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The Cult of the Other
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<blockquote data-quote="Mathew_Freeman" data-source="post: 4806861" data-attributes="member: 1846"><p>This is going to be an ongoing thread where I put down some ideas for a group of Far Realms cultists and their various abilities. All feedback welcome!</p><p></p><p><strong>Sacrificed</strong></p><p></p><p>The Sacrificed are the human foot-soldiers of the Cult of the Other, sent into battle swiftly. Their facial tatoo indicates their status, and during the battle they are often taken over by soliders from the Far Realm as the violence of their actions rends a hole in reality.</p><p></p><p>Sacrificed Level 11 Skirmisher</p><p>Medium Natural Humanoid XP 600</p><p>Initiative +10 Senses Perception +14; </p><p>HP 109; Bloodied 54</p><p>AC 25; Fortitude 23, Reflex 22, Will 22</p><p>Resist 5 radiant</p><p>Speed 6</p><p></p><p> Longsword (standard; at-will) * Weapon</p><p>+16 vs AC; 2d6 + 5 damage </p><p>and the Sacrificed can shift one square</p><p></p><p> Bring Forth the Other (standard; encounter) * Summoning</p><p>+16 vs AC; 4d8 + 5 damage </p><p>usuable only when bloodied. After attack is resolved, the Sacrificed dies and replaced by a Soldier of Madness.</p><p></p><p> Tatoo of Madness (standard; encounter) * Fear</p><p>Close blast 3; +12 vs Will; 3d8 + 5 damage </p><p>targets all enemies in blast, also deals push 3 on a hit</p><p></p><p>Alignment: Evil Languages: Common</p><p>Str 19 (+9) Dex 16 (+8) Wis 16 (+8)</p><p>Con 13 (+6) Int 13 (+6) Cha 13 (+6)</p><p></p><p>Equipment: Longsword, cloth armour, face tatoo</p><p></p><p>Sacrificed Tactics</p><p>Sacrificed are in constant agony as they feel the soldiers of the Far Realm trying to break through. As such, they welcome death and will gladly close to melee as swiftly as possible in order to end their unpleasant lives.They normally start with their tatoo attack, scattering their enemies before them as their allies follow on.</p><p></p><p>Sacrificed Lore</p><p>Arcane DC 15: The Cult of the Other have various members that act as entry points for the forces in the Far Realm. In battle, these soldiers can enter our world, but only at the death of those that provide the link.</p><p></p><p><span style="color: orange">Note: I could really use some feedback on keywords, suitbale skills, lore DC's and on their sacrifical power. The idea is that in battle they die and are replaced by a new monster (see below). I figured that using the bloodied state to trigger this would mean it would be staggered throughout the battle, and help clever players to manage the battle.</span></p><p></p><p><strong>Soldier of Madness</strong></p><p></p><p>Dark grey-skinned and thin, the Soldiers of Madness eye their enemies and close swiftly to deliver their attacks.They come from the Far Realm, waiting there to enter our reality and wreak the havoc they can.</p><p></p><p>Soldier of Madness Level 13 Soldier</p><p>Medium Aberrant Humanoid XP 800</p><p>Initiative +12 Senses Perception +16; </p><p>HP 128; Bloodied 64</p><p>AC 29; Fortitude 27, Reflex 25, Will 25</p><p>Resist 5 radiant, 5 weapon</p><p>Speed 6</p><p></p><p> Axe from Beyond (standard; at-will) * Radiant</p><p>+20 vs AC; 2d8 + 6 damage </p><p>and the target is marked</p><p></p><p> Madness Strike (standard; encounter)</p><p>+20 vs AC; 4d8 + 6 damage </p><p>and the target makes a melee basic attack against a random, adjacent creature.</p><p></p><p> Bolt of Strife (standard; encounter)</p><p> Ranged 10; +20 vs AC; 2d8 + 6 damage </p><p>two targets, one attack against each; on a hit, the target is dazed (save ends).</p><p></p><p>Alignment: Evil Languages: Common, Deep Speech</p><p>Str 22 (+12) Dex 19 (+10) Wis 19 (+10)</p><p>Con 16 (+9) Int 16 (+9) Cha 16 (+9)</p><p></p><p>Equipment: Axe, chainmail</p><p></p><p>Soldier of Madness Tactics</p><p>Soldiers of Madness will typically open a battle with Bolt of Strife, seeking to split up their foes ability to respond. They then close quickly with their enemy, seeking to fight more than one foe at once so that they can use their Madness Strike.</p><p></p><p><span style="color: orange">Note: Again, I could do with some help with Lore, suitable skills and keywords on attacks and abilities. All feedback is welcome on their powers, too - I may have been a bit conservative considering I'm placing these as early Paragon level monsters.</span></p></blockquote><p></p>
