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Converting Dark*Matter Creatures


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That's an awkward error on my part, sorry. :-S

Anyway, updated with current ideas. If it all looks good, shall we move on to skills and feats?

If we're keeping it only three times a day I fancied increasing the damage still more.

Something like this:

Hellfire (Su): Three times per day, Chernobog can release a hellish gout of infernal flame. This is a 50-foot cone that deals 10d6 points of fire damage and 10d6 points of unholy damage. Creatures with an allegiance to Evil only take 10d6 fire damage, but a creature with an allegiance to good instead takes 10d10 fire damage and 10d10 unholy damage. A successful Reflex save (DC 34) halves damage. Either way, the target must make a Fortitude save (same DC) or suffer writhing agony as per Sigil of Algos.

20d10 is pretty close to the average max damage of a meteor swarm's 32d6 (110 vs 112). Pit Fiends can throw those once a day.

Still, I don't mind toning it down a bit since it's got the sigil of algos thrown in too and Chernobog seems more a corrupter than a blaster. Maybe 6 dice instead?

Hellfire (Su): Three times per day, Chernobog can release a hellish gout of infernal flame. This is a 50-foot cone that deals 6d6 points of fire damage and 6d6 points of unholy damage. Creatures with an allegiance to Evil only take 6d6 fire damage, but a creature with an allegiance to good instead takes 6d10 fire damage and 6d10 unholy damage. A successful Reflex save (DC 34) halves damage. Either way, the target must make a Fortitude save (same DC) or suffer writhing agony as per Sigil of Algos.
 






Updated, then.

If all looks in order, we can move on to skills and feats.

Well I'm thinking she'll need a pretty complete range of social skills to trick and corrupt mortals, plus occult skills.

In 3E terms that'd be something like:

Bluff, Diplomacy, Intimidate, Sense Motive.

Concentration, Spellcraft, Knowledge (arcane), Knowledge (the planes), Use Magic Device.

The usual Stealth and Sense skills.

Hide, Move Silently
Listen, Search, Spot

That'd still leave 2 to assign. Maybe some knowledge of medicine, to help create plagues and poisons?
 


D20 Modern rolls the arcana, planes, and psionics Knowledges into Knowledge (Arcane Lore), so we'll need another knowledge skill for the d20 Modern version. Perhaps Knowledge (Business), as Chernobog seems to have a knowledge of fineries and wealth?

As for the two left, I'd go with the d20 Modern versions of Freyar's suggestion with Treat Injury and Craft (Chemical), and have Alchemy and Heal listed under the "in D&D" section.
 

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