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creatures found; dusting off an old notebook
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<blockquote data-quote="Argyle King" data-source="post: 5477970" data-attributes="member: 58416"><p><strong>Shadow Mage Level 12 Artillery</strong></p><p><strong>medium shadow humanoid xp 350</strong></p><p>-----------------------------------------------------------------------------------------------------</p><p><strong>Initiative</strong> +10 <strong>senses:</strong> <em>darkvision; perception +12</em></p><p><strong>Shadows of Despair </strong><em>aura 3; a creature in the aura other than a Shadow Mage </em></p><p><em>loses any necrotic resistance or immunity it may have. Another Shadow Mage in</em></p><p><em>the aura can spend a minor action to teleport to another square in the same aura.</em></p><p> </p><p><strong>HP </strong>93; Bloodied 46</p><p><strong>AC </strong>24<strong>; Fortitude </strong>23<strong>; Reflex </strong>23<strong>; Will </strong>25</p><p><strong>Resist</strong> 15 Necrotic; <strong>Vulnerable</strong> 10 Radiant</p><p><strong>Speed</strong> 5</p><p>------------------------------------------------------------------------------------------------------</p><p><u>Shadow Strike (standard; at-will) * necrotic, weapon</u></p><p>+16 vs AC; 1d4+6 damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target. On a critical hit, this power does an additional 1d4 necrotic.</p><p>----------------------------------------------------------------------</p><p><u>Shadow Bolt (standard; at-will) * necrotic, arcane</u></p><p>Ranged 20; +17 vs Reflex; 2d8+6 necrotic damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target. </p><p>----------------------------------------------------------------------</p><p><u>Shadows of Death (when dropped to 0 hit points) * necrotic, zone</u></p><p>Close burst 3; +13 vs Reflex; 2d8+6 necrotic damage and the target is blinded until the beginning of its next turn. Effect: The burst creates a zone of shadows which lasts until the end of the encounter. All light sources in the burst are extinguished, and any light source brought into the zone is extingished. Any attack which has the radiant keyword and/or deals radiant damage which is made from inside the zone takes a -2 to attack and damage rolls.</p><p>----------------------------------------------------------------------</p><p><u>Clinging Shadows (standard; recharge 6) * necrotic; arcane</u></p><p>Area bust 1 within 10; +15 vs Will; 3d4 necrotic damage and targets are blinded (save ends)</p><p>----------------------------------------------------------------------</p><p><u>Shadow Warp (minor, teleport)</u></p><p>see <em>shadows of despair</em> above</p><p>----------------------------------------------------------------------</p><p>Alignment: Evil Languages: Common, Deep Speech</p><p>Skills: Insight +17, Diplomacy +15, Arcana +14</p><p> </p><p>STR 13 (+7) DEX 19 (+10) WIS 22 (+12)</p><p>CON 15 (+8) INT 16 (+9) CHA 18 (+10)</p><p> </p><p>equipment: <em>dagger</em></p><p><em>----------------------------------------------------------------------------------</em></p><p></p><p><u>Shadow Mage Tactics</u></p><p> </p><p>Much like other artillery creatures, shadow mages try to keep their distances and pelt foes from a distance. Shadow Bolt is the primary means of attack; Clinging Shadows is typically used when a group of foes starts to get closer; if possible, Shadow Mages will try to catch as many strikers and defenders as possible. This tactic changes slightly if if a foe wielding radiant energy is present in the encounter; Shadow Mages will attempt to focus fire on foes capable of dealing radiant damage.</p><p> </p><p>If multiple Shadow Mages are involved in an encounter, they engage foes with a ranged version of skirmisher tactics; using the auras of each other to quickly move around the battlefield and strike at foes with volleys of shadow bolts. In groups, Shadow Mages are less reluctant about using Clinging Shadows, and will attempt to blind as many foes in the opening volley as possible.</p><p> </p><p><u>Shadow Mage Lore</u></p><p><u></u></p><p><u></u>I'm keeping this vague because they can be used in a lot different ways depending on a campaign's needs. The basic idea is that these were mages who delved into dark (somewhat literally) arcane secrets and were twisted into something else by the power they found. I imagine that they look similar to the ring wraiths from the LoTR trilogy, but with more of an arcane flavor (i.e. robes, rune carved daggers, and staffs and such) instead of swords, steeds, and the like. Also, they aren't undead. They look like whatever race they were in life, but with the contour lines of their bodies darked and swirling black pupils.</p><p></p><p>They could be used in a campaign using Dragon Age for some inspiration, in a Forgotten Realms campaign as casters who use the dark weave, or a variety of other campaigns. </p><p> </p><p> </p><p>notes:</p><p> </p><p>Some of the 'mistakes' in my design were on purpose. In particular, the HP and exp were intentionally low. The idea being that two of these would be used together as a team; as a challenge.