Excerpt: Archons (merged)

mach1.9pants said:
Why are archons all CE? Are primordials all nasty beggars? Anybody care to give the story in a nutshell:)
The Earth Titan was CE as well, I believe.

baberg said:
This makes me unhappy (emphasis mine):

We give you three fire archons (at levels 12, 19, and 20) and three ice archons (at levels 16, 19, and 20). But the Elemental Chaos is vast, and fire and ice are only two of the many forms it takes. Now that we’ve (thankfully!) separated the word “elemental” in the D&D sense from the classical Greek elements of earth, fire, air, and water, there’s plenty of room for archons of your own design. (And I imagine you’ll see more archons from us, too.)

It sounds like "Want more Archons? Get ready to pay $25 in a month for our expanded Book of Archons (tm) for access to even more monster archetypes that we should have included in the Monster Manual!"
I figure there'll be more in MM2.

However, this does make me want to make Smoke and Lightning archons. Mm.
 

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Well Chaotic Evil from the newest scoop means someone with little regard with who they injure. So I imagine a Archon be the type, where if your a evil guy and you say; "kill off that entire village" it will do it and kill EVERYTHING.

I state this since their: Archons are useful because of their single-mindedness. Which to me means, they have no qualms with such orders.
 

I want to know why it seems all (what would formerly have been) outsiders have mental stats on par with the heroes... I mean, it is not like they all have the leader subtype or anything...
 

mach1.9pants said:
Why are archons all CE? Are primordials all nasty beggars? Anybody care to give the story in a nutshell:)

I assume that Primordials are Titans of the "want to destroy the gods and smash creation" school.

Hopefully at least one of them looks like the Kraken from "Clash of the Titans".

Man I wish I still had that toy. It was totally awesome.
 

Fallen Seraph said:
Well Chaotic Evil from the newest scoop means someone with little regard with who they injure. So I imagine a Archon be the type, where if your a evil guy and you say; "kill off that entire village" it will do it and kill EVERYTHING.
Which seems totally at odds with the Hailscourge's habit of shrinking the hailstorm area burst to accommodate allies.

I mean, if you don't care who you hurt, bugger your allies, aye?
 

I definitely like the Frost Shield interrupt ability of the Hailscourge, that'll come in handy to weather the first Wizard volley their way. The adjustable burst Hailstorm should also come in handy when mixing and matching them with other wee beasties.

The Rimehammer has a difficult terrain aura as well as a slowing Maul. Has it been revealed yet what slow's effects are in 4e?
 

Rechan said:
Which seems totally at odds with the Hailscourge's habit of shrinking the hailstorm area burst to accommodate allies.

I mean, if you don't care who you hurt, bugger your allies, aye?
But that would mean your less likely to complete the task assigned to you. Since your side is now weaker off. They may be single-minded but they aren't stupid.
 

Rechan said:
Which seems totally at odds with the Hailscourge's habit of shrinking the hailstorm area burst to accommodate allies.

I mean, if you don't care who you hurt, bugger your allies, aye?
Yeah and something chaotic doesn't sound very singleminded to me, to me that is lawful!
Edit: I am happy with just having 5 alignments but the naming convention seems confusing. Esp if you have played DnD b4
 

A'koss said:
The Rimehammer has a difficult terrain aura as well as a slowing Maul. Has it been revealed yet what slow's effects are in 4e?
Your movement becomes 2. I don't know if you can shift or not.
 

A'koss said:
I definitely like the Frost Shield interrupt ability of the Hailscourge, that'll come in handy to weather the first Wizard volley their way. The adjustable burst Hailstorm should also come in handy when mixing and matching them with other wee beasties.

The Rimehammer has a difficult terrain aura as well as a slowing Maul. Has it been revealed yet what slow's effects are in 4e?

I believe that it sets your speed to 2.

Also, that maul will lay down some hurt. 5d6+7 while you're slowed.
 

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