4th Edition and the Immortals Handbook

Hey guys! :)

I guess we can sort out the details over the coming weeks. I am not going to have a substantial amount of work ready (or at least typed up) until I get this time off in early January anyway.
 

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I'd be willing to do a bit of writing. I think I have a fair grasp of the Krustiverse, and if you just provide the formulas needed, I could easily provide content (either converting from 3.5, or adding new that is consistent with your vision).
 


Hi all! :)

I know updates are slow these past months, but I just had the time off confirmed with one caveat - that it starts next week instead of this week. So its 7 weeks (6 weeks, 5 days to be exact) off from the 13th of January.

Serious work on finishing Godsend (3.5E), Gods & Monsters volume 1.1 (4E), Immortals Index volume 1.1 (4E) and the Immortals Handbook (4E) will commence from then.
 


Howdy Rhuarc matey! :)

Rhuarc said:
Nice to hear, hope you are able to get some of them finished. Definitely looking forward to it :)

So good luck!

Thanks mate. The extra week delay will work in my favour, been trying to get InDesign CS3 to work and its just not happening with either of my computers, so I'm going to have to see about InDesign CS2, slightly annoying in that the latter doesn't have the transparency gradient fill that I would have made nice use of (or at least I don't think it has, I could be wrong), but at least it will still be a lot more up to date than the Pagemaker 6.5 I was using.
 

So I've attempted to convert an old friend to 4e. I used the level conversion guide and the expanded damage table, and then looked to Tiamat for guidance. I made all 6 swords everdancing because I thought the image would be cool, and I reduced Alabaster's speed based on how Tiamat's speed was reduced from 3.5e.

This entry does not convert the Amidah template, just Alabaster himself. How does it look?



Alabaster, Vampire Amidah (Paragon of Paragons) Level 39 Solo Controller
Medium natural humanoid (undead) XP ???


Initiative Special, see Sextuple Actions, below Senses Perception +29
Evil Eye (Gaze) aura 20; all creatures Alabaster choose take -2 to AC, Fortitude, Reflex, and Will defenses. They also take -2 to attack, damage dealt, initiative, saving throws, and all skill checks.
HP 1760; Bloodied 880; see Mist Discorporation and Co-ordinated Strike
Regeneration 10
AC 55; Fortitude 55, Reflex 55, Will 50
Immunities Cold, Fire
Saving Throws +5
Speed 12
Action Points 6; each sword can only use one action point, and Alabaster can only spend one per round

Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) * Healing
Requires combat advantage; +43 vs. Fortitude; 2d12+30 damage, the target is weakened (save ends), and the vampire lord regains 440 hit points; see also combat advantage.

Dominating Gaze (minor, recharge :6:) * Charm
Ranged 5; +41 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). Alabaster can dominate only one creature at a time.

Mist Form (standard; encounter) * Polymorph
Alabaster becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action.

Mist Discorporation * Polymorph
When Alabaster becomes bloodied, he and his weapons become discorporate into mist and gain a fly speed of 12. He cannot attack or be attacked by any means during this time. He can remain in this form without limit, but cannot reform for a period of time immediately after becoming mist.

Co-ordinated Strike (Immediate reaction, when first bloodied; encounter)
Upon being bloodied, all six weapons immediately gain a move action, a standard action, and a minor action. They still activate as normal on their initiative counts. This ability only activates if Alabaster is not in mist form. At the end of the round, Alabaster regains any action points he has spent in the encounter so far.

Sextuple Actions
Alabaster does not roll initiative as normal. His swords have set initiative counts of 50, 45, 40, 35, 30, and 25 (Alabaster chooses the order each round). He cannot delay or ready actions. Each sword can activate once per round on its initiative count to take a standard action, a move action, and a minor action. Alabaster himself can activate once per round instead of a sword, or, if he takes a sword in hand, he and the sword can act together. Alabaster’s ability to take immediate actions refreshes on each head’s activation.

Intelligent Weapons
Each time Alabaster would become dazed or stunned, he loses his next sword activation instead. Multiple such effects do not stack.

Limited Range
Alabaster's swords cannot purposely fly more than 6 squares away from Alabaster. If forced to move farther, or if left behind, they must spend any available actions on their initiative in order to return to within 6 squares.

