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4th Edition and the Immortals Handbook

historian

First Post
Hey U_K! :)

Upper_Krust said:
List courtesy of a very nice person called Khaalis in the 4E news forum...

The Top 10:

1) Orcus - Level 33 Solo Brute

*cough* http://forum.rpg.net/showpost.php?p=8928440&postcount=164

2) Ancient Red Dragon - Level 30 Solo Soldier
3) Tarasque (Abomination) - Level 30 Solo Brute
4) Runescribed Dracolich - Level 29 Solo Controller
5) Godforged Colossus - Level 29 Elite Brute
6) Efreet Karadjin - Level 28 Soldier
7) Sorrowsworn Deathlord - Level 28 Lurker
8) Earthrage Battlebriar - Level 28 Elite Brute
9) Atropal (Abomination) - Level 28 Elite Brute
10) Adult Blue Dragon - Level 28 Solo Artillery

By epic id you mean Elites? If so about 90.
If you meant "epic Tier" ... about 75.

Orcus looks awfully nasty. The "touch of death" ignores an immunity.
 

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historian

First Post
Further thoughts:

Assuming no translation error, Orcus has an ability that takes away roughly half of an opponent's hit points on a miss through necrotic damage!

Oh yeah, it appears the ability ignores any immunity to necrotic damage on a hit.

I know healing is more powerful in 4e but man that is brutal.

That sounds roughly like a transcendental ability.
 

Howdy historian mate! :)

historian said:
Further thoughts:

Assuming no translation error, Orcus has an ability that takes away roughly half of an opponent's hit points on a miss through necrotic damage!

Oh yeah, it appears the ability ignores any immunity to necrotic damage on a hit.

I know healing is more powerful in 4e but man that is brutal.

That sounds roughly like a transcendental ability.

In contrast here is a 30th-level Dwarven Fighter posted over in the 4E Discussion Forum...

STR 26 +8 HP 213 bloodied 106
CON 24 +7 surge 63 per day 18
DEX 14 +2 AC 44 Fort 41, Refl 33, Will 35
INT 13 +1
WIS 19 +4 Init +21 Move 5 (+2 charge/run)
CHA 12 +1Skills: Athletics +28, Dungeoneering +19, Endurance +29, Intimidate +21

Feats: Weapon Focus: axes (+3 dmg with axes)
Power Attack (-2 hit, +9 dmg; already figured in to all attacks)
Potent Challenge (+7 dmg on Combat Challenge attacks)
Powerful Charge (+2 dmg on charge, +2 bull rush)
Fast Runner (+2 speed on charge/run)
Dodge Giants
Deadly Axe (all axes are high-crit)
Dwarven Durability (surge += Con mod, +2 surge per day)
Polearm Gamble (OA vs approaching foe, foe gets CA)
Uncanny Dodge (foes don’t get hit bonus from CA)
Spear Push (+1 push with polearms)
Devastating Critical (+1d10 dmg on crit)
Axe Mastery (axes crit on 19-20)
Blind-Fight
Epic Resurgence (regain encounter power on 1st crit)
Triumphant Attack (crit causes -2 AC/def, save ends)
Mettle (no dmg from missed area attacks vs fort/will)
Improved Initiative

Race: Low-light vision, cast-iron stomach, dwarven resilience, encumbered speed, stand your ground

Class: combat challenge (marking, basic attack vs shifts or non-marked attacks w/ +7 dmg), combat superiority (+4 hit w/OAs, halt movement), fighter weapon talent (+1 hit 2H weapons)

Paragon: kensai control action (use AP to reroll d20), kensai focus (+1 hit w/halberd), kensai mastery (+4 dmg w/halberd)

Destiny: divine recovery (gain 106 hp when 1st brought to 0 hp, daily), divine miracle (regain one encounter power after using last encounter power, at-will)

Basic Attacks: halberd: +31 hit, 2d10+30 dmg, reach, high-crit (+4d10 on crit w/feats), crit 19-20
hand axe: +25 hit, 2d6+11 dmg, range 5/10, high-crit (+4d10 on crit w/feats), crit 19-20