</p><p> </p><p>The damage of Clinging Shadows was an attempt at experimenting with different damage expressions, so that <em>is </em>something which may need changed. Though I went with d4s instead of d8s due to the attack also having the blind condition attached to it. 3d8+5 with blind and hitting multiple targets seemed a little on the rough side; I'm not sure if it would be balanced by needing to recharge or not.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 5477970, member: 58416"] [B]Shadow Mage Level 12 Artillery[/B] [B]medium shadow humanoid xp 350[/B] ----------------------------------------------------------------------------------------------------- [B]Initiative[/B] +10 [B]senses:[/B] [I]darkvision; perception +12[/I] [B]Shadows of Despair [/B][I]aura 3; a creature in the aura other than a Shadow Mage [/I] [I]loses any necrotic resistance or immunity it may have. Another Shadow Mage in[/I] [I]the aura can spend a minor action to teleport to another square in the same aura.[/I] [B]HP [/B]93; Bloodied 46 [B]AC [/B]24[B]; Fortitude [/B]23[B]; Reflex [/B]23[B]; Will [/B]25 [B]Resist[/B] 15 Necrotic; [B]Vulnerable[/B] 10 Radiant [B]Speed[/B] 5 ------------------------------------------------------------------------------------------------------ [U]Shadow Strike (standard; at-will) * necrotic, weapon[/U] +16 vs AC; 1d4+6 damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target. On a critical hit, this power does an additional 1d4 necrotic. ---------------------------------------------------------------------- [U]Shadow Bolt (standard; at-will) * necrotic, arcane[/U] Ranged 20; +17 vs Reflex; 2d8+6 necrotic damage; this attack deals an extra 1d4 necrotic damage if the Shadow Mage has total concealment against the target. ---------------------------------------------------------------------- [U]Shadows of Death (when dropped to 0 hit points) * necrotic, zone[/U] Close burst 3; +13 vs Reflex; 2d8+6 necrotic damage and the target is blinded until the beginning of its next turn. Effect: The burst creates a zone of shadows which lasts until the end of the encounter. All light sources in the burst are extinguished, and any light source brought into the zone is extingished. Any attack which has the radiant keyword and/or deals radiant damage which is made from inside the zone takes a -2 to attack and damage rolls. ---------------------------------------------------------------------- [U]Clinging Shadows (standard; recharge 6) * necrotic; arcane[/U] Area bust 1 within 10; +15 vs Will; 3d4 necrotic damage and targets are blinded (save ends) ---------------------------------------------------------------------- [U]Shadow Warp (minor, teleport)[/U] see [I]shadows of despair[/I] above ---------------------------------------------------------------------- Alignment: Evil Languages: Common, Deep Speech Skills: Insight +17, Diplomacy +15, Arcana +14 STR 13 (+7) DEX 19 (+10) WIS 22 (+12) CON 15 (+8) INT 16 (+9) CHA 18 (+10) equipment: [I]dagger[/I] [I]----------------------------------------------------------------------------------[/I] [U]Shadow Mage Tactics[/U] Much like other artillery creatures, shadow mages try to keep their distances and pelt foes from a distance. Shadow Bolt is the primary means of attack; Clinging Shadows is typically used when a group of foes starts to get closer; if possible, Shadow Mages will try to catch as many strikers and defenders as possible. This tactic changes slightly if if a foe wielding radiant energy is present in the encounter; Shadow Mages will attempt to focus fire on foes capable of dealing radiant damage. If multiple Shadow Mages are involved in an encounter, they engage foes with a ranged version of skirmisher tactics; using the auras of each other to quickly move around the battlefield and strike at foes with volleys of shadow bolts. In groups, Shadow Mages are less reluctant about using Clinging Shadows, and will attempt to blind as many foes in the opening volley as possible. [U]Shadow Mage Lore [/U]I'm keeping this vague because they can be used in a lot different ways depending on a campaign's needs. The basic idea is that these were mages who delved into dark (somewhat literally) arcane secrets and were twisted into something else by the power they found. I imagine that they look similar to the ring wraiths from the LoTR trilogy, but with more of an arcane flavor (i.e. robes, rune carved daggers, and staffs and such) instead of swords, steeds, and the like. Also, they aren't undead. They look like whatever race they were in life, but with the contour lines of their bodies darked and swirling black pupils. They could be used in a campaign using Dragon Age for some inspiration, in a Forgotten Realms campaign as casters who use the dark weave, or a variety of other campaigns. notes: Some of the 'mistakes' in my design were on purpose. In particular, the HP and exp were intentionally low. The idea being that two of these would be used together as a team; as a challenge. The damage of Clinging Shadows was an attempt at experimenting with different damage expressions, so that [I]is [/I]something which may need changed. Though I went with d4s instead of d8s due to the attack also having the blind condition attached to it. 3d8+5 with blind and hitting multiple targets seemed a little on the rough side; I'm not sure if it would be balanced by needing to recharge or not. [/QUOTE]
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