Alignment Chaotic Evil Languages Supernal
Str 36 (+32) Dex 36 (+32) Wis 30 (+29)
Con 32 (+30) Int 30 (+29) Cha 32 (+30)


Dark Nemesis Only
Speed Fly 6
Basic Attack (standard; at-will) * Shadow, Necrotic
Reach 1; +44 vs AC; 3d12+13 damage plus damage equal to target's weapon damage, including all of target's bonuses (strength, enhancement, magic, etc).

Nemesis (standard; daily) * Summoning
Dark Nemesis summons its foe's greatest enemy ever faced, from beyond the grave if necessary (DM selects who). This summoned creature can use all his or her abilities, but uses Dark Nemesis' attack bonus (+44) if higher. The summoned creature returns to where it came from 13 rounds after being summoned. The summoned creature uses Dark Nemesis' initiative count for all actions, wielding the sword if capable of doing so.


Godsend Only
Speed Fly 6
Basic Attack (standard; at-will) * Divine, Radiant
Reach 1; +43 vs Reflex; 3d12+13 damage, plus an additional 3d12+13 damage per divine rank possessed by target. Deities bloodied by Godsend cannot discorporate until damaged by another source. Upon a critical hit, target's divinity is sundered until the end of the encounter, creating an appropriately sized Quintessence Elemental for the duration. If the deity is killed before the end of the encounter, the elemental is permanent. This elemental is not under the command of Alabaster, nor is it under the command of the target.

Trap the Soul (free, upon dropping an opponent; encounter) * Arcane
Upon dropping an opponent, their soul is encased within the sword, preventing their ressurection until the soul is released. All souls trapped within Godsend become released immediately upon bloodying its wielder.



Steel Hydra Only
Speed Fly 6
Basic Attack (minor; at-will) * Sonic
Reach 1; +44 vs AC; 3d12+13 damage. Upon scoring a critical hit, target loses their next standard action, and Steel Hydra immediately gains an additional standard action.

Sonic Blast (standard; at-will) * Sonic
Close Wall 5; +43 vs Fortitude; 4d10+13 damage, target is pushed 1 square and knocked prone.



The Were-Sword Only
Speed Fly 6
Basic Attack (standard; at-will)
Reach 1; +44 vs AC; 3d12+13 damage.

Parry (standard; day-only at-will)
Reach 1; +43 vs Reflex; Target loses their next standard action.

Defensive Technique (standard; day-only encounter)
Alabaster selects one target adjacent to the Were-Sword. If the target moves away from the Were-Sword, the Were-Sword can spend an immediate action to move up to its speed to remain adjacent. As long as the Were-Sword remains adjacent to its target, the target recieves half damage it deals to Alabaster.

Blooddrinker (standard; night-only at-will)
The Were-Sword makes a Basic Attack and Alabaster gains damage equal to that dealt.

Sacrificial Strike (standard; night-only encounter)
Reach 1; +49 vs AC; 3d12+13 damage. Upon hitting its target, Alabaster can sacrifice up to 39 hit points, dealing that much additional damage.



The Undersword Only
Speed Fly 6
Basic Attack (standard; at-will) * Void, Shadow
Reach 1; +43 vs Reflex; 3d12+13 damage, and drains 1 healing surge from the target. Upon dealing a critical hit, the Undersword deals an additional 3d12+13 damage, and drains an additional 1 healing surge. If target has no healing surges to be drained, target's maximum hp is lowered by 1 point per healing surge that should have been drained. This permanent damage can only be removed after Alabaster is dead.

Disjoin Magic (minor; recharge :6:) * Arcane
Reach 1; +43 vs Will; The enchantment bonus on target's weapon or implement is reduced by 1 and any magical features are disabled until the end of the encounter.



The Sword of a Thousand Names Only
Speed Fly 6
Basic Attack (standard; at-will) * Varies
Reach 1; +44 vs lowest of AC, Reflex, Fortitude, or Will; 4d10+13 damage of type least advantageous to target (ie, if target is vulnerable to fire, it deals fire damage).

Rename (minor; at-will) * Polymorph
The Sword of a Thousand Names gains any single magical enchanment (known to Alabaster) suitable for a weapon until the start of its next initiative.
 