[QUOTE="Mathew_Freeman, post: 4806861, member: 1846"] This is going to be an ongoing thread where I put down some ideas for a group of Far Realms cultists and their various abilities. All feedback welcome! [b]Sacrificed[/b] The Sacrificed are the human foot-soldiers of the Cult of the Other, sent into battle swiftly. Their facial tatoo indicates their status, and during the battle they are often taken over by soliders from the Far Realm as the violence of their actions rends a hole in reality. Sacrificed Level 11 Skirmisher Medium Natural Humanoid XP 600 Initiative +10 Senses Perception +14; HP 109; Bloodied 54 AC 25; Fortitude 23, Reflex 22, Will 22 Resist 5 radiant Speed 6 Longsword (standard; at-will) * Weapon +16 vs AC; 2d6 + 5 damage and the Sacrificed can shift one square Bring Forth the Other (standard; encounter) * Summoning +16 vs AC; 4d8 + 5 damage usuable only when bloodied. After attack is resolved, the Sacrificed dies and replaced by a Soldier of Madness. Tatoo of Madness (standard; encounter) * Fear Close blast 3; +12 vs Will; 3d8 + 5 damage targets all enemies in blast, also deals push 3 on a hit Alignment: Evil Languages: Common Str 19 (+9) Dex 16 (+8) Wis 16 (+8) Con 13 (+6) Int 13 (+6) Cha 13 (+6) Equipment: Longsword, cloth armour, face tatoo Sacrificed Tactics Sacrificed are in constant agony as they feel the soldiers of the Far Realm trying to break through. As such, they welcome death and will gladly close to melee as swiftly as possible in order to end their unpleasant lives.They normally start with their tatoo attack, scattering their enemies before them as their allies follow on. Sacrificed Lore Arcane DC 15: The Cult of the Other have various members that act as entry points for the forces in the Far Realm. In battle, these soldiers can enter our world, but only at the death of those that provide the link. [color=orange]Note: I could really use some feedback on keywords, suitbale skills, lore DC's and on their sacrifical power. The idea is that in battle they die and are replaced by a new monster (see below). I figured that using the bloodied state to trigger this would mean it would be staggered throughout the battle, and help clever players to manage the battle.[/color] [b]Soldier of Madness[/b] Dark grey-skinned and thin, the Soldiers of Madness eye their enemies and close swiftly to deliver their attacks.They come from the Far Realm, waiting there to enter our reality and wreak the havoc they can. Soldier of Madness Level 13 Soldier Medium Aberrant Humanoid XP 800 Initiative +12 Senses Perception +16; HP 128; Bloodied 64 AC 29; Fortitude 27, Reflex 25, Will 25 Resist 5 radiant, 5 weapon Speed 6 Axe from Beyond (standard; at-will) * Radiant +20 vs AC; 2d8 + 6 damage and the target is marked Madness Strike (standard; encounter) +20 vs AC; 4d8 + 6 damage and the target makes a melee basic attack against a random, adjacent creature. Bolt of Strife (standard; encounter) Ranged 10; +20 vs AC; 2d8 + 6 damage two targets, one attack against each; on a hit, the target is dazed (save ends). Alignment: Evil Languages: Common, Deep Speech Str 22 (+12) Dex 19 (+10) Wis 19 (+10) Con 16 (+9) Int 16 (+9) Cha 16 (+9) Equipment: Axe, chainmail Soldier of Madness Tactics Soldiers of Madness will typically open a battle with Bolt of Strife, seeking to split up their foes ability to respond. They then close quickly with their enemy, seeking to fight more than one foe at once so that they can use their Madness Strike. [color=orange]Note: Again, I could do with some help with Lore, suitable skills and keywords on attacks and abilities. All feedback is welcome on their powers, too - I may have been a bit conservative considering I'm placing these as early Paragon level monsters.[/color] [/QUOTE]
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