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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 220964" data-attributes="member: 4303"><p>My rationale for converting Graz'zt the way that I did is complex.</p><p></p><p>The basic premises run as follows:</p><p></p><p>1) All Demon Princes and Arch-Devils (with the exception of the Adversary and Demogorgon, who in my campaign are uniquely powerful entities), and most Demon Lords and Dukes of Hell should be less powerful than the most advanced Solars (66HD), and more powerful than the most advanced Balors or Pit Fiends (39HD).</p><p></p><p>2) This gives a wide range (40-65HD), which is good. Most Lords and Dukes will fall in the 40-50 range, and all Princes and Arch-Devils in the 51+ range.</p><p></p><p>3) Scott Greene's Conversion of Graz'zt happened to place him at 62HD, which is a good starting point as I wanted Graz'zt in the upper range. This acted as a template.</p><p></p><p>4) The publication of DDg gave some new hints. The total ability scores for a Demigod are in the 170-175 range, increasing to the 190s for a Greater Deity. I wanted archfiends to be considerably less than this, in case I needed to plug in info from DDg at any point later in the game. An advanced Solar's ability total is 153, and this seemed about right as a maximum for an archfiend. Bearing in mind that maxed Pit Fiends' and Balors' scores total in the mid 120s, it seemed consistent. Thus, Demon Lords and Dukes of Hell weigh in at 130-140, Princes and Archdevils at 141-153, or thereabouts. The gap in the scores, between Demon Princes and Demigods (154-170), is suitable for saints, and for other quasi-deities who do not fall into the Oronthonian schema.</p><p></p><p>5) I needed a mechanic which reflects the ability of an archfiend to aid the passage of another fiend onto the Prime Plane. <em>Facilitate Translation</em> was born.</p><p></p><p>6) I wanted a set of qualities which distinguished archfiends qualitatively from their lesser kin, reflecting their supremacy, but setting them apart from quasi-deities. Predictably, these are called <em>Archfiend Qualities</em>.</p><p></p><p>7) I wanted weapon bonuses to be <em>at maximum</em> no higher in equivalence than that of Enitharmon, the Marshal of the Celestial host <em>(+5 Holy Keen Vorpal Dancing</em>, or +17 total). Even an 'average' Solar's weapon is a hefty +14.</p><p></p><p>8) Since the publication of DDg, <em>nothing</em> has more than 3 iterative attacks unless the weapon is <em>speeded</em>. Graz'zt's mechanics reflect this.</p><p></p><p></p><p><strong>Graz’zt (Demon Prince)</strong></p><p>Large Outsider (Demon); HD 62d8 +434; hps 713; Init +10 (+6 Dex, +4 Improved Initiative); Speed 40 ft; AC 53 (-1 Size, +29 Natural, +6 Dex, +7 Shield, +2 Insight); Attack: +72/+67/+62/+57 melee (Huge +5 Unholy Vorpal Acid Burst Bastard Sword) or: +70/+65/+60/+55 melee and +3 Unholy Keen Guisarme +67/+62 melee; Damage 2d6+14 +1d6 acid (Bastard Sword) and 2d4+7 (Guisarme); Special Attacks: spells, spell-like effects; Special Qualities: SR 32, DR 40/+4, spells, spell-like qualities; SV Fort +40, Ref +41, Will +42; AL CE; Str 28, Dex 22, Con 25, Int 26, Wis 24, Cha 28.</p><p></p><p><em>Skills</em>: Bluff +59, Concentration +58, Diplomacy +59, Escape Artist +56, Hide +56, Gather Information +58, Knowledge (Religion) +56, Knowledge (Philosophy) +56, Knowledge (Planes) +56, Knowledge (Fiendish Politics) +56, Knowledge (Arcana) +56, Innuendo +58, Intimidate +59, Listen +57, Move Silently +56, Scry +58, Search +57, Sense Motive +57, Spellcraft +58, Spot +57</p><p></p><p><em>Feats</em>: Weapon Focus (Bastard Sword), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Iron Will, Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, Power Attack, Sunder, Improved Critical, Improved Initiative, Cleave, Great Cleave</p><p></p><p><em>Spell-like abilities</em> (at 20th level): At will- <em>astral projection</em> (self only), <em>blasphemy, deeper darkness, destruction, dimensional anchor, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol</em> (any), <em>telekinesis, teleport</em> (self plus 50 pounds of objects only), <em>tongues</em> (self only), <em>unhallow, unholy aura, unholy blight,</em> and <em>wall of fire</em>. 