| Post/Author/DateTime | Post |
|---|---|
| TVLLestatTVL07-22-07, 03:26 AM | I figured it would be an epic battle not to mention some good plot hooks. I can't think of stats for them though. And what would they be behind the armor and hidden helms? Humans? mystical beings? help please. |
| bhu07-22-07, 04:39 AM | http://en.wikipedia.org/wiki/Four_Horsemen_of_the_Apocalypse Heres a little help for you The 4 horsemen arent described as helmed or armored, they look like men on horses when they are described at all, and only the 4th is directly named. I'd probably make them outsiders if I made them. |
| DebiHuman07-22-07, 07:20 AM | The four horsemen were statted up earlier: http://boards1.wizards.com/wotc_archive/index.php/t-760471 however, this might not be to your liking as they were originally written up at the Dicefreaks site. You also might want to try a google search. Debby |
| Witch07-22-07, 08:47 AM | The four horsemen were statted up earlier: http://boards1.wizards.com/wotc_archive/index.php/t-760471 however, this might not be to your liking as they were originally written up at the Dicefreaks site. You also might want to try a google search. Debby The version proposed on the original post wasn't originally written at Dicefreaks - my suggestions were. I'll repost them again. Pestilence Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 33d8+363 (627 hp) Initiative: +16 Speed: 45 ft. AC: 55 (+8 Dex, +11 insight, +26 natural), touch 29, flat-footed 36 Base Attack/Grapple: +33/+40 Attack: Ivory Bow +45 ranged (1d6+11 x3) Full Attack: Ivory Bow +45/+40/+35/+30 ranged (1d6+11 x3) Space/Reach: 5 ft. /5 ft. Special Attacks: Breath weapon, command vermin, dire affliction, Hand of Pestilence, spell-like abilities, summon vermin Special Qualities: Cosmic Entity, damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the White Horse, spell resistance 44, telepathy 500 ft. Saves: Fort +29, Ref +26, Will +29 Abilities: Str 24, Dex 26, Con 32, Int 29, Wis 33, Cha 30 Skills: Balance +44, Bluff +36, Climb +43, Concentration +47, Diplomacy +14, Heal +47, Hide +44, Intimidate +40, Jump +27, Knowledge (nature) +49, Knowledge (religion) +45, Listen +47, Move Silently +44, Ride +44, Search +45, Sense Motive +47, Spellcraft +29, Spot +47, Survival +47 (+51 above ground, +51 tracking), Use Magic Device +30 Feats: Ability Focus (Dire Affliction), Dodge, Improved Critical (short bow), Improved Initiative, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Rapid Shot, Ride-By Attack Epic Feats: Combat Archery, Superior Initiative Climate/Terrain: Gehenna Organization: Solitary (Unique) Challenge Rating: 32 Treasure: Triple Standard Alignment: Neutral Evil Breath Weapon: Once every 1d4 rounds, Pestilence can spew forth a cloud of vermin from his mouth. This deals 20d6 point of damage in a 60 foot cone. Those damaged by the vermin are also poisoned (2d4 Dex initial and secondary). A Fortitude save (DC 37) negates the poison and halves the damage. The vermin remain in the area as a swarm. Command Vermin: Pestilence is capable of commanding vermin similar to how an evil cleric rebukes undead. Any vermin who would be rebuked are instead under Pestilence's control. Dire Affliction (Su): Those within 1000 feet of Pestilence must make a Fortitude save (DC 38) or contract a random disease. This save must be made every minute, and victims can contract more than one disease in this manner. If a victim contracts a given disease twice, the effects of the disease are twice as potent. Attempting to heal someone stricken ill by Pestilence can be very dangerous. A failed caster level check (DC 45) will result not only in the attempt failing, but the would-be healer must succeed on a Fortitude save (DC 38) or contract the same disease as the ill. In addition, the caster must make a Will save (DC 38) or permanently lose the spell slot used to attempt the healing. No one who is currently infected with a disease can cure one who is afflicted by any of Pestilence's diseases. Hand of Pestilence (Su): With a touch, Pestilence may transform a being into a carrier of horrible disease. An unwilling being gets a Will save (DC 36) to resist. The being gains immunity to disease and poison. However, this comes with a price. Creatures that come within 10 feet of the being must make a Fortitude save every minute or be afflicted with a random disease. A miracle cast by a spellcaster that can beat Pestilence at an opposed caster level check (33rd level) removes the curse, however this requires touching the victim, which may afflict the spellcaster as well. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Pestilence. Spell-like Abilities: Always active- deathwatch, see invisibility; at will- addiction**, blasphemy, circle of nausea**, contagion, creeping doom, giant vermin, greater dispel magic, greater teleport, insect plague, plague of rats*, pox**, seething eyebane, shriveling**, summon swarm, suspend disease**, unholy aura, unholy blight; 8/day – otyugh swarm*, rotting curse of urfestra**, spider plague*. Caster level 33rd, DC 20+spell level. *Spell Compendium **Book of Vile Darkness Summon Vermin (Sp): Once per day, Pestilence can summon a ruin swarm, thoracid or vermiurge. Once per week, he can summon a devastation beetle. Cosmic Entity: Pestilence is only entitled to defensive rank checks against deities and other cosmic entities. Pestilence has a +4 to rank checks. Cosmic entities are not subject to the +4 strata differential. Any other Rider within 1 mile of Pestilence grants him an additional +4 to his rank checks. This is cumulative. Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage on Pestilence. Rider of the White Horse (Ex): While within one mile of another Rider of the Apocalypse, Pestilence gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other. Possessions: Pestilence wields the Ivory Bow, which functions as a +4 mighty composite shortbow of distant shot. All arrows fired from the bow deal vile damage. In addition, when an arrow strikes a target, it erupts into a hellwasp swarm which immediately takes its turn. Death Medium Outsider (Daemon, Evil, Extraplanar) Hit Dice: 40d8+680 (1000 hp) Initiative: +11 Speed: 45 ft.; fly 20 ft. (perfect) AC: 64 (+14 deflection, +11 Dex, +14 insight, +15 natural), touch 49, flat-footed 39 Base Attack/Grapple: +40/+52 Attack: Touch +43 melee touch (10d6+14 (vile) plus energy drain and Hand of Death) Full Attack: 2 touches +43 melee touch (10d6+14 (vile) plus energy drain and Hand of Death) Space/Reach: 5 ft. /5 ft. Special Attacks: Energy drain, Hand of Death, spell-like abilities Special Qualities: Cosmic Entity, damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, inexorable, lifesight, regeneration 20, resistance to cold 30, electricity 30 and fire 30, Rider of the Pale Horse, spell resistance 47, telepathy 1000 ft. Saves: Fort +39, Ref +33, Will +36 Abilities: Str 36, Dex 33, Con 45, Int 38, Wis 38, Cha 38 Skills: Appraise +58, Balance +54, Concentration +60, Decipher Script +58, Escape Artist +54, Gather Information +58, Intimidate +58, Jump +57, Knowledge (arcana) +58, Knowledge (History) +58, Knowledge (nature) +58, Knowledge (the planes) +58, Knowledge (religion) +58, Listen +58, Move Silently +54, Profession (Executioner) +58, Ride +54, Search +58, Sense Motive +58, Spellcraft +58, Spot +58, Use Magic Device +58 Feats: Combat Reflexes, Greater Spell Focus (necromancy), Mounted Combat, Quicken Spell-like Ability (stop heart), Ride-By Attack, Spell Focus (necromancy) Epic Feats: Auto Quicken Spell-like Ability (stop heart), Epic Spell Focus (necromancy), Multispelllike (x4), Polyglot Climate/Terrain: Gehenna Organization: Solitary (Unique) Challenge Rating: 37 Treasure: Triple Standard Alignment: Neutral Evil Energy Drain: Death's touch attack inflicts 4 negative levels on the target. A Fortitude save DC 44 is required to remove them after 24 hours. Frightful Presence (Su): Those within 1000 feet of Death must make a Will save (DC 44) or fall victim to a mind-numbing fear. Those who fail their save are panicked. Those who fail their save by 5 or more are paralyzed for 1d6 minutes. Those who fail their saves by 10 or more take 1d6 points of damage to all