Excerpt: Archons (merged)

Wow... those archons just seem flat out evil to fight against. And I dunno about anyone else, but I never wanna get sandwiched between two Rimehammers... one attacks and slows you, and before you get a chance to get rid of the slowed effect the other brings its hammer down for an extra 2d6 damage on top of what seems to be already formidable damage potential... Not a pretty picture.
 

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Rechan said:
Your movement becomes 2. I don't know if you can shift or not.
According to KoTS you can't, unless you have a power to do so. It also takes 1 more movement to enter Difficult Terrain.

Edit: Also just like my idea in the Giants thread. I am very tempted to add elemental appropriate traps and hazards to encounters with Archons. :D
 

I remember reading on the Archon Ecology that Archons (at least fire archons) are very militaristic and disciplined. Them being chaotic makes no sense. I can see them being evil, since they are basically engines of destruction but they are engines that have a focus and will do their tasks efficiently.
 

mach1.9pants said:
Yeah and something chaotic doesn't sound very singleminded to me, to me that is lawful!
As it was commented in some other thread by someone who looked at the books, Chaotic is more "Sociopathic, uncaring, vicious".

In that mindset, Demons (the epitome of CE) are very singleminded: all they care about is destruction, plain and simple, and work towards the goal of the destruction of everything.

I don't really see how CE is against singleminded, in any edition. CE to me is just "Doesn't play well with others" and "does what ever the hell they want" of the Evil folk, while LE respect authority, the rules, and abide by certain codes (see: The Mafia).

(But I hate alignment arguments. :))
 


Fallen Seraph said:
Edit: Also just like my idea in the Giants thread. I am very tempted to add elemental appropriate traps and hazards to encounters with Archons. :D
I remember that post - good stuff! :D I definitely want to have elemental hazards with Titans AND Archons. Though the Archons are likely going to engineer the hazards ahead of time, especially if they're guarding something or have a 'home turf' to create, even on the material plane.
 

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!"

...and I'm a 4e fan...
Uh-huh, because immortal warriors made from earth or smoke are not only so completely different from immortal warriors made from ice or fire that you can't amke your own, but so "Archtypical" that they're complete lack from earlier editions was a complete kick in the teeth for roleplayers everywhere.

Will the ones you have to pay for be better designed? Sure. But you'll see me complaining about multiples of themes (like having both Gricks and Grells), not about the fact the elemental bingo board hasn't been completely filled out.
 

Rechan said:
I remember that post - good stuff! :D I definitely want to have elemental hazards with Titans AND Archons. Though the Archons are likely going to engineer the hazards ahead of time, especially if they're guarding something or have a 'home turf' to create, even on the material plane.
Hmm... Group of Archons lead them into a valley where a Ice Titan resides, each swing of his massive arms send them flying into the Archons or the spikes of ice scattered across the valley. With the floor being ice as well (which Archons and the Titan be able to walk fine thanks to Ice Walk).
 


And does anyone know if "ice walk" in their movement rate is just about negating the penalties of walking on ice or is it some kind of quasi-teleport a la shadow-walking?
 

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