC; 1d10+6 damage

Advancing Blow (Standard, Recharge 6 – Melee Weapon)
Reach 2: +16 vs AC; 6d6+6 damage, and the target is pushed 1 square. The giant max shift 1 square to follow the opponent.

Range of Chi-Julud (Immediate Reaction when bloodied, Encounter – Stance)
While bloodied, the Giant takes a -2 penalty to defense, but adds a +5 bonus to damage.

Care of Si-Karan (Minor, Encounter)
One adjacent ally can make a saving throw.

Spirit of Chi-Julud
The Giant gains a +1 bonus to attacks while bloodied.

Alignment: Unaligned
Skills: History +16, Intimidate +14; Languages: Common, Giant

Ability Scores: Str 22, Con18, Dex10, Int17, Wis21, Cha17
Equipment: Scale Armor, Giant Axe, Giant Bow, 40 Arrows


Giant Green Bond – Large Natural Humanoid
Level 14 Controller (Leader)
Partially, this special monster is also a result of my Diamond Throne campaign – the aforementioned Giant Commissar was a Greenbond / Champion of Life, and this makes me associate Giants and Greenbonds.
I envision the Green Bond as a leader with a few controller-like abilities. I am considering using “Green” as a power source, though at the moment, there is only one class that would fit this power source. If it doesn't work out, I'd probably go back to “Divine” as power source.

Spoiler:

Initiative +8; Perception +13
HP: 136; Bloodied: 68
Defenses: AC 28; Fort 27; Ref 25; Will 28
Speed: 7

Basic Melee – Giant Staff (Standard, At-Will)
Reach 2: +17 vs AC; 1d10+5 damage

B – Spirit Bolt (Standard, At-Will – Green, Radiant)
Range 20: +18 vs Will; 1d10+6 radiant damage

Nature's Gift (Standard, At-Will – Green)
Close Burst 5: One ally within the area can make a basic attack, adding a +3 bonus to the damage rolls.

Bond with the Green (Standard, Encounter – Green, Zone)
Burst 1 in 10: +18 vs Reflex.
Hit: The enemy is restrained until the end of its next turn.
Miss: The enemy is slowed.
Effect: The zone is considered difficult terrain. The Greenbond makes a new attack at each enemy at the start of his next turn.
Sustain Minor: The zone persists until the end of the Greenbonds next turn.

Hunting Wolf Spirit (Standard, Encounter – Green, Conjuration)
Ranged 10: +19 vs AC; 2d8+6 damage and follow-up: 17 vs Fortitude: Target is knocked prone.
Effect: The Giant Greenbond conjures the spirit of a wolf that lasts until the end of the Giants next turn. The Wolf has 20 hit points and the same Defenses as the Greenbond, and can flank targets.
Sustain Standard: The Wolf persists, and makes a new attack (but no follow-up). The Greenbond can spend a move action to move the Wolf 6 squares.

Infuse with Life (Minor, Encounter)
Close Burst 10: One ally within range can spend a healing surge.

Care of Si-Karan (Minor, Encounter)
One adjacent ally can make a saving throw.

Spirit of Chi-Julud
The Giant gains a +1 bonus to attacks while bloodied.

Alignment: Good
Skills: Diplomacy +15, Nature +18, Insight +20; Languages: Common, Giant
Ability Scores: Str20, Con16, Dex12, Int16; Wis22, Cha16
Equipment: Giant Staff, Hide Armor, Ritual Book (typically filled with: Animal Messenger, Endure Elements, Water Walk, Brew Potion, Commune with Nature)
Mustrum_Ridcully's Avatar
Arch Chancellor
Posted in R&d , House Rules , Monsters
Views 354 Comments 0 Mustrum_Ridcully is offline
And yet another word from our sponsors
Visit Our Sponsors
Visit Our Sponsors... Again
Powered by vBadvanced CMPS v3.0.1

All times are GMT +1. The time now is 08:13 PM.


Site Contents © 2008 ENWorld
PHP Ajax Multimedia Web Framework © 2008 Digital Media Graphix
Powered by vBulletin® Version 3.8.0 Beta 1
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0

"Vault Data" powered by VaultWiki v2.5.1.
Copyright © 2008 - 2009, Cracked Egg Studios.