Saturday, February 28, 2009

What the Heck?

I'm extending the deadline on last week's Weekly What the Heck by another week for two reasons.
  1. I only got one comment on it so far, and I don't feel that's enough to base a WWtH stat block on. I suspect (hope) the lack of comments is due to the blogger comment outage I vaguely recall hearing rumors of last week (of course, I'm unable to find any evidence to link to this week). I hope it's not because everyone's lost interest in the WWtH.
  2. I've been playing way too much Rock Band 2 every night to work up a monster this week. I maintain that reason #1 is the main reason. That's my story and I'm sticking to it.
So I'm asking my readers to go back and post a comment on last week's What the Heck. If I can drum up a few more comments I'll get back on track with a new monster picture at the usual time next week and do the write-up for next Saturday evening.

Saturday, February 21, 2009

Why, that's a Demodracosauralisk!

The final comments are in from last week's "Weekly What the Heck". The result is the demodracosauralisk, a two-headed engine of destruction that might split into two one-headed engines of destruction when wounded.

I'd like to thank Jeff Rients, Ben Pop and Ripper(with special thanks to Jeff Rients for the name) for their ideas, all of which have been mashed together to create:
Demodracosauralisk
A mad blend of dragon, dinosaur and basilisk, the demodracosauralisk is actually a nonhostile, vegan animal that is all too often captured by evil creatures and trained to kill.

Level 15 Elite Artillery
Demodracosauralisk
XP 2,400
Huge natural beast
Initiative +12; see also double actions Senses Perception +12
HP 238; Bloodied 119
AC 29; Fortitude 30, Reflex 27, Will 29
Resist 10 variable (2; see variable breath)
Saving Throws +2
Speed 6
Action Points 1
mClaw (standard; at-will)
Reach 2; +20 vs. AC; 1d10 + 5 damage.
MDouble Claw (standard; at-will)
The demodracosauralisk makes two claw attacks against the same target.
MTail Strike (immediate reaction, when an enemy moves to a position where it flanks the demodracosauralisk; at-will)
The demodracosauralisk attacks the enemy with its tail: reach 3; +20 vs. Reflex; 2d8 + 5 damage, and the target is pushed 1 square.
RVariable Breath (standard; recharge 4 5 6)
Close blast 5; +18 vs. Fortitude; 2d10 + 6 damage, and the target takes ongoing 5 damage and is subject to a condition (see below, save ends both). Aftereffect: The target is subject to the condition (see below, save ends).
Each head has a damage type that does not change. The DM chooses the damage types from the following list, and each hampers the target with a different condition:
Acid - -4 penalty to AC
Cold - weakened
Fire - extra 5 ongoing fire damage
Lightning - dazed
Poison - slowed
The demodracosauralisk resists the same two types of damage.
AVariable Gaze (standard; at-will)
Area burst 1 within 10; +18 vs. Fortitude; 2d8 + 6 damage of the same type as the head's variable breath, and ongoing 5 damage of the same type (save ends). As long as the target is taking ongoing damage from this attack, the target deals 2 damage of the same type to all creatures adjacent to it at the start of its turn.
Double Actions
A demodracosauralisk rolls initiative twice, gets two turns during a round, and has a full set of actions (standard, move, minor) on each turn.
Each set of actions corresponds to a different head. The demodracosauralisk’s ability to take immediate actions refreshes on each of its turns.
Dual Brain
At the end of its turn, the demodracosauralisk automatically saves against the dazed and stunned conditions and against charm effects that a save can end.
Split (immediate reaction, when first bloodied; encounter)
There is a 50% chance that the demodracosauralisk splits into two bloodied hemi-demodracosauralisks.
Alignment Unaligned Languages -
Str 21 (+12) Dex 20 (+12) Wis 20 (+12)
Con 23 (+13) Int 2 (+3) Cha 8 (+6)

Demodracosauralisk Tactics
A demodracosauralisk tries to catch as many enemies as possible in its variable breath and variable gaze attacks.