At-will Attacks: Cleave: +31 hit, 2d10+30 dmg, 8 dmg to secondary adjacent target
Reaping Strike: +31 hit, 2d10+30 dmg; 8 dmg on miss

Encounter Powers: Mountain Breaking Blow: +31 hit, 3d10+30 dmg + push 4 squares; can shift by push amount, must end adjacent
Masterstroke (paragon): +33 hit, 2d10+30 dmg
Hack’n’Slash: +31 hit, 4d10+37 dmg
Cruel Reaper: all adjacent targets, +31 hit, 2d10+30 dmg; shift 2 squares & attack all adjacent targets again

Daily Powers: Reaving Strike: +31 hit, 5d10+30 dmg, push 2 squares (reliable)
Weaponsoul Dance (paragon): +31 hit, 3d10+30 dmg, target prone, target immobilized until end of next turn; shift 5 squares and secondary attack vs different target;
Secondary attack: +33 hit, 2d10+30 dmg, target prone, target immobilized until end of next turn; shift 5 squares and tertiary attack vs different target;
Tertiary attack: +34 hit, 1d10+30 dmg, target prone, target immobilized until end of next turn
Supremecy of Steel: +31 hit, 6d10+30 dmg, foe can only make basic attacks until end of next turn (reliable)
Force the Battle: at-will & encounter powers deal extra 1d10 dmg; foes that start turn adjacent get an at-will in the face as a free action (stance)

Utility Powers:
Unstoppable: +2d6+7 temp hp (daily, minor)
Battle Awareness: +10 init, use after rolling init (daily, no action)
Into the Fray: move 3 squares if ends adjacent to foe (encounter, minor)
Surprise Step: shift into space foe vacated, gain CA vs foe until end of next turn (encounter, reaction)
Ultimate Parry (paragon): reduce attack dmg by 30 (daily, reaction)
No Surrender: gain 106 hp when brought to 0 hp, -2 hit for encounter (daily, reaction)
Divine Regeneration (destiny): gain regen 26 (daily, minor)

Equipment: vorpal halberd +6 (+6d12 on crit, rolling dice dmg, daily free: +3d12 dmg), handaxes, trollskin elderscale armor +6, amulet of false life +6 (daily minor: when bloodied, gain 63 temp hp), horned helm (+2d6 charge dmg), bracers of mighty striking (+6 dmg on basic melee attacks), gauntlets of destruction (reroll 1’s on dmg dice), belt of titan strength (daily free: +10 melee dmg until start of next turn), winged boots (daily move: fly speed=normal speed til end of turn), ring of protection (+1 saves, daily interrupt: +2 one defense; +milestone use), ring of regeneration (+3 healing surge value, daily minor: regain 1 surge; +milestone use), dimensional shackles, rope of climbing, flying carpet, handy haversack, potion of life x3, 238,000 gp

Looking at the Dwarf, as soon as Orcus lays the smackdown with the Death Touch dropping the dawrf to 0hp, the dwarf immediately gains 106 hit points - the dwarf can do this twice per day!

Once that runs out the dwarf has another immediate action to regain 63 hit points. Plus half a dozen other abilities which seemingly use minor actions to regain about 20-30 more hit points.

Orcus basically has to drop the dwarf to 0 hit points four times before he'll get the confirmed kill as far as I can see. Thats before taking into account the party cleric, potions of life (full hp?) and healing surges.

Remember Orcus is meant to be a solo challenge for five 33rd-level PCs.

If the dwarf crits using a daily power he could end up dealing some insane amount of damage 4d10* + 80 + 9d12*...about 200 points is not out of the question.

re-rolling all 1's and rolling an additional die if you roll the die's maximum.

So to answer your point, I don't think Death Touch is transcendental, far from it. ;)

I also think Orcus has the wrong hit points, he should have about 1865 not 1545.
 

Fieari

Explorer
I got the books early as well now. (Thanks, those willing to break street date!)

