Saturday, January 31, 2009

Why, that's a Wraithpunzel!

The final comments are in from last week's "Weekly What the Heck". The result is the wraithpunzel, a deceptive creature that grabs victims with its prehensile hair.

I'd like to thank greywulf, Ripper and Scott (with special thanks to greywulf for the name) for their ideas, all of which have been mashed together to create:
Wraithpunzel
Wraithpunzels are long-haired undead that lie in wait for unsuspecting passersby, then drag the victims to their doom.

Level 5 Lurker
Wraithpunzel
XP 200
Medium shadow humanoid (undead)
Initiative +10 Senses Perception +2; darkvision
HP 51; Bloodied 25
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 19; Fortitude 19, Reflex 19, Will 16
Speed 6
mHair Grab (standard; at-will)
Reach 2; +10 vs. AC; 1d8 + 4 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
MDrag and Claw (standard; at-will)
Grabbed target only; +9 vs. Fortitude; 1d10 + 4 damage and the target is pulled 1 square.
Change Shape (minor; at-will) * Polymorph
A wraithpunzel can alter its physical form to appear as a beautiful young female human (see Change Shape, MM page 280).
Alignment Evil Languages Common
Skills Stealth +11
Str 18 (+6) Dex 18 (+6) Wis 10 (+2)
Con 15 (+4) Int 8 (+1) Cha 13 (+3)

Wraithpunzel Tactics
This wraithpunzel strikes with surprise and uses its reach to full advantage. The wraithpunzel holds on to its victim as long as possible, clawing its grabbed prey.

Level 10 Lurker
Aquatic Wraithpunzel
XP 500
Medium shadow humanoid (aquatic, undead)
Initiative +14 Senses Perception +6; darkvision
HP 84; Bloodied 42
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
AC 31; Fortitude 25, Reflex 29, Will 27
Speed 6, swim 6
mHair Grab (standard; at-will)
Reach 3; +15 vs. AC; 1d8 + 5 damage, and the target is grabbed (until escape). A target trying to escape the grab takes a –4 penalty to the check.
MDrag and Claw (standard; at-will)
Grabbed target only; +14 vs. Fortitude; 1d10 + 5 damage and the target is pulled 2 squares.
Change Shape (minor; at-will) * Polymorph
An aquatic wraithpunzel can alter its physical form to appear as a beautiful young mermaid (see Change Shape, MM page 280).
Alignment Evil Languages Common
Skills Stealth +15
Str 21 (+10) Dex 21 (+10) Wis 12 (+6)
Con 18 (+9) Int 8 (+4) Cha 16 (+8)

Aquatic Wraithpunzel Tactics
An aquatic wraithpunzel employs the same tactics as a wraithpunzel except that once it has one or two enemies grabbed it tries to swim down, dragging them with it.

Wraithpunzel Lore
A character knows the following information with a successful Religion check.
DC 15: Wraithpunzels are undead creatures that attack and entwine their victims in their prehensile hair.
DC 20: Aquatic wraithpunzels live in haunted underwater ruins or strange undersea ice towers.

Encounter Groups
Wraithpunzels are often found in the company of other undead, especially wraiths and skeletons. Aquatic wraithpunzels sometimes lurk opportunistically near vicious undersea creatures.
Level 5 Encounter (XP 950)
* 1 wraithpunzel (level 5 lurker)
* 1 mad wraith (level 6 controller)
* 1 boneshard skeleton (level 5 brute)
* 2 skeletons (level 3 soldier)
Level 10 Encounter (XP 2,500)
* 1 aquatic wraithpunzel (level 10 lurker)
* 1 bog hag (level 10 skirmisher)
* 3 chuuls (level 10 soldier)
I recall reading in the old Marvel Super Heroes Ultimate Powers Book, which had prehensile hair listed as a power (page 91), that "in the entire history of comic books, only three people had this Power—all women". That of course prompted me to create Dreadlock, a Jamaican superhuman with prehensile dreads. Sadly, I never got to play that character.

Weekly What the Heck

Welcome to the seventeenth 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? Does it have to drag itself along with those skinny little arms?

Today's post at the Core Mechanic got me worried about rights to the WWTH comments should I ever want to collect them in a book, so I'm swiping a chunk of his TOS to apply here as well:
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.

Thursday, January 29, 2009

The Stony Black Heart of the Fetid Swamp, Part 2

After defeating the gnolls at the crossroads, the girls camped and got a good night's rest. The next day passed uneventfully and around nightfall they came to a farmhouse by the side of the road. They decided to stop and ask for a place to stay the night and were greeted warmly by a halfling farmer and his wife. I think I named her Maude right off the top of my head and was horrified when I heard myself call him Harold. I think that movie scarred me and I haven't even seen it in years.

Anyway, the paladin sensed unease in the couple and over dinner the party found out that their crops had been ravaged by some unknown creature that came in the night. The girls offered to stand sentry duty over the last remaining plants overnight. The elves kept watch from up in some trees while the others slept on the ground beneath. Sure enough, two large bugs with three mouths appeared in the middle of the night and tried to eat more of the farmer's crops. The eladrin woke everyone, the wizard threw a scorching burst at them, and the fight was on.