Level 15 Artillery
Hemi-Demodracosauralisk
XP 1,200
Large natural beast
Initiative +12 Senses Perception +10
HP 119; Bloodied 59
AC 27; Fortitude 28, Reflex 27, Will 25
Resist 10 variable (see variable breath)
Speed 5
mClaw (standard; at-will)
Reach 2; +20 vs. AC; 1d10 + 4 damage.
MTail Strike (immediate reaction, when an enemy moves to a position where it flanks the demodracosauralisk; at-will)
The demodracosauralisk attacks the enemy with its tail: reach 3; +20 vs. Reflex; 2d8 + 4 damage, and the target is pushed 1 square.
RVariable Breath (standard; recharge 4 5 6)
Close blast 5; +18 vs. Fortitude; 2d10 + 6 damage, and the target takes ongoing 5 damage and is subject to a condition (see below, save ends both). Aftereffect: The target is subject to the condition (see below, save ends).
The hemi-demodracosauralisk has a damage type that does not change. The DM chooses the damage type from the following list (or keeps the damage types the complete demodracosauralisk had if this creature is the result of a split), and each hampers the target with a different condition:
Acid - -4 penalty to AC
Cold - weakened
Fire - extra 5 ongoing fire damage
Lightning - dazed
Poison - slowed
The hemi-demodracosauralisk resists the same type of damage.
AVariable Gaze (standard; at-will)
Area burst 1 within 10; +18 vs. Fortitude; 2d8 + 6 damage of the same type as the hemi-demodracosauralisk 's variable breath, and ongoing 5 damage of the same type (save ends). As long as the target is taking ongoing damage from this attack, the target deals 2 damage of the same type to all creatures adjacent to it at the start of its turn.
Alignment Unaligned Languages -
Str 19 (+11) Dex 20 (+12) Wis 16 (+10)
Con 23 (+13) Int 2 (+3) Cha 8 (+6)

Hemi-Demodracosauralisk Tactics
A hemi-demodracosauralisk uses the same tactics as a demodracosauralisk.

Demodracosauralisk Lore
A character knows the following information with a successful Nature check.
DC 20: Demodracosauralisks are nonhostile, vegan animals until trained to kill. Sometimes when they are wounded they rip along the middle, forming two hemi-demodracosauralisks.

Encounter Groups
Hostile demodracosauralisks are almost always found as the enslaved guard beasts of evil creatures.
Level 15 Encounter (XP 3,050)
* 1 demodracosauralisk (level 15 elite artillery)
* 3 rakshasa warriors (level 15 soldier)
I kind of like the idea of a creature that deals different damage types every time you encounter one.

Weekly What the Heck

Welcome to the twentieth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Why does it have such tiny feet?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Tuesday, February 17, 2009

Battle Journal of Kain Gaa'zaith - Tactical Field Test

Since my last entry the cadre has had two opportunities to enter battle. While neither battle was exactly the kind of encounter for which the battle plan was developed, it proved invaluable for allowing a quick and orderly response to these similar attacks.

Tactical Analysis - Kobolds Attack the Town of Risus

Differences
Instead of a medium range engagement in the open, a squad of kobolds invaded the town we stopped in as we were preparing to depart. We were left alone in the streets as the townspeople fled indoors. The kobolds came at us from two directions around a large building.

Outcome
The two fronts made it impossible for Marun and V to use the blast and withdraw maneuver, as they spent most of the battle at opposite ends of the street. The careful usage of clever maneuvers and dazing spells, however, was hugely successful in providing a vulnerable target for the rogue every time he threw his dagger. The warlock got up on a roof and concentrated his fire on a slinger no one else could reach, quickly bringing it down.

Tactical Analysis - Kobold/Gnome Ambush

The kobolds, who seem somehow able to stay two steps ahead of us at all times, laid an ambush along our route using a disabled wagon and disguised gnome spellcaster as bait.

