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WoBS Adv 10 - missing Architects?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5868907" data-attributes="member: 20805"><p>My turn to be confused!</p><p></p><p>Page 15 states that the Nightmare Architects "...have powers to defend themselves and aid Freedom." </p><p></p><p>4e version is missing the abbreviated stat-block that the 3e version has following this quote:</p><p></p><p>[sblock]</p><p>Spell-Like Abilities (CL17th; save DC 15 + spell level)</p><p>At will—major image*, stone shape*</p><p>1/day—greater dispel magic*, hallucinatory terrain,</p><p>insanity, maze, wall of stone*, weird</p><p>* The nightmare architects can use greater dispel</p><p>magic, major image, stone shape, and wall of stone</p><p>anywhere in the palace, regardless of range and line</p><p>of sight or effect.</p><p>Teleportation Ward (Su): Any creature coming within</p><p>10 ft. of one of the statues is teleported into a palace</p><p>chamber of the architect’s choice (Will DC 24 negates).</p><p>[/sblock]</p><p></p><p>This is a challenging stat block to convert to 4e <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p> I figure on reducing Freedom to an Elite {bloodied value from earlier fight} and having the four Architects as Standard Controllers that can aid and distract.</p><p></p><p>Anyone have some good ideas for a 4e version of these gents?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5868907, member: 20805"] My turn to be confused! Page 15 states that the Nightmare Architects "...have powers to defend themselves and aid Freedom." 4e version is missing the abbreviated stat-block that the 3e version has following this quote: [sblock] Spell-Like Abilities (CL17th; save DC 15 + spell level) At will—major image*, stone shape* 1/day—greater dispel magic*, hallucinatory terrain, insanity, maze, wall of stone*, weird * The nightmare architects can use greater dispel magic, major image, stone shape, and wall of stone anywhere in the palace, regardless of range and line of sight or effect. Teleportation Ward (Su): Any creature coming within 10 ft. of one of the statues is teleported into a palace chamber of the architect’s choice (Will DC 24 negates). [/sblock] This is a challenging stat block to convert to 4e :) I figure on reducing Freedom to an Elite {bloodied value from earlier fight} and having the four Architects as Standard Controllers that can aid and distract. Anyone have some good ideas for a 4e version of these gents? [/QUOTE]
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