2 trimandibular praying mantelopes (level 3 brute, 300 xp)
2 saeggan dreamcasters (level 3 controller, 300 xp)
3 saeggan genesi (level 1 soldier, 300 xp)
Map: Farmhouse, road and some fields built using D&D Dungeon Tiles IV: Ruins of the Wild
You might notice that this is simply the sample encounter group from my trimandibular praying mantelope writeup.

As the fight started, the saeggans were using their vanish abilities to stay invisible. That didn't stop the wizard's area spells from charring them a bit anyway. The monsters' high fly speed let them close quickly and the mantelopes started biting the wizard while the dreamcasters tried to daze everyone with whispers of dreams and bite at the wizard to give the mantelopes extra attacks with their combined attack. The eladrin resisted the effects of the whispers and managed to make out the phrase "the stony black heart of the fetid swamp" in the babbling. The three genesi all flew at the ranger, who was still up in a tree.

The warlord managed to extricate the wizard with a steel monsoon attack, then she and the paladin concentrated on keeping the mantelopes and dreamcasters busy while the wizard blasted away. Up in the tree, the ranger and the three genesi were having no luck hitting each other. Both the warlord and the paladin were rolling way better on their attacks than usual and the wizard managed to set both mantelopes and a dreamcaster on fire with a fire shroud, so the fight on the ground was wrapped up in short order. Once that was finished, the wizard quickly eliminated the genesi with a couple of scorching bursts (one of which also hit the ranger, but she's getting used to that).

Analysis:
The saeggan dreamcaster's ability to daze everybody isn't all that useful because none of their allies can really take advantage of it. I should probably add a level 2 skirmisher build to the saeggan writeup that gets extra damage when it has combat advantage against the target.

Wednesday, January 28, 2009

Race/Class Synergy in 4e: Tertiary and Racial Abilities

At less than two weeks old, Race/Class Synergy in 4e: An Analysis is now the most-viewed post in my blog's history, so I will again take a break from my riveting campaign logs and write some more about the subject. A lot of the comments on my first two posts have to do with the parts I left out: tertiary abilities and racial abilities, so I'll take a look at those.

First, we need to consider the value of these factors next to the value of the primary and secondary ability bonuses. The value of a bonus to the primary ability is clear - +2 to that stat will typically translate directly to a +1 to hit with every attack power geared toward the build. For example, since the very definition of a battle cleric attack power is that it is a melee attack power that uses Strength to hit, a +2 Strength bonus (the primary ability of the battle cleric) translates to a +1 to hit with any of those powers (and, as an added bonus, with the basic melee attack as well).

The value of the secondary ability is, based on my limited research, much smaller. For example, for the battle cleric, the secondary Wisdom ability is used solely for turning undead or for picking up a few devoted cleric powers. In fact, the tertiary Charisma is used for the secondary effects of more attack powers that a battle cleric might take (strengthen the faithful, inspiring strike, and sacrificial healing). It looks like more in depth research is needed to determine the true value of the secondary and tertiary abilities. The PHB guidelines for the builds might be off for more than just the ranger and paladin (as we saw last time).

The racial abilities will have to be evaluated on a case-by-case basis, and will probably be the source of some debate. Rather than map them to builds or classes, it might make the most sense to map the racial abilities to roles. For instance, taking the first racial special ability for the first race in the PHB:
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
This is like getting most of the benefits of a primary ability boost while bloodied, so at first glance it seems about half as good as a primary ability boost for any class. However, some roles (melee striker, defender) tend to get beat up more than others (ranged striker, controller). This ability is probably worth about 3/4 as much as a primary ability boost to defenders and melee strikers, 1/4 as much to controllers and ranged strikers, and 1/2 as much to everyone else.

The other dragonborn racial abilities seem to me to reinforce their suitability as defenders. Draconic heritage is simply more hit points from surges. Good for anyone, but great for defenders. Dragon breath at first glance is a controller power, but controllers do the same thing better and more often. It's really another good defender ability, because defenders want to be surrounded by real foes, not minions, and dragon breath with its puny damage is a great minion eliminator.

I'll have to give some thought to how I want to factor these abilities into my table, and whether I want to revise it yet again in the light of the battle cleric ability order apparently being off. The first order of business regardless will be a general overview of how all the other races' abilities synergize with the roles. I'll plan to cover dwarves through at least elves next week, then half-elf to tiefling the week after, then finally come back to reevaluating the weight of the secondary and tertiary abilities in the various builds. This is shaping up to be a far more complicated project than I originally planned...

Tuesday, January 27, 2009

The Stony Black Heart of the Fetid Swamp, Part 1

When we last saw our intrepid band, they had just awakened by the side of the road in town, near the library. Their friend the head librarian was shaking them and asking if they were all right. Mungo Sandybanks was looking on with concern. The girls quickly determined that neither they, the librarian, nor Mungo knew how they had gotten there. Once the girls filled the librarian in on what had happened, he guessed that the tiny glowing pixies had taken them from the forest back to town.