Differences
This engagement was closer to the sort for which the battle plan was drawn, though the nature of the ambush (with the kobold melee fighters hidden in the wagon) meant that we started at close range instead of medium.

Outcome
Again, the cadre was successful in providing Hobb with suitable targets and less so at forming a coherent front line. The battle shifted around somewhat chaotically due to the interference of the spellcaster and the late discovery of her crossbow-wielding ally hiding in the trees. The warlock was again effective at targeting a ranged attacker no one else could reach. That could easily become his standard role.

Saturday, February 14, 2009

Why, that's the Ultimate Dungeon Master!

The final comments are in from last week's "Weekly What the Heck". The result is the Ultimate Dungeon Master, the most ridiculously powerful solo abomination in this or any other world.

I'd like to thank greywulf, Rekres and Ripper(with special thanks to everyone for names) for their ideas, all of which have been mashed together to create:
Ultimate Dungeon Master
All those hands to roll dice, move figures and check rules at the same time. Three eyes to keep an eye out for cheatin' players and watch the action. And a huge stomach because of All. That. Pizza. This unique creature and its aspects are truly the masters of the dungeon.

Level 20 Soldier
Triclops Manipulator
XP 2,800
Large immortal humanoid
Initiative +15 Senses Perception +16; all-around vision, darkvision
HP 191; Bloodied 95
AC 36 (38 while the triclops has an enemy grabbed); Fortitude 34, Reflex 32, Will 34
Speed 5
mSlam (standard; at-will)
+27 vs. AC; 3d6 + 8 damage.
MOctuple Slam (standard; at-will)
The triclops makes eight slam attacks against the same target, each with a –4 penalty to the attack roll. If three or more of the attacks hit the target is grabbed (until escape).
MSwallow (standard; at-will)
The triclops attempts to swallow a bloodied Small or smaller creature it is grabbing; +24 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the triclops' turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the triclops dies, any creature trapped in its stomach can escape as a move action, ending that action in a square formerly occupied by the triclops.
RMove Figures (minor; at-will)
Ranged 10; targets three enemies;+24 vs. Will; the target slides 3 squares.
Alignment Unaligned Languages All
Skills Arcana +21, Diplomacy +23, History +21, Insight +24, Intimidate +23
Str 26 (+18) Dex 16 (+13) Wis 23 (+16)
Con 23 (+16) Int 23 (+16) Cha 26 (+18)

Triclops Manipulator Tactics
Triclops manipulators focus on a single target, using octuple slams until the victim is bloodied and grabbed, then swallowing it.

Level 26 Elite Controller
Aspect of the Ultimate Dungeon Master
XP 18,000
Huge immortal humanoid
Initiative +17 Senses Perception +21; all-around vision, darkvision
HP 490; Bloodied 245
AC 42 (44 while the aspect of the Ultimate Dungeon Master has an enemy grabbed); Fortitude 41, Reflex 38, Will 41
Resist 20 variable (3/encounter; see Monster Manual, page 282)
Saving Throws +2
Speed 5, teleport 4
Action Points 1
mSlam (standard; at-will)
Reach 2; +31 vs. AC; 3d8 + 9 damage.
MOctuple Slam (standard; at-will)
The aspect of the Ultimate Dungeon Master makes eight slam attacks against the same target, each with a –4 penalty to the attack roll. If three or more of the attacks hit the target is grabbed (until escape).
MSwallow (standard; at-will)
The aspect of the Ultimate Dungeon Master attempts to swallow a bloodied Medium or smaller creature it is grabbing; +29 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 15 damage plus 15 acid damage on subsequent rounds at the start of the aspect of the Ultimate Dungeon Master's turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the aspect of the Ultimate Dungeon Master dies, any creature trapped in its stomach can escape as a move action, ending that action in a square formerly occupied by the aspect of the Ultimate Dungeon Master.
RMove Figures (minor; at-will)
Ranged 10; targets four enemies;+29 vs. Will; the target slides 4 squares.
CSlam Frenzy (immediate reaction, when first bloodied; encounter)
Close burst 2; targets enemies; +31 vs. AC; 2d8 + 9 damage, and the target is pushed 2 squares. Before attacking, the aspect of the Ultimate Dungeon Master releases any creature it has grabbed.
Keep an Eye Out (immediate reaction, when a melee attack misses the aspect of the Ultimate Dungeon Master; at-will)
The aspect of the Ultimate Dungeon Master makes a melee basic attack against the attacker.
Roll Again, Loser (immediate interrupt, when the aspect of the Ultimate Dungeon Master would be hit by an attack; recharge 5 6)
The aspect of the Ultimate Dungeon Master forces the attacker to reroll the attack and take the new result.
Alignment Unaligned Languages All
Skills Arcana +26, Diplomacy +27, History +26, Insight +26, Intimidate +27
Str 29 (+22) Dex 19 (+17) Wis 26 (+21)
Con 29 (+22) Int 26 (+21) Cha 29 (+22)