Yeah, it pretty much says if you're hit, you're at 0hp, no immunity or resistance applies. If you're missed, you take necrotic damage equal to half your max hp... although the way it's worded here, it looks like necrotic immunity/resistance does apply to the miss.

I'm a little disappointed that they went the route of immunities and things that bypass immunities again. I mean, yeah, sure, it'll work until level 30, but what about later? Even assuming CHARACTERS never advance past level 30, we know that level 1 characters can take on, with EXTREME DIFFICIULTY, level 7 monsters, so why shouldn't we expect even more powerful monsters than Orcus in the future? Eventually, the whole system of having immunities, and immunity counters, just breaks down.

Anyway, with the Demigod epic destiny, you don't become an ACTUAL demigod until you've completed your destiny quest, which would presumably bring you to level 31. The same for all the destinies.

I'm slightly underwhelmed with the epic destinies as they show up, but that's simply because the powers they all offer tend to be variations on the theme of simply recovering abilities already spent. All of 'em. So basically, the destinies are simply about managing your vancian slots. The real power is in, well, the powers that come from your class alone, and perhaps some feats, equipment, etc.

The paragon paths all have cool abilities though. Pity the epic destinies are just bookkeeping. On the other hand, since I haven't playtested it yet, that bookkeeping might be REALLY powerful. But as it is now, it doesn't -feel- impressive much.


What this really means though, is that for immortal+ levels, there's either going to have to be more powers written for every class out there, or there needs to be complete new system. Since that would go against all the work done so far on playtesting the lower levels, I think the immortal+ levels should follow a similar pattern. That means having new core immortal classes that go for 30 or so levels, with overlays that go on top of that.

Now then, all the core gods have listed between 2 and 4 domains, with most having three. Those domains, however, rarely are anything but slight variations on a single theme. Bahamut, for instance, has Justice, Honor, and Nobility... all three of which could basically be seen as the same thing, then with his fourth, Protection, added on. Avandra has Change, Trade, and Travel... all of which could be the same thing, and then with Luck added on. Corellon has Arcane magic and The Arts, which could be the same thing, and then Spring and Beauty, which could be the same thing.

Basically, it seems everyone has two domains. Why not make the thing about entering level 31, that you simply multiclass two domains? Then add specialization with paragon paths that would specify the little variations. Might as well make it so you can take two of those at the same time as well.

Bane has just War and Conquest (how are those two different again?), so we could even make some sort of bonus for only single-classing a domain.

Instead of 20 level portfolios though, you might as well go with 30 level ones. Aren't Old Ones basically pure embodiments of their portfolios anyway? Then there'd be another 30 level progression from First One all the way to the Eternal++ level.


I'm also thinking that the portfolios (and whatever comes after... planar laws?) should work somehow to synergize with your mortal class. Have the later powers act as metapowers, so to speak, influencing your lower arsenal.

What do you think?
 

Hey Fieari mate! :)

Fieari said:
I got the books early as well now. (Thanks, those willing to break street date!)

Oh for goodness sake...not you too!

Congrats! :D

Yeah, it pretty much says if you're hit, you're at 0hp, no immunity or resistance applies. If you're missed, you take necrotic damage equal to half your max hp... although the way it's worded here, it looks like necrotic immunity/resistance does apply to the miss.

I'm a little disappointed that they went the route of immunities and things that bypass immunities again. I mean, yeah, sure, it'll work until level 30, but what about later? Even assuming CHARACTERS never advance past level 30, we know that level 1 characters can take on, with EXTREME DIFFICIULTY, level 7 monsters, so why shouldn't we expect even more powerful monsters than Orcus in the future? Eventually, the whole system of having immunities, and immunity counters, just breaks down.

As long as you keep that sort of thing to deities with the relevant portfolios I think it shouldn't be a problem.

Anyway, with the Demigod epic destiny, you don't become an ACTUAL demigod until you've completed your destiny quest, which would presumably bring you to level 31. The same for all the destinies.

