Converting the Dukes of Hell


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Aspect of BOZ said:
that's what we're starting with...

Perhaps some could function like this...

SRD=Elemental Gem: This gem contains a conjuration spell attuned to a specific Elemental Plane (Air said:
But rather than summoning elementals, it summons devils.

A few other options...

- Some could work like gem magic in Magic of Faerun: essentially, as spell-storing single-use spell triggers
- Some could function similar to ioun stones, granting minor bonuses
- The cloak could provide an armor bonus
 

Aspect of BOZ said:
we could give the robe some magic, sure (in fact, i had thought it had some, but was disappointed to find it didn't), but nothing major like an artifact. maybe give it the power of 2-3 different types of cloak/robe?

There’s one idea I had earlier…



Also, here’s one side thought. I think that anything in the FC2 should be considered “core” for the Dukes. After all, anyone using the Dukes in 3.5 is likely to have FC2 anyway, right? :)

Content from other books, we’d take on a case-by-case basis.
 

Well, from a mechanical standpoint, we should compare Malphas to other CR 21s. Primarily from the MM 3.5 (and IV, if there are any high CRs in that book), but it wouldn't hurt taking a peak at the epic level handbook monsters either.

With that information, find a range in which saves and AC fall for CR 21. Use the cape to grant bonuses bringing Malphas into that range. (Assuming he isn't in it already)


I would like the gem summoning devils thing, except it sort of overlaps and dilutes his own devil summoning. I think that having it summon devilish creatures (like a Nessian warhound, a hellcat, a fiendish roc) would be better. And as a Duke, I think they should be resusable, X/day rather than one use items.

Alternate use...they summon humans/demihumans who have sold their soul to Malphas.


Alternate use....they absorb hostile spell energy and convert it to recharge Malphas' own limited use spell-like abilities. Or allow him to Quicken, Empower, Maximize etc, his spell-like abilities, using the charges.
 

i have another idea... all of the above? ;) there are 333 gems of course... and we're not going to give attributes to each one or anything. we could say that each gem has its own power, useable 1/day, and list some examples of common effects, such as: functions like a metamagic rod, functions like a potion, summons a creature, absorb spell energy, work like ioun stones, etc... you get the idea! let the DM decide which gems he's got ready at any one time.

we might want to make it even less frequent than 1/day - after all, there *are* 333 of them, and he's got other powers besides...
 

Aspect of BOZ said:
i have another idea... all of the above? ;) there are 333 gems of course... and we're not going to give attributes to each one or anything. we could say that each gem has its own power, useable 1/day, and list some examples of common effects, such as: functions like a metamagic rod, functions like a potion, summons a creature, absorb spell energy, work like ioun stones, etc... you get the idea! let the DM decide which gems he's got ready at any one time.

we might want to make it even less frequent than 1/day - after all, there *are* 333 of them, and he's got other powers besides...


That's true. I believe the official WotC method for writing 333/day is 'at will' :)


In reference to the AC and saves though, I was suggesting a continual effect, like bracers of armor, cloak of resistance and rings of protection.


EDIT:

I did some math. Using only creatures from the MM 3.5 of CR 21, these are the mechanics. The number in parentheses at the end is the average of the scores.

HP 370, 445, 459, 391, 432, 449, 387, 522 (432)
AC 38, 38, 39, 34, 37, 36, 38, 41 (38)
ATK 37, 41, 42, 39, 40, 40, 40, 45 (41)
FOR 28, 25, 26, 23, 25, 25, 23, 28 (26)
REF 13, 18, 19, 16, 18, 17, 17, 20 (17)
WILL 21, 23, 24, 23, 23, 23, 24, 24 (23)

Here are similar numbers from the Epic Level Handbook. It should be noted that although the scores are slightly lower, the creatures often have a wide range of immunity to special effects that makes saves not as important.

HP: 435, 405, 238, 562 (410)
AC: 39, 43, 42, 37 (40)
Atk: +39, +40, +39, +31 (37)
Fort +22, 24, 12, 28 (22)
Ref +22, 17, 16, 14 (17)
Will +17, 25, 12, 20 (19)
 
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Kain Darkwind said:
In reference to the AC and saves though, I was suggesting a continual effect, like bracers of armor, cloak of resistance and rings of protection.

i did mention before that it could have the effects of 2 or 3 different types of minor magic item, so that could definitely work.
 

FWIW, here's what the CR 19-22 FCII greater aspects possess in the way of save and stat-boosting magic items:

Fierna: potion of barkskin (CL 6th), potion of invisibility, 2 potions of sanctuary, ring of protection +5, bracers of armor +6, cloak of resistance +3
Bel: ring of protection +4, bracers of armor +4
Belial: ring of protection +3, amulet of natural armor +1, bracers of armor +2
Dispater: none
Levistus: ring of protection +5, bracers of armor +5
Mammon: oil of invisibility, potion of greater magic fang (CL 20th), potion of haste, ring of protection +5, bracers of armor +4
Glasya: ring of invisibility, ring of protection +5, cloak of resistance +4,
 

i could see the cloak functioning as 2 or 3 of the ring of protection/cloak of resistance/bracers of armor - if we go with 2 of those, i'd make the bonus of each +4, and if we use all three maybe +3. that's totally arbitrary of course. ;)

how does he activate a gem? does he remove it or just touch it?
 

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