Aspect of the Ultimate Dungeon Master Tactics
An aspect of the Ultimate Dungeon Master uses the same tactics as a triclops manipulator, though it is more likely to seek out larger groups of enemies to increase the effectiveness of its slam frenzy.

Level 35 Solo Brute
Ultimate Dungeon Master
XP 235,000
Gargantuan immortal humanoid
Initiative +23 Senses Perception +27; all-around vision, darkvision
HP 1590; Bloodied 795
AC 49 (51 while the Ultimate Dungeon Master has an enemy grabbed); Fortitude 50, Reflex 49, Will 50
Resist 20 variable (3/encounter; see Monster Manual, page 282)
Saving Throws +5
Speed 5, teleport 4
Action Points 2
mSlam (standard; at-will)
Reach 3; +38 vs. AC; 5d6 + 11 damage.
MOctuple Slam (standard; at-will)
The Ultimate Dungeon Master makes eight slam attacks against the same target, each with a –4 penalty to the attack roll. If three or more of the attacks hit the target is grabbed (until escape).
MSwallow (standard; at-will)
The Ultimate Dungeon Master attempts to swallow a bloodied Medium or smaller creature it is grabbing; +36 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 20 damage plus 20 acid damage on subsequent rounds at the start of the Ultimate Dungeon Master's turn. The swallowed creature can make melee basic attacks only, and only with one-handed or natural weapons. If the Ultimate Dungeon Master dies, any creature trapped in its stomach can escape as a move action, ending that action in a square formerly occupied by the Ultimate Dungeon Master.
RMove Figures (minor; at-will)
Ranged 10; targets six enemies;+36 vs. Will; the target slides 5 squares.
CSlam Frenzy (immediate reaction, when first bloodied; encounter)
Close burst 3; targets enemies; +38 vs. AC; 5d6 + 11 damage, and the target is pushed 3 squares. Before attacking, the Ultimate Dungeon Master releases any creature it has grabbed.
CRocks Fall, Everyone Dies (when reduced to 0 hit points)
Close burst 20; +36 vs. AC; 6d12 + 11 damage.
Keep an Eye Out (immediate reaction, when a melee attack misses the Ultimate Dungeon Master; at-will)
The Ultimate Dungeon Master makes a melee basic attack against the attacker.
House Rule Ability Broken (immediate interrupt, when a daily power hits the Ultimate Dungeon Master; recharge 5 6)
The power has no effect.
Roll Again, Loser (immediate interrupt, when the Ultimate Dungeon Master would be hit by an attack; at-will)
The Ultimate Dungeon Master forces the attacker to reroll the attack and take the new result.
Alignment Unaligned Languages All
Skills Arcana +32, Diplomacy +33, History +32, Insight +32, Intimidate +33
Str 33 (+28) Dex 23 (+23) Wis 30 (+27)
Con 30 (+27) Int 30 (+27) Cha 33 (+28)

Ultimate Dungeon Master Tactics
The Ultimate Dungeon Master uses the same tactics as its aspects.