1/day – <em>fire storm, binding, horrid wilting, wail of the banshee</em>. Save DCs are 20 + spell level.</p><p></p><p><em>Spells</em>: Graz’zt casts arcane spells as a 20th level Sorcerer and divine spells as a 20th level Cleric with access to the domains of Knowledge, Evil, Chaos and Destruction. Save DCs for spells are 20+ spell level for arcane spells and 18+ spell level for divine spells.</p><p></p><p><em>Tanar'ri Qualities</em>: Immune to poison and electricity; cold, fire and acid resistance 20; communicate telepathically to any creature within 100ft. that possesses a language.</p><p></p><p><em>Archfiend Qualities</em> (Sp): These qualities are continually in effect upon Graz’zt’s person – <em>see invisibility, detect magic, true seeing, freedom of movement, protection from spells, foresight, antipathy</em> toward all good-aligned creatures, <em>sympathy</em> towards all evilly aligned creatures. These qualities may be dispelled, but can be resumed as a free action.</p><p></p><p><em>Facilitate Translation</em> (Sp): as a Demon Prince, Graz’zt can open a gate to allow another fiend to reach the Prime Plane. The Demon Prince suffers temporary ability damage equal to the loss of one point of Strength, Dexterity and Constitution for every 2HD of the translating creature, rounded down. This temporary damage can only be healed naturally, at the rate of 1 point per day for each ability. Graz’zt himself may not enter the Prime unless called.</p><p></p><p><em>Summon Tanar’ri</em> (Sp): Once per day Graz’zt can automatically summon 1d3 Balors, 1d4 Mariliths or 1d6 Nalfeshnees.</p><p></p><p></p><p>->Insert flavour text.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 220964, member: 4303"] My rationale for converting Graz'zt the way that I did is complex. The basic premises run as follows: 1) All Demon Princes and Arch-Devils (with the exception of the Adversary and Demogorgon, who in my campaign are uniquely powerful entities), and most Demon Lords and Dukes of Hell should be less powerful than the most advanced Solars (66HD), and more powerful than the most advanced Balors or Pit Fiends (39HD). 2) This gives a wide range (40-65HD), which is good. Most Lords and Dukes will fall in the 40-50 range, and all Princes and Arch-Devils in the 51+ range. 3) Scott Greene's Conversion of Graz'zt happened to place him at 62HD, which is a good starting point as I wanted Graz'zt in the upper range. This acted as a template. 4) The publication of DDg gave some new hints. The total ability scores for a Demigod are in the 170-175 range, increasing to the 190s for a Greater Deity. I wanted archfiends to be considerably less than this, in case I needed to plug in info from DDg at any point later in the game. An advanced Solar's ability total is 153, and this seemed about right as a maximum for an archfiend. Bearing in mind that maxed Pit Fiends' and Balors' scores total in the mid 120s, it seemed consistent. Thus, Demon Lords and Dukes of Hell weigh in at 130-140, Princes and Archdevils at 141-153, or thereabouts. The gap in the scores, between Demon Princes and Demigods (154-170), is suitable for saints, and for other quasi-deities who do not fall into the Oronthonian schema. 