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4th Edition and the Immortals Handbook
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<blockquote data-quote="Fieari" data-source="post: 4254052" data-attributes="member: 16221"><p>Death Burst: Close burst 10; +29 vs Reflex 7d10 fire damage, miss for half. The balor's weapons are completely destroyed.</p><p></p><p>I also forgot to mention that it has a flaming body ability. Aura 2 (3 when bloodied), anyone starting their turn in the aura takes 10 fire damage (20 when bloodied), making the whip pull ability nicer.</p><p></p><p></p><p></p><p>I'm taking a look at magic armors here for how common resistances are. Black Iron armor, at level 4, resists 5 fire/5 necrotic. At level 14, it resists 10 of both, and at 24 resists 15 of both.</p><p></p><p>Then there's Bloodcut Armor, which at level 4, if you're bloodied and use a healing surge, lets you resist 10 to ALL until the end of your next turn, increasing to 15 and 20 at paragon and epic levels.</p><p></p><p>Deathcut resists 5 necrotic/5 poison at level 5 (and gives you some attack abilities)</p><p></p><p>Flamedrinker, at level 14, resists 10 fire, and 15 at level 24, but once per day as an interrupt gives you and all allies resist 20 (and resist 30 at level 24).</p><p></p><p>There's a bunch more armors like these, just for different elements. They seem standard. </p><p></p><p>Another thing to make Orcus more beatable: Soulforged Armor, available at level 19, gives you one extra turn to be awake at 0 hp, just like the staggered rule of 3.x. I wouldn't think it very useful, except for abilities like this that send you EXACTLY to 0 hp.</p><p></p><p>And that artifact armor I mentioned? Actually heroic tier, not paragon.</p></blockquote><p></p>
[QUOTE="Fieari, post: 4254052, member: 16221"] Death Burst: Close burst 10; +29 vs Reflex 7d10 fire damage, miss for half. The balor's weapons are completely destroyed. I also forgot to mention that it has a flaming body ability. Aura 2 (3 when bloodied), anyone starting their turn in the aura takes 10 fire damage (20 when bloodied), making the whip pull ability nicer. I'm taking a look at magic armors here for how common resistances are. Black Iron armor, at level 4, resists 5 fire/5 necrotic. At level 14, it resists 10 of both, and at 24 resists 15 of both. Then there's Bloodcut Armor, which at level 4, if you're bloodied and use a healing surge, lets you resist 10 to ALL until the end of your next turn, increasing to 15 and 20 at paragon and epic levels. Deathcut resists 5 necrotic/5 poison at level 5 (and gives you some attack abilities) Flamedrinker, at level 14, resists 10 fire, and 15 at level 24, but once per day as an interrupt gives you and all allies resist 20 (and resist 30 at level 24). There's a bunch more armors like these, just for different elements. They seem standard. Another thing to make Orcus more beatable: Soulforged Armor, available at level 19, gives you one extra turn to be awake at 0 hp, just like the staggered rule of 3.x. I wouldn't think it very useful, except for abilities like this that send you EXACTLY to 0 hp. And that artifact armor I mentioned? Actually heroic tier, not paragon. [/QUOTE]
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