Ultimate Dungeon Master Lore
A character knows the following information with a successful Arcana check.
DC 20: Triclops manipulators are extremely minor aspects of the insanely powerful Ultimate Dungeon Master.
DC 28: The Ultimate Dungeon Master is an enigmatic figure whose agenda is a complete mystery. Its power is so great it warps reality in its favor.
This is truly, thoroughly whacked out. If anyone uses any of these guys in an actual game, I would really really like to hear about it in the comments.

Weekly What the Heck

Welcome to the nineteenth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? What is it grinning about?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Wednesday, February 11, 2009

Race/Class Synergy in 4e: Racial Abilities

Continuing from last week, this week I want to look at how the racial special abilities of half-elves, halflings and tieflings synergize with the different roles.

Half-elf Abilities
Dilettante: An ability that is all about lack of focus. A good one, but not really one that leans toward a specific role.
Dual Heritage: Also an ability that just provides more options, not a focus on a role.
Group Diplomacy: Skill check bonuses for allies are nice, but don't really focus on a role either.
Summary: No synergy. Ability-wise, a completely unfocused race (pretty much like humans).

Halfling Abilities
Bold: Like the dwarf's cast iron stomach, a bonus to saving throws is a special case kind of ability. Nice to have, but I wouldn't say it makes halflings more suitable for any particular role by itself.
Nimble Reaction: Protection against opportunity attacks while moving around the battlefield is good for melee strikers. Great for the rogue since positioning for sneak attack is critical.
Second Chance: The chance to turn one hit into a miss per encounter is good for roles that get attacked a lot, so this is good for melee strikers and defenders.
Summary: Melee striker - two good abilities. Defender - one good ability.

Tiefling Abilities
Bloodhunt: A situational +1 to hit is nice for anyone, but doesn't lean toward any one role.
Fire Resistance: Like the bonuses to saves for dwarf and halfling, a special case ability that doesn't fit any particular role.
Infernal Wrath: Another situational attack bonus. Since it's dependent on being hit, it's probably better for defenders and melee strikers again.
Summary: Melee striker - one good ability. Defender - one good ability.

No surprises here. None of these abilities come close to the primary ability boost in terms of utility, and the couple of good ones that are here mostly reinforce the roles that the ability boosts already prescribe.

Tuesday, February 10, 2009

Battle Journal of Kain Gaa'zaith - Tactics

It has become too cumbersome to direct the cadre's various capabilities in an ad hoc manner. I will instead endeavor to draft a coherent battle plan based on our recent encounters.

Tactical Analysis - Recent Observations

Close Blast
I have written of the wizard's problematic close range blast spell before. In recent battles an improvised tactic of leaving a small gap in the front line through which he can project the blasts was working well. I shall endeavor to formalize this.

Hobb
Different cadre members possess the means to leave enemies dazed or otherwise vulnerable to Hobb's precision attacks. It has become tricky to coordinate these so as to take maximum advantage of the rogue's devastating strikes. I shall lay out a plan for alternating these dazing attacks with Hobb's strikes.

Tactical Analysis - Battle Plan

The following is intended to serve as a general purpose battle plan for the types of battles we have engaged in recently (medium-range engagements with hostile humanoids).

Initial goal
Form a front line with a small gap for the wizard. Enable Hobb and Adincari to strike hard from range.
Specifics: Marun, Calibraxis and I form a front line with Marun in the center, striking as the opportunity presents itself (including dragon breath if the enemy is clustered). The wizard opens with his frigid energy blast on the most dangerous-looking target and the others attack it while it is vulnerable.