of their ability scores. Those who fail their saves by 20 or more are struck dead. This is a mind-affecting effect. Hand of Death (Su): With his touch, Death may kill a creature. The creature gains either a DC 44 Will or Fortitude save (Death's choice) to negate the effect. If the creature has less than 40d4 hit points, it dies anyway. Spell-like Abilities: Always active- circle of death, deathwatch, see invisibility, true sight; at will- blasphemy, gentle repose, ghostform, greater dispel magic, greater teleport, passwall, phantasmal killer, spiritwall*, stop heart**, speak with dead, undeath to death, unholy aura, unholy blight; 8/day – wail of the banshee, weird, destruction, disjunction, energy drain, finger of death, momento mori, power word kill, symbol of death. Caster level 40th, DC 24+spell level. (DC 27+spell level for Necromancy, DC 47 for momento mori) *Spell Compendium **Book of Vile Darkness Cosmic Entity: Death is only entitled to defensive rank checks against deities and other cosmic entities. Death has a +4 to rank checks. Cosmic entities are not subject to the +4 strata differential. Any other Rider within 1 mile of Death grants her an additional +4 to his rank checks. This is cumulative. Inexorable: Death's touch pierces through protections against death effects and negative energy. Any time a creature protected by deathward, mind blank, or similar magic is targeted by one of Death's abilities, Death makes an immediate opposed caster level check against the effect. If she succeeds, the protection is dispelled and his attack affects the victim as normal. If she fails, the protection holds. Natural immunity, such as someone with the Feat Enduring Life or an undead, can also be ignored. In these cases, the victim uses its hit die total for the opposed caster level check. Lifesight: Living creatures give off a bright light to Death's senses. Undead creatures give off a dull glow. Animated creatures, such as constructs do not create any special signature for Death, although she can see them normally. Regeneration (Ex): Epic good aligned mithril weapons inflict normal damage on Death. Positive energy also inflicts normal damage on Death. Rider of the Pale Horse (Ex): While within one mile of another Rider of the Apocalypse, Death gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other. Possessions: None War Medium Outsider (Evil, Extraplanar, Yugoloth) Hit Dice: 35d8+490 (770 hp) Initiative: +19 Speed: 45 ft. AC: 44 (+11 Dex, +8 insight, +15 natural), touch 29, flat-footed 25 Base Attack/Grapple: +35/+53 Attack: The Red Sword +75 melee (2d8+40 plus 2 Con 17-20/x3 and death (Fort DC 45)) Full Attack: The Red Sword +75/+75/+70/+65/+60 melee (2d8+40 plus 2 Con 17-20/x3 and death (Fort DC 45)) Space/Reach: 5 ft. /5 ft. (10 feet with Red Sword) Special Attacks: Hand of War, Incite Conflict, spell-like abilities Special Qualities: Cosmic Entity, damage reduction 15/-, damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 15, resistance to cold 20, electricity 20 and fire 20, Rider of the Red Horse, spell resistance 44, telepathy 500 ft., Weapon Master Saves: Fort +33, Ref +30, Will +27 Abilities: Str 47, Dex 33, Con 38, Int 20, Wis 27, Cha 30 Skills: Balance +40, Climb +41, Concentration +29, Craft (armor) +43, Craft (weapons) +43, Diplomacy +14, Intimidate +48, Jump +58, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride +49, Search +20, Sense Motive +46, Spot +46, Survival +31 (+33 tracking), Swim +40, Tumble +46 Feats: Cleave, Combat Expertise, Combat Reflexes, Dodge, Improved Bull Rush, Improved Combat Expertise, Improved Disarm, Improved Initiative, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Great Cleave, Greater Two Weapon Fighting, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spring Attack, Spirited Charge, Two Weapon Fighting Epic Feats: Damage Reduction (x5), Penetrate Damage Reduction (cold iron), Penetrate Damage Reduction (mithril), Penetrate Damage Reduction (silver), Superior Initiative Climate/Terrain: Gehenna Organization: Solitary (Unique) Challenge Rating: 32 Treasure: Triple Standard