After a couple days of rest, the librarian informed them that another shard had been located. He and Mungo directed them toward a swamp three days' hike from town. Near the end of the first day's travel they came to a small abandoned-looking structure next to a crossroads. They heard a cackling laugh which the ranger identified as a hyena. She then proceeded to rattle off the complete lore entries from the Monster Manual on both hyenas and gnolls thanks to some ridiculous Nature checks. After she noted that "gnolls often decorate their armor and encampments with the bones of their victims", the paladin noted some crude decorations made of bones near the structure.

2 gnoll claw fighters (level 6 skirmisher, 500 xp)
2 gnoll marauders (level 6 brute, 500 xp)
2 hyenas (level 2 skirmisher, 250 xp)
Map: The Crossroads from the D&D Miniatures Starter Set

Having spotted the signs that the gnolls were about, the girls tried to go around one of the big boulder piles to get the drop on the structure. However, the gnolls had already had the same idea and the paladin wound up startling one of the claw fighters who was lying in wait behind the rocks. The gnolls won initiative - as the claw fighter swung at the paladin and moved away, one of the marauders came out from behind the other rocks and the rest of the monsters came out of the structure. Somehow they managed to cluster themselves perfectly to all eat a fireball from the wizard.

For a couple of rounds the paladin and the warlord formed the front line, holding off about half the enemies each while the ranger took opportunistic stabs and the wizard blasted away with fire shroud and scorching bursts from the rear. Then as the warlord got too damaged some slick shifting allowed her to swap places with the ranger. The ranger bit off a bit more than she could chew, even going down at one point, but a stand the fallen followed by an inspiring word from the warlord got her up and she took out two gnolls and a hyena with a massively well-rolled dire wolverine strike. After that, the rest was just cleanup.

Analysis:
I kept trying to single someone out for the gnolls' pack tactics, but the girls stayed tightly clustered near the rocks and kept shifting around whenever anyone (except the paladin) got too many enemies on them. The paladin I just couldn't hit reliably due to her AC. Still, since this was a level+2 fight for four 5th-level characters it was pretty tough.

Saturday, January 24, 2009

Why, that's a Trimandibular Praying Mantelope!

The final comments are in from last week's "Weekly What the Heck". The result is the trimandibular praying mantelope, a ravenous beast with three beautiful singing voices.

I'd like to thank Anonymous, greywulf and Ripper (with special thanks to Anonymous for the name) for their ideas, all of which have been mashed together to create:
Trimandibular Praying Mantelope
Trimandibular praying mantelopes are giant insects with three mouths. These fearsome creatures are created by saeggan dreamcasters through a foul ritual involving dark magic, opera and corn.

Level 3 Brute
Trimandibular Praying Mantelope
XP 150
Medium natural beast (mount)
Initiative +3 Senses Perception +2
HP 55; Bloodied 27
AC 16; Fortitude 16, Reflex 15, Will 14
Speed 6, fly 10, overland flight 15
mBite (standard; at-will)
+6 vs. AC; 1d6 + 3 damage.
MTriple Bite (standard; at-will)
+6 vs. AC; 2d6 + 3 damage.
CDazing Chorus (standard; sustain minor; encounter) * Charm
Close burst 3; Targets enemies; deafened creatures are immune; +2 vs. Will; the target is dazed until the end of the trimandibular praying mantelope’s next turn. The trimandibular praying mantelope must make a new attack roll when it sustains this effect.
Combined Attack (while mounted by a friendly rider of 3rd level or higher; at-will) * Mount
When the trimandibular praying mantelope’s rider makes a melee attack, the trimandibular praying mantelope makes a bite attack as a free action against the same target.
Alignment Unaligned Languages -
Str 17 (+4) Dex 14 (+3) Wis 12 (+2)
Con 15 (+3) Int 1 (-4) Cha 10 (+1)

Trimandibular Praying Mantelope Tactics
The trimandibular praying mantelope tries to get into melee and use its dazing chorus as soon as possible, then sustain it as long as it can.

Trimandibular Praying Mantelope Lore
A character knows the following information with a successful Nature check.
DC 15: The trimandibular praying mantelope uses an enchanting song to lull its enemies, but if the song can be interrupted its charm is broken.

Encounter Groups
Trimandibular praying mantelopes are almost always encountered serving as mounts to saeggan dreamcasters.
Level 4 Encounter (XP 900)
* 2 trimandibular praying mantelopes (level 3 brute)
* 2 saeggan dreamcasters (level 3 controller)
* 3 saeggan genesi (level 1 soldier)
Not bad. I might have done a higher-level dire version or something except:
1) I dunno what would ride it unless I whipped up a higher-level saeggan
2) I don't have a ton of time this weekend.

Weekly What the Heck

Welcome to the sixteenth 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? Does it have feet?