Second goal
Hold the line while the wizard blasts and withdraws. Continue to provide a vulnerable foe for Hobb and Adincari.
Specifics: Calibraxis brands a target I can reach and looks for an opportunity to use dragon breath if he hasn't already. I use a calculated blow to expose that enemy to Adincari. Adincari lights up the target with dark and white flame, then Hobb strikes. Finally, the wizard moves into a gap and blasts. Marun covers his retreat. Calibraxis follows up with a thunderclap and the strikers attack that target. The wizard and Marun repeat the blast and withdraw maneuver.

Third goal
Once all our tricks for making opponents vulnerable are exhausted, get Hobb into an advantageous position.
Specifics: Calibraxis continues to brand every round to set up Marun. Marun continues to strike with my support, making sure to keep the enemy distracted. I fly Hobb behind the enemy line. V drops back and switches to his cloud of daggers spell. Adincari continues to blast. Hobb takes advantage of his position to deal damage while Marun keeps the enemy from attacking him.

Monday, February 9, 2009

Field Notes of V - The Interrogation

The interrogation of the kobold we captured might have raised more questions than it answered. We still do not know the identity of this Marishra, though we now have suspicions that she is a dragon of some sort. The kobold evidently worships her blindly, even becoming offended at our interrogator's speaking of the name.

The band that attacked us was dispatched to acquire some item they believe we possess, but were not even granted a description. They were simply to retrieve all of our possessions, a grossly inefficient means of procurement.

He also appeared to know something about the scorched altar, but Hobb was unable to extract any specifics. He denied that Marishra herself destroyed the altar, but it was obvious to me that he knew more than he was revealing.

Hobb crafted a clever lie about our group proceeding to the southern city of Palda, the one place we were certain we had no intention of going. Then we let him go. Adincari followed him discreetly to gather further information. The drow returned hours later and reported that the prisoner met with another group and passed on Hobb's misinformation. We now continue our journey to Weaversburg, hopefully in peace.

Saturday, February 7, 2009

Why, that's a Shellsong Siren!

The final comments are in from last week's "Weekly What the Heck". The result is the shellsong siren, a vicious creature that sticks its head out of its shell to emit a deadly keening wail.

I'd like to thank Ripper and thievescant (with special thanks to thievescant for the name) for their ideas, all of which have been mashed together to create:
Shellsong Siren
Shellsong sirens are fragile creatures that inhabit the shells of ancient gastropods.

Level 10 Lurker
Shellsong Siren
XP 500
Medium fey humanoid
Initiative +10 Senses Perception +9
HP 80; Bloodied 40
AC 25; Fortitude 20, Reflex 21, Will 23
Speed 3
mBite (standard; at-will)
+15 vs. AC; 1d8 + 3 damage.
CKeening Wail (standard; recharge 5 6) * Psychic
Close burst 5; deafened creatures are immune; +11 vs. Will; 2d6 + 5 psychic damage and the target takes a –2 penalty to attack rolls (save ends). First Failed Save: The target is also weakened (save ends). Second Failed Save: The target falls unconscious until the end of the encounter.
Hide in Shell (standard; at-will)
The shellsong siren retracts its body into its shell and gains resist 30 to all damage. It loses all senses and can take no actions other than revert to its normal form (as a minor action).
Alignment Evil Languages Common, Elven
Str 16 (+8) Dex 12 (+6) Wis 18 (+9)
Con 14 (+7) Int 18 (+9) Cha 21 (+10)

Shellsong Siren Tactics
The shellsong siren hides in its shell between keening wail attacks.