Alignment: Neutral Evil Hand of War (Su): With a touch, War may bestow incredible fighting prowess upon a being. An unwilling being gets a Will save (DC 37) to resist. The being gains a +4 profane bonus to attacks and damage, and four bonus feats which must be selected from the fighter's feat list. However, this comes with a price. For every hour that goes by without the death of a living sentient creature at the being's hand, 1 point of Constitution drain is suffered. This is not restored should the being begin killing again, the deaths merely stave off the next hourly point of Constitution drain. A miracle cast by a spellcaster that can beat War at an opposed caster level check (35th level) removes the curse, but does not restore the lost Constitution. A separate casting of miracle must be used to restore each point of Constitution drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of War. Incite Conflict (Su): Those within 1000 feet of War must make a Will save (DC 37) or fall under the effects of a berserker rage. They gain a +8 bonus to Strength, suffer a -8 bonus to Armor Class, and must attack a living being every minute or suffer 1d4 points of damage. They cannot differentiate friend or foe while under the effects of this rage, and typically attack the nearest living creature. The rage lasts for 1 hour, after which the creature is exhausted, assuming it is still alive. Spell-like Abilities: Always active- deathwatch, see invisibility; at will- blasphemy, cloudkill, fireball, greater dispel magic, greater teleport, lightning bolt, unholy aura, unholy blight; 8/day – blade barrier, circle of death, implosion, power word stun, waves of exhaustion. Caster level 35th, DC 20+spell level. Cosmic Entity: War is only entitled to defensive rank checks against deities and other cosmic entities. War has a +4 to rank checks. Cosmic entities are not subject to the +4 strata differential. Any other Rider within 1 mile of War grants her an additional +4 to her rank checks. This is cumulative. Regeneration (Ex): In an odd twist, only those effects which are intended to deal nonlethal damage deal normal damage to War. Weapons must be mithril, and spells must be good aligned. Healing spells also inflict normal damage upon War. Rider of the Red Horse (Ex): While within one mile of another Rider of the Apocalypse, War gains a +4 morale bonus to the DCs of her special attacks and spell-like abilities. This bonus is cumulative, so she would gain a +12 morale bonus should all 4 riders be within one mile of each other. Weapon Master (Ex): War is a master of all forms of weaponry. War is considered a 35th level fighter, and receives the bonus feats due to such. She is proficient in all weapons, simple, martial or exotic; she doubles the threat range of any weapon she wields, she increases the critical multiplier of any weapon she wields by one, and she receives a +16 bonus to both attacks and damage with any weapon she wields. She may wield any weapon within one size category of her own with no penalty. Any critical hit she scores against a foe forces a Fortitude save (DC 45) to avoid death. War knows no defeat, and can bypass any resistance to critical hits gained through magic or creature type, however critical hits against such creatures do not threaten death. Possessions: War wields the Red Sword, which functions as a Large adamantine +6 greater wounding bastard sword of speed. Because of its increased size, War gains 10 foot reach with the weapon, although her incredible skill allows her to strike adjacent foes as well. When the Red Sword deals damage to an enemy, the blood falls to the ground and rises up as an undying soldier. Treat this as a skeleton with a level of Warrior for every 10 points of damage dealt with the attack. The undying soldier will move forward towards the nearest living being it can see, and attack it to the best of its ability. If there are no living beings within range of their sight, the undying soldier seeks out such. Undying soldiers will not attack War unless she is the only living being within their sight. Famine Medium Outsider (Evil, Extraplanar, Yugoloth) Hit Dice: 30d8+300 (540 hp) Initiative: +13 Speed: 45 ft. AC: 46 (+13 Dex, +8 insight, +15 natural), touch 31, flat-footed 25 Base Attack/Grapple: +30/+39 Attack: The Ebon Scales +41 melee (1d10+13 19-20/x2 and 1 negative level) Full Attack: The Ebon Scales +43/+37/+33/+27 melee (1d10+13 19-20/x2 and 1 negative level) Space/Reach: 5 ft. /5 ft. Special Attacks: Aura of Hunger, Hand of Famine, spell-like abilities Special Qualities: Cosmic Entity, damage reduction 30/epic, good and mithril, darkvision, immunity to acid and poison, regeneration 10, resistance to cold 20, electricity 20 and fire 20, Rider of the Black Horse, spell resistance 41, telepathy 500 ft. Saves: Fort +27, Ref +30, Will +25 Abilities: Str 28, Dex 37, Con 31, Int 27, Wis 24, Cha 30 Skills: Appraise +41, Balance +46, Concentration +43, Diplomacy +14, Hide +46, Intimidate +43, Knowledge (geography) +41, Knowledge (history) +41, Knowledge (religion) +43, Listen +23, Move Silently +36, Ride +49, Search +20, Sense Motive +46, Spellcraft +41, Spot +46, Survival +31 (+33 tracking) Feats: Combat Expertise, Combat Reflexes, Improved Critical (heavy flail), Monkey Grip, Mounted Combat, Power Attack, Quicken Spell-like Ability (energy drain), Quicken Spell-like Ability (horrid wilting), Ride-by Attack, Spirited Charge, Violate Spell-like Ability Climate/Terrain: Gehenna Organization: Solitary (Unique) Challenge Rating: 29 Treasure: Triple Standard Alignment: Neutral Evil Aura of Hunger (Su): Those within 1000 feet of Famine must make a Fortitude save (DC 37) or fall under the effects of extreme hunger. They suffer 10d6 points of nonlethal damage, and become exhausted. They must begin making Constitution checks against further starvation every hour as if they had gone a week with no food. Those who fall unconscious from the nonlethal damage take 1 point of Constitution damage every hour until they are healed. The nonlethal damage dealt by the Aura of Hunger is the same as that dealt by starvation, and can only be healed once the character is given food. The effects of Aura of Hunger continue to persist even after the character is no longer within the Aura. A character who makes his save against Aura of Hunger is immune to its effects until he leaves the area of the aura. Hand of Famine (Su): With a touch, Famine may bestow her terrible curse upon a victim. An unwilling being gets a Fortitude save (DC 37) to resist. The being no longer requires food nor water to sustain its life. However, this comes with a price. Every creature that comes into physical contact with the victim suffers 1d6 points of Constitution drain (no save). The victim can inflict this upon others with a successful touch attack. These are stored by the victim as temporary Constitution, and disappear at a rate of 1 per hour. If the pool reaches 0 points of Constitution, the victim suffers 1 point of damage to a random ability score every hour until he has replenished the pool. In addition, all food within 60 feet of the victim turns rotten and lacking any nourishment. Consuming it requires a Fortitude save (DC 12) to avoid being poisoned. (1 Con/1d4 Con) A miracle cast by a spellcaster that can beat Famine at an opposed caster level check (35th level) removes the curse from the victim, but does not restore any lost mental ability scores. A separate casting of miracle must be used to restore each point of mental ability drain. Miracle always requires an experience point cost when used to counteract the effects of the Hand of Famine. Spell-like Abilities: Always active- deathwatch, see invisibility; at will- blasphemy, blight, greater dispel magic, greater teleport, polymorph any object (objects only), ray of enfeeblement, ray of exhaustion, unholy aura, unholy blight, vampiric touch, waves of fatigue; 8/day – befoul, despoil, energy drain, eyebite, horrid wilting, waves of exhaustion. Caster level 30th; DC 20+spell level. Cosmic Entity: Famine is only entitled to defensive rank checks against deities and other cosmic entities. Famine has a +4 to rank checks. Cosmic entities are not