Cool. :cool:

I'm slightly underwhelmed with the epic destinies as they show up, but that's simply because the powers they all offer tend to be variations on the theme of simply recovering abilities already spent. All of 'em. So basically, the destinies are simply about managing your vancian slots. The real power is in, well, the powers that come from your class alone, and perhaps some feats, equipment, etc.

They seem (from what little I know) very utilitarian rather than OMGZ kewl. :D

The paragon paths all have cool abilities though. Pity the epic destinies are just bookkeeping. On the other hand, since I haven't playtested it yet, that bookkeeping might be REALLY powerful. But as it is now, it doesn't -feel- impressive much.

Looking at the dwarf sample 30th-level Fighter, he seems virtually impossible to kill (within a party structure) for even someone like Orcus.

What this really means though, is that for immortal+ levels, there's either going to have to be more powers written for every class out there, or there needs to be complete new system. Since that would go against all the work done so far on playtesting the lower levels, I think the immortal+ levels should follow a similar pattern. That means having new core immortal classes that go for 30 or so levels, with overlays that go on top of that.

My current plans, and remember I haven't even seen the books yet so its not set in stone is for Class levels to stop at 30th and for Portfolio 'Levels' to begin.

eg. A 42nd-level Immortal might be a 30th-level Fighter with 5 levels of the Fire Portfolio and 7 Levels of the War Portfolio.

Now then, all the core gods have listed between 2 and 4 domains, with most having three. Those domains, however, rarely are anything but slight variations on a single theme. Bahamut, for instance, has Justice, Honor, and Nobility... all three of which could basically be seen as the same thing, then with his fourth, Protection, added on. Avandra has Change, Trade, and Travel... all of which could be the same thing, and then with Luck added on. Corellon has Arcane magic and The Arts, which could be the same thing, and then Spring and Beauty, which could be the same thing.

Remember that all those mentioned are full Immortals (levels 41-50) who would all have between 3-4 potential portfolios (Portfolios exist in 5 Level 'chunks').

Basically, it seems everyone has two domains. Why not make the thing about entering level 31, that you simply multiclass two domains? Then add specialization with paragon paths that would specify the little variations. Might as well make it so you can take two of those at the same time as well.

At Level 31 you will only have 1 Level of a single portfolio.

Bane has just War and Conquest (how are those two different again?), so we could even make some sort of bonus for only single-classing a domain.

Bane could be a 48th-level Immortal; a Level 30 Warlord with 18 Levels of the War Portfolio.

Instead of 20 level portfolios though, you might as well go with 30 level ones. Aren't Old Ones basically pure embodiments of their portfolios anyway? Then there'd be another 30 level progression from First One all the way to the Eternal++ level.

While a 30-level Immortal Progression, 30-level Eternal progression seems neat and tidy, I don't see any benefit to it. I think a 20-level Immortal progression followed by a 10-level Primordial progression is the way to go.

After that there'll be Eternals, but I am not sure if I'll support 61st-level+ PC play. Simply because there'll be no monsters left to fight, or at least, not enough to make it worthwhile.

I'm also thinking that the portfolios (and whatever comes after... planar laws?) should work somehow to synergize with your mortal class. Have the later powers act as metapowers, so to speak, influencing your lower arsenal.

What do you think?

Certainly there'll be some synergy with mortal classes, but I really think the higher you go the more distance you'll put between the character and the class powers.

I mean if we look at a Level 10 character and a Level 30 character, they don't have any of the same Encounter or Daily powers and they don't have any of the same Magic Items. So we can't assume that a Level 50 immortal will have any of the same powers/items that a Level 30 character has.
 


Fieari

Explorer
Well, again... why bother 20/10, when you can go 30//10 (or even, say, 30//10/10)? The portfolios for 3.5 you have go into primordial territory, after all.


On a completely separate note, the monster manual section for dragons contains the histories of Io, Bahamut, and Tiamat. Basically, Io decided he was too good for the other gods and decided to fight the primordials by himself, and ended up getting cut in half, which created Bahamut and Tiamat, two separate warring sides of his personality (although both inherited the "screw all the other gods, I'm on my own" part).