Hey Fieari mate! :)

Fieari said:
So I've attempted to convert an old friend to 4e. I used the level conversion guide and the expanded damage table, and then looked to Tiamat for guidance. I made all 6 swords everdancing because I thought the image would be cool, and I reduced Alabaster's speed based on how Tiamat's speed was reduced from 3.5e.

Very cool! :)

This entry does not convert the Amidah template, just Alabaster himself. How does it look?

Well there are a few things to note, the first of those is the 6 Action Points. Are you suggesting that when he uses one action point that he only gets a single extra attack with a single sword?

Also I like the Evil Eye aura, but I just wonder if the penalty should apply to non-d20 rolls (such as for damage).

As for Godsend, I think the additional 3d12+13 damage per divine rank is a tad extreme for 4th Edition. Maybe an additional +1 for every level above 30 the target possesses.

The Blooddrinker power of the Were-sword should have Alabaster regain hit points.

There will probably be a few things I would add once I have the 4E Immortals Handbook finished. Including something like...

Legendary Leap 3/day Move Speed x10 (Move Action)...including straight up (and down, as regards falling damage).
 

Well there are a few things to note, the first of those is the 6 Action Points. Are you suggesting that when he uses one action point that he only gets a single extra attack with a single sword?
Yeah, this is straight from Tiamat's rules.

Also I like the Evil Eye aura, but I just wonder if the penalty should apply to non-d20 rolls (such as for damage).
It might make the bookkeeping tricky, true. Can nix that.

As for Godsend, I think the additional 3d12+13 damage per divine rank is a tad extreme for 4th Edition. Maybe an additional +1 for every level above 30 the target possesses.
I wasn't sure how the DR rules were going to work (in terms of how many DR a deity will have by which level) so I'll bow to you on this, easily.

The Blooddrinker power of the Were-sword should have Alabaster regain hit points.
It does. That is in fact the only text for the entry.

There will probably be a few things I would add once I have the 4E Immortals Handbook finished. Including something like...

Legendary Leap 3/day Move Speed x10 (Move Action)...including straight up (and down, as regards falling damage).

Ooh, very cool. Except the 3/day part... 4e is very wary of per day abilities, and I used it only for Godsend because Trap the Soul is pretty devastating. I'd either make it an encounter ability, or use the recharge mechanic.

One more correction, and then a question. Steel Hydra should have speed 12.

So, question. I was thinking about the limited range feature, and also about the cinematic quality of Alabaster snatching a blade out of the air in order to carry it farther and hit someone with it. Do you think it would be imbalancing to allow Alabaster to activate himself on every sword activation, if he grabs the sword on that activation?
 

Hello again matey! :)

Fieari said:
Yeah, this is straight from Tiamat's rules.

It makes sense for her because she has five different consciousnesses, but I don't think it works for Alabaster, I would just give him the basic 2, but allow him twice the number of attacks with each sword.

It might make the bookkeeping tricky, true. Can nix that.

Exactly.

I wasn't sure how the DR rules were going to work (in terms of how many DR a deity will have by which level) so I'll bow to you on this, easily.

Well it might be a tad tricky because you would want it doing more damage to elites and solos.

Maybe +1d4/Level over 30th
+1d8/Level against Elites
+1d20/Level against Solo opponents

So against Odin (41st-level Solo) it would deal an extra 11d20.

It does. That is in fact the only text for the entry.

Maybe my mind is boggled.

Ooh, very cool. Except the 3/day part... 4e is very wary of per day abilities, and I used it only for Godsend because Trap the Soul is pretty devastating. I'd either make it an encounter ability, or use the recharge mechanic.

This is a tricky decision for PCs. I want them to be able to be able to jump onto the body's of massive monsters or leap up and attack low-flying monsters.

Maybe I should make it a Skill Check (or ability score check)...with perhaps a -2 penalty if you are bloodied?

One more correction, and then a question. Steel Hydra should have speed 12.

Okay.

So, question. I was thinking about the limited range feature, and also about the cinematic quality of Alabaster snatching a blade out of the air in order to carry it farther and hit someone with it. Do you think it would be imbalancing to allow Alabaster to activate himself on every sword activation, if he grabs the sword on that activation?

Not sure what you mean by activate himself?

I sort of like the idea that Alabaster would throw the swords at opponents (as part of his juggling style) and as such Range 6 seems a bit weak.
 

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