5) I needed a mechanic which reflects the ability of an archfiend to aid the passage of another fiend onto the Prime Plane. [I]Facilitate Translation[/I] was born. 6) I wanted a set of qualities which distinguished archfiends qualitatively from their lesser kin, reflecting their supremacy, but setting them apart from quasi-deities. Predictably, these are called [I]Archfiend Qualities[/I]. 7) I wanted weapon bonuses to be [I]at maximum[/I] no higher in equivalence than that of Enitharmon, the Marshal of the Celestial host [I](+5 Holy Keen Vorpal Dancing[/I], or +17 total). Even an 'average' Solar's weapon is a hefty +14. 8) Since the publication of DDg, [I]nothing[/I] has more than 3 iterative attacks unless the weapon is [I]speeded[/I]. Graz'zt's mechanics reflect this. [B]Graz’zt (Demon Prince)[/B] Large Outsider (Demon); HD 62d8 +434; hps 713; Init +10 (+6 Dex, +4 Improved Initiative); Speed 40 ft; AC 53 (-1 Size, +29 Natural, +6 Dex, +7 Shield, +2 Insight); Attack: +72/+67/+62/+57 melee (Huge +5 Unholy Vorpal Acid Burst Bastard Sword) or: +70/+65/+60/+55 melee and +3 Unholy Keen Guisarme +67/+62 melee; Damage 2d6+14 +1d6 acid (Bastard Sword) and 2d4+7 (Guisarme); Special Attacks: spells, spell-like effects; Special Qualities: SR 32, DR 40/+4, spells, spell-like qualities; SV Fort +40, Ref +41, Will +42; AL CE; Str 28, Dex 22, Con 25, Int 26, Wis 24, Cha 28. [I]Skills[/I]: Bluff +59, Concentration +58, Diplomacy +59, Escape Artist +56, Hide +56, Gather Information +58, Knowledge (Religion) +56, Knowledge (Philosophy) +56, Knowledge (Planes) +56, Knowledge (Fiendish Politics) +56, Knowledge (Arcana) +56, Innuendo +58, Intimidate +59, Listen +57, Move Silently +56, Scry +58, Search +57, Sense Motive +57, Spellcraft +58, Spot +57 [I]Feats[/I]: Weapon Focus (Bastard Sword), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Iron Will, Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, Power Attack, Sunder, Improved Critical, Improved Initiative, Cleave, Great Cleave [I]Spell-like abilities[/I] (at 20th level): At will- [I]astral projection[/I] (self only), [I]blasphemy, deeper darkness, destruction, dimensional anchor, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol[/I] (any), [I]telekinesis, teleport[/I] (self plus 50 pounds of objects only), [I]tongues[/I] (self only), [I]unhallow, unholy aura, unholy blight,[/I] and [I]wall of fire[/I]. 1/day – [I]fire storm, binding, horrid wilting, wail of the banshee[/I]. Save DCs are 20 + spell level. [I]Spells[/I]: Graz’zt casts arcane spells as a 20th level Sorcerer and divine spells as a 20th level Cleric with access to the domains of Knowledge, Evil, Chaos and Destruction. Save DCs for spells are 20+ spell level for arcane spells and 18+ spell level for divine spells. [I]Tanar'ri Qualities[/I]: Immune to poison and electricity; cold, fire and acid resistance 20; communicate telepathically to any creature within 100ft. that possesses a language. [I]Archfiend Qualities[/I] (Sp): These qualities are continually in effect upon Graz’zt’s person – [I]see invisibility, detect magic, true seeing, freedom of movement, protection from spells, foresight, antipathy[/I] toward all good-aligned creatures, [I]sympathy[/I] towards all evilly aligned creatures. These qualities may be dispelled, but can be resumed as a free action. [I]Facilitate Translation[/I] (Sp): as a Demon Prince, Graz’zt can open a gate to allow another fiend to reach the Prime Plane. The Demon Prince suffers temporary ability damage equal to the loss of one point of Strength, Dexterity and Constitution for every 2HD of the translating creature, rounded down. This temporary damage can only be healed naturally, at the rate of 1 point per day for each ability. Graz’zt himself may not enter the Prime unless called. [I]Summon Tanar’ri[/I] (Sp): Once per day Graz’zt can automatically summon 1d3 Balors, 1d4 Mariliths or 1d6 Nalfeshnees. ->Insert flavour text. [/QUOTE]
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