Any plans for powers that would do this sort of thing?

Also, dragons now only get stats for young, adult, elder, and ancient age categories, with hints that another book might state how to handle hatchlings. Size categories only go up to gargantuan also... nothing in the MM is Colossal, although the dragon section says that Ancient dragons keep growing forever and can reach any size.

It makes sense to stop at Ancient I suppose, given that the ancient dragons here are NASTY, but I think there's plenty of room for the Great Wyrn age, along with your extended size categories again.


One last thing about Orcus. He's a Solo Brute, but his statblock clearly indicates he never appears alone, and they suggest you'll be fighting him along with 2 atropals and 8 lich vestiges (a dead lich brought back again, more powerful in magic and attack, but a minion, so they go down in one hit)
 

Hello there! :)

Fieari said:
Well, again... why bother 20/10, when you can go 30//10 (or even, say, 30//10/10)?

The 20/10 keeps interaction to an absolute maximum, it also allows for three really strong tiers of play with no compromising on quality and lack of options.

Fieari said:
The portfolios for 3.5 you have go into primordial territory, after all.

This ain't 3.5. ;)

Can some of you guys with the books answer a few minor questions?

1) Does the Pit Fiend really have 351 hp?
2) What is the Level spread of the Dragon Age Categories? (The Young Red is Level 7 and the Ancient Red is Level 30, what level are the Adult and Elder versions - there doesn't seem to be an even breakdown)
3) How many Abominations in the Monster Manual? (We know about the Tarrasque, Atropal and Phane)
4) What sort of damage do the Balor and the Tarrasque deal and what are their Strength Scores?

Thanks in advance.
 

Fieari said:
Well, again... why bother 20/10, when you can go 30//10 (or even, say, 30//10/10)? The portfolios for 3.5 you have go into primordial territory, after all.

Answered in previous post.

On a completely separate note, the monster manual section for dragons contains the histories of Io, Bahamut, and Tiamat. Basically, Io decided he was too good for the other gods and decided to fight the primordials by himself, and ended up getting cut in half, which created Bahamut and Tiamat, two separate warring sides of his personality (although both inherited the "screw all the other gods, I'm on my own" part).

Any plans for powers that would do this sort of thing?

Some sort of Schismatic Weapon could divide an immortal into two 'Avatars' I suppose. I like the idea of a 6-headed dragon getting sliced into a single-headed dragon and a five-headed dragon. :)

Also, dragons now only get stats for young, adult, elder, and ancient age categories, with hints that another book might state how to handle hatchlings. Size categories only go up to gargantuan also... nothing in the MM is Colossal, although the dragon section says that Ancient dragons keep growing forever and can reach any size.

I'll look into it.

It makes sense to stop at Ancient I suppose, given that the ancient dragons here are NASTY, but I think there's plenty of room for the Great Wyrn age, along with your extended size categories again.

I'd probably just leave them at Ancient, Dragon Gods (aka Epic Dragons) will be Solo monsters in the mid-high 30's, Space Dragons can be used in the 40's and so on and so forth. ;)

One last thing about Orcus. He's a Solo Brute, but his statblock clearly indicates he never appears alone, and they suggest you'll be fighting him along with 2 atropals and 8 lich vestiges (a dead lich brought back again, more powerful in magic and attack, but a minion, so they go down in one hit)

Starts to make much more sense now - I thought he was a bit weak. I guess this 'summoning' is akin to the Pit Fiend being accompanied by War Devils and Legion Devil Legionaires?

Also can you confirm is that 2 atropals and 8 lich vestiges or two from the following choices?

1 Atropal (Level 28 Elite Brute)
4 Lich Vestiges (Level 27 Minion?)

Also these extra creatures could account for his lowered hit points - just as the Pit Fiend should have 486 by the rules but may have 351 due to its summoned monsters.

I wonder do the books explain how this lowering of hit points works for summoned creatures or will I have to work it out?
 


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