Level 2 Soldier
Archaic Gastropod
XP 125
Medium fey beast
Initiative +4 Senses Perception +2; tremorsense 5
HP 41; Bloodied 20
AC 19; Fortitude 16, Reflex 12, Will 12
Speed 6
mSlam (standard; at-will)
+15 vs. AC; 1d8 + 5 damage.
Hide in Shell (free; when first bloodied)
The archaic gastropod retracts its body into its shell and gains resist 30 to all damage. It loses all senses and can take no actions other than revert to its normal form (as a minor action).
Alignment Unaligned Languages -
Str 17 (+4) Dex 12 (+2) Wis 12 (+2)
Con 17 (+4) Int 1 (-4) Cha 11 (+1)

Archaic Gastropod Tactics
An archaic gastropod retreats into its shell when bloodied and stays there. If it takes damage while hiding it emerges on its next turn and fights to the death.

Shellsong Siren Lore
A character knows the following information with a successful Arcana check.
DC 20: The shellsong siren emits a keening wail that fatigues all that hear it. Such creatures are then easy prey for the vicious creature.

Encounter Groups
Shellsong sirens are often found lurking near other fey, especially harpies and lamias.
Level 11 Encounter (XP 3,050)
* 2 shellsong sirens (level 10 lurker)
* 1 lamia (level 12 elite controller)
* 1 bloodfire harpy (level 9 soldier)
* 1 cyclops guard (level 14 minion)
I didn't feel there were enough ideas in the two comments to warrant two versions of the siren, but I thought someone might find the gastropod handy in a low level mindless bruiser kind of way.

Weekly What the Heck

Welcome to the eighteenth installment of my regular feature here at the Near TPK. With continuing apologies to one of my favorite blogs, the Daily WTF, I present... The Weekly What The Heck.

Each Saturday at 10 AM Central Time I'll post one of Jen's drawings of some kind of whacked-out creature, and ask my readers: "What the heck IS that?"

I hope my readers will approach the challenge in the spirit of "Yes, and ..." - building on previous responses so everyone's ideas can be used in the final writeup. Comments are now closed on last week's entry, and I hope to have the final writeup posted tonight. Comments will be accepted on this week's entry until I post next week's entry.

So... What the heck is that? What should it do? Why does it look so smugly happy?

Charles G. Wilbur (the "Proprietor") does not claim ownership of information, data, text, comments, graphics, messages or other materials ("Content") you submit or make available for inclusion on The Art of the Near TPK (the "Service"). However, with respect to Content you submit or make available for inclusion on the Service, including without limitation comments you post to the Service, you grant the Proprietor world-wide, perpetual, irrevocable, royalty free, non-exclusive, fully sub-licensable license(s) to use, distribute, reproduce, modify, adapt, publish, translate, publicly perform and publicly display such Content (in whole or in part) and to incorporate such Content into other works in any format or medium now known or later developed.

Wednesday, February 4, 2009

Race/Class Synergy in 4e: More Racial Abilities

As promised last week, this week I want to look at how the racial special abilities of dwarves, eladrin and elves synergize with the different roles.

Dwarf Abilities
Cast-Iron Stomach: A bonus to saving throws against poison is a special case kind of ability. Nice to have, but I wouldn't say it makes dwarves more suitable for any particular role by itself.
Dwarven Resilience: Taking a second wind as a minor action = easier access to hit points and better defenses for a round. Like draconic heritage mentioned last time, a great ability for defenders. Also good for battle clerics and probably melee strikers.
Dwarven Weapon Proficiency: Proficiency with the throwing hammer and the warhammer is already granted by most classes that need it. This could add a little oomph to a battle cleric.
Encumbered Speed: Coupled with already-low dwarf speed, this just lets dwarves break even with heavily-armored characters of other races in the movement department.
Stand Your Ground: An excellent defender ability - marking and locking down enemies works a lot better when you can't be moved.
Summary: Defender - two good abilities. Battle cleric - two good abilities. Melee striker - one nice ability

