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4th Edition and the Immortals Handbook
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<blockquote data-quote="Fieari" data-source="post: 4619507" data-attributes="member: 16221"><p>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.</p><p></p><p>This entry does not convert the Amidah template, just Alabaster himself. How does it look?</p><p></p><p></p><p></p><p><strong>Alabaster, Vampire Amidah (Paragon of Paragons) Level 39 Solo Controller</strong></p><p><strong>Medium natural humanoid (undead) XP ???</strong></p><p></p><p><strong>Initiative</strong> <em>Special, see Sextuple Actions, below</em> <strong>Senses</strong> Perception +29</p><p><strong>Evil Eye</strong> (Gaze) aura 20; <em>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.</em></p><p><strong>HP</strong> 1760; <strong>Bloodied</strong> 880; <em>see Mist Discorporation and Co-ordinated Strike</em></p><p><strong>Regeneration</strong> 10</p><p><strong>AC</strong> 55; <strong>Fortitude</strong> 55, <strong>Reflex</strong> 55, <strong>Will</strong> 50</p><p><strong>Immunities</strong> Cold, Fire</p><p><strong>Saving Throws</strong> +5</p><p><strong>Speed</strong> 12</p><p><strong>Action Points</strong> 6; <em>each sword can only use one action point, and Alabaster can only spend one per round</em></p><p></p><p><strong>Blood Drain</strong> (standard, encounter; recharges when an adjacent creature becomes bloodied) * Healing</p><p> 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.</p><p></p><p><strong>Dominating Gaze</strong> (minor, recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) * Charm</p><p> 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.</p><p></p><p><strong>Mist Form</strong> (standard; encounter) * Polymorph</p><p> 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.</p><p> </p><p><strong>Mist Discorporation</strong> * Polymorph</p><p> 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.</p><p> </p><p><strong>Co-ordinated Strike</strong> (Immediate reaction, when first bloodied; encounter)</p><p> 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.</p><p> </p><p><strong>Sextuple Actions</strong></p><p> 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. </p><p> </p><p><strong>Intelligent Weapons</strong></p><p> Each time Alabaster would become dazed or stunned, he loses his next sword activation instead. Multiple such effects do not stack.</p><p> </p><p><strong>Limited Range</strong></p><p> 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.</p><p> </p><p><strong>Alignment</strong> Chaotic Evil <strong>Languages</strong> Supernal</p><p>Str 36 (+32) Dex 36 (+32) Wis 30 (+29)</p><p>Con 32 (+30) Int 30 (+29) Cha 32 (+30)</p><p></p><p></p><p><strong>Dark Nemesis</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (standard; at-will) * Shadow, Necrotic</p><p> 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).</p><p></p><p>Nemesis (standard; daily) * Summoning</p><p> 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.</p><p></p><p></p><p><strong>Godsend</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (standard; at-will) * Divine, Radiant</p><p> 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.</p><p></p><p><strong>Trap the Soul</strong> (free, upon dropping an opponent; encounter) * Arcane</p><p> 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.</p><p></p><p></p><p></p><p><strong>Steel Hydra</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (minor; at-will) * Sonic</p><p> 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.</p><p></p><p><strong>Sonic Blast</strong> (standard; at-will) * Sonic</p><p> Close Wall 5; +43 vs Fortitude; 4d10+13 damage, target is pushed 1 square and knocked prone.</p><p></p><p> </p><p> </p><p><strong>The Were-Sword</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (standard; at-will)</p><p> Reach 1; +44 vs AC; 3d12+13 damage.</p><p></p><p><strong>Parry</strong> (standard; day-only at-will)</p><p> Reach 1; +43 vs Reflex; Target loses their next standard action.</p><p></p><p><strong>Defensive Technique</strong> (standard; day-only encounter)</p><p> 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.</p><p></p><p><strong>Blooddrinker </strong>(standard; night-only at-will)</p><p> The Were-Sword makes a Basic Attack and Alabaster gains damage equal to that dealt.</p><p></p><p><strong>Sacrificial Strike </strong>(standard; night-only encounter)</p><p> 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.</p><p></p><p> </p><p> </p><p><strong>The Undersword</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (standard; at-will) * Void, Shadow</p><p> 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.</p><p></p><p><strong>Disjoin Magic</strong> (minor; recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) * Arcane</p><p> 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.</p><p></p><p> </p><p> </p><p><strong>The Sword of a Thousand Names</strong> Only</p><p><strong>Speed</strong> Fly 6</p><p><strong>Basic Attack</strong> (standard; at-will) * Varies</p><p> 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).</p><p></p><p><strong>Rename</strong> (minor; at-will) * Polymorph</p><p> 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.</p></blockquote><p></p>
[QUOTE="Fieari, post: 4619507, member: 16221"] 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? [b]Alabaster, Vampire Amidah (Paragon of Paragons) Level 39 Solo Controller Medium natural humanoid (undead) XP ???[/b] [b]Initiative[/b] [i]Special, see Sextuple Actions, below[/i] [b]Senses[/b] Perception +29 [b]Evil Eye[/b] (Gaze) aura 20; [i]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.[/i] [b]HP[/b] 1760; [b]Bloodied[/b] 880; [i]see Mist Discorporation and Co-ordinated Strike[/i] [b]Regeneration[/b] 10 [b]AC[/b] 55; [b]Fortitude[/b] 55, [b]Reflex[/b] 55, [b]Will[/b] 50 [b]Immunities[/b] Cold, Fire [b]Saving Throws[/b] +5 [b]Speed[/b] 12 [b]Action Points[/b] 6; [i]each sword can only use one action point, and Alabaster can only spend one per round[/i] [b]Blood Drain[/b] (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. [b]Dominating Gaze[/b] (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. [b]Mist Form[/b] (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. [b]Mist Discorporation[/b] * 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. [b]Co-ordinated Strike[/b] (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. [b]Sextuple Actions[/b] 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. [b]Intelligent Weapons[/b] Each time Alabaster would become dazed or stunned, he loses his next sword activation instead. Multiple such effects do not stack. [b]Limited Range[/b] 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. [b]Alignment[/b] Chaotic Evil [b]Languages[/b] Supernal Str 36 (+32) Dex 36 (+32) Wis 30 (+29) Con 32 (+30) Int 30 (+29) Cha 32 (+30) [b]Dark Nemesis[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (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. [b]Godsend[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (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. [b]Trap the Soul[/b] (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. [b]Steel Hydra[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (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. [b]Sonic Blast[/b] (standard; at-will) * Sonic Close Wall 5; +43 vs Fortitude; 4d10+13 damage, target is pushed 1 square and knocked prone. [b]The Were-Sword[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (standard; at-will) Reach 1; +44 vs AC; 3d12+13 damage. [b]Parry[/b] (standard; day-only at-will) Reach 1; +43 vs Reflex; Target loses their next standard action. [b]Defensive Technique[/b] (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. [b]Blooddrinker [/b](standard; night-only at-will) The Were-Sword makes a Basic Attack and Alabaster gains damage equal to that dealt. [b]Sacrificial Strike [/b](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. [b]The Undersword[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (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. [b]Disjoin Magic[/b] (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. [b]The Sword of a Thousand Names[/b] Only [b]Speed[/b] Fly 6 [b]Basic Attack[/b] (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). [b]Rename[/b] (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. [/QUOTE]
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