Eladrin Abilities
Eladrin Education: Extra skill training is too general to apply directly to one role.
Eladrin Weapon Proficiency: Free proficiency with the longsword, like the dwarven proficiency above, could be good for a battle cleric. In fact, compared to the mace this translates directly into a +1 to hit with weapon attacks due to the proficiency modifier of a longsword, making this almost as good as a primary ability boost for that particular build.
Eladrin Will: A bonus to Will and saves vs. charm doesn't really jump out as fitting one role.
Fey Origin: Like the Will bonus, counting as fey for effects doesn't fit one particular role.
Trance: Not really role related. There's not really a "stay up half the night guarding the party" role.
Fey Step: Good for any role that depends on being in the right place. Warlord definitely, though even the cleric might find it useful. Great for the rogue since positioning for sneak attack is critical.
Summary: Battle cleric - one really good ability and one nice one. Warlord - one good ability. Rogue - one good ability.

Elf Abilities
Elven Weapon Proficiency: Proficiency with the longbow and the shortbow is already granted by the build that needs it most (archer ranger). The other ranged builds throw spells. An interesting rogue build might be crafted around this ability, except that the ranged weapon rogue powers explicitly only work with crossbows and slings.
Fey Origin: As with eladrin, counting as fey for effects doesn't fit one particular role.
Group Awareness: A bonus to Perception checks for allies doesn't fit one role.
Wild Step: Ignoring difficult terrain when you shift is handy in some circumstances, but it's too situational to really boost a particular role.
Elven Accuracy: Being able to hit reliably is for strikers. A chance once per encounter to turn a miss into a hit might be on par with a primary ability boost for anyone, actually, but it's even better for strikers who want to make sure they get that extra damage as often as they can.
Summary: Striker - one really good ability.

The synergy of eladrin proficiency with the battle cleric build is really interesting. Other than that, dwarves are good defenders and elves are good strikers. No real surprises there.

Monday, February 2, 2009

Battle Journal of Kain Gaa'zaith - More Kobolds

Campaign Day 5

After a few days of rest and re-equipping, the cadre moved out of the village of Darak. Guided by the wizard's map, we struck out for Weaversburg. It was expected to be a simple two or three day journey. However, at midday on the first day we were ambushed by a gang of kobolds.

We defeated the group quite thoroughly, aided by some inspired sniping by Hobb and a well-placed burst of dragon breath from Calibraxis. Some members of the cadre were visibly tiring, but they had acquitted themselves well. Calibraxis was trading insults with the last of the slippery vermin in draconic when a second group rushed onto the field. This second group brought a large drake. Fearing its deadly bite, we focused our efforts on bringing the drake down first. Calibraxis, apparently overconfident after his performance in the first half of the battle, overextended himself and was laid low by a heavily-armored kobold.

Fortunately one of the purchases we made in Darak was a healing potion. As I moved to administer it to the dragonborn, the rest of the cadre drew the attackers away from us. In the time it took me to get Calibraxis back on his feet Marun and the others had defeated most of our remaining foes. Adincari and Hobb chased the last two down like dogs as they attempted to flee. The battle finally ended, Calibraxis informed us that the last kobold of the first group said that the tribe of Marishra would hunt us down.

It would not do for my cadre to be hunted, especially by such lowly creatures, so I determined to turn the tables on this tribe. We followed the tracks of the second group to see where they had come from. Curiously, it appeared that they had come from the direction of Darak. Hobb suggested that if we encountered any more kobolds we should attempt to take a prisoner for interrogation. Shortly thereafter we were met on the trail by more of the armored creatures, this time with wolves and a drake. Adincari became separated from the group and surrounded by the wolves, but he kept calm and soon defeated them with assistance from Hobb. The battle was long and frustrating, and the cadre was not operating as smoothly as before. I must find a way to keep them sharp during an extended campaign.

In the end we captured the last kobold alive. My offer of surrender was refused, but the warlock cut him down as he tried to flee and Marun's healing expertise kept him alive. Hobb and Calibraxis are attempting a full interrogation as I write this. I wish to know who sent these kobolds after us, but I suspect none of us will like the answer. I also wish to know who this Marishra is, and I suspect we won't like that answer either.