subject to the +4 strata differential. Any other Rider within 1 mile of Famine grants him an additional +4 to his rank checks. This is cumulative. Regeneration (Ex): Good aligned mithril weapons and spells with the Healing descriptor inflict normal damage upon Famine. Rider of the Black Horse (Ex): While within one mile of another Rider of the Apocalypse, Famine gains a +4 morale bonus to the DCs of his special attacks and spell-like abilities. This bonus is cumulative, so he would gain a +12 morale bonus should all 4 riders be within one mile of each other. Possessions: Famine wields The Ebon Scales, which function as a +4 cold iron heavy flail of lifestealing. Those slain by The Ebon Scales rise again as ghouls (or ghasts if the slain had 4 or more HD) within 1 minute of their death. The ghouls will not attack Famine, but neither are they under his control. |
| DebiHuman07-22-07, 09:32 AM | Sorry Kain, I mistook the orgins of the thread (and I should have looked further back to see where it originated). Mea Culpa--that's what I get for looking at other posts when trying to reply here! BTW, I like your version. It's a lot cleaner than the one I referenced. Thanks for reposting. Debby |
| Witch07-22-07, 09:49 AM | Ahum - these versions are from Kain at Dicefreaks - who is not me. While I do believe we've had Death Lord / Nether Master versions, they're not at all official to us; the current idea is for them to be Anathema with the Nether Master template. |
| DebiHuman07-22-07, 10:49 AM | ::Banking head on desk:: Okay that explains my confusion. I knew I'd seen some "death master" version [and I thought it was on Dicefreaks]. At least now I know I'm not getting early senility! I am not familiar with the intricasies at Dicefreaks so I have no idea what is official and what is not. I just mentioned that I had seen such a version there . BTW, Kain's version is the one that I [B]did like. It was the complicated "Death master" version that I didn't like. Because I can't cite either the source or author, and because it's really long, I'm not going to post it. Did I mention that it's needlessly complicated as well? ;) Thanks Witch for posting Kain's material here. Debby |
| Witch07-22-07, 11:17 AM | No problem at all - Kain has a lot more entities statted, so everytime someone asks stats for some obscure creature, I can just refer to that thread =) I didn't really liked the undead versions of the horsemen, either, by the way. |
| Lobsopdoy07-22-07, 04:49 PM | I prefered the Anathema Horsemen, personally. The whole concept behind them was awesome. (An End of the World that is completely evil and unnatural and hopeless) |
| BelainDefenderofJerusalem07-22-07, 05:05 PM | this is cool, now i know what to pull against my players in our homebrew world. |
| TVLLestatTVL07-22-07, 08:18 PM | this is cool, now i know what to pull against my players in our homebrew world. I like when I ask a question and the answer helps more than me too. Thanks to all the ones who helped. I like the outsider idea that was suggested. I'm not for the construct idea that I read. I like to think of them as powerful entities (not as in god like but, epic in power) rather than machines. |
| Kain Darkwind07-23-07, 11:23 AM | If you use my stats in an actual game, I'm entitled to $100 in royalties. This can be paid in bags of chips and packs of Dr. Pepper. |
| dragon22128407-24-07, 01:48 AM | No problem at all - Kain has a lot more entities statted, so everytime someone asks stats for some obscure creature, I can just refer to that thread =) I didn't really liked the undead versions of the horsemen, either, by the way. Where could I find the UD Version of these? Undeads sounds cool ... PS: Where could I find the Feat Multislelllike (Same as Multispell?!?) |
| DrMorganes07-24-07, 02:55 PM | Quick question: Wouldn't War's Incite conflict ability be better described as Frenzy (as in Frenzied Berserker) rather than Rage (i.e., Barbarian class feature)? |
| RealSorceror07-24-07, 03:07 PM | I'd highly suggest Green Ronin's Advanced Bestairy. Its not cannon WoTC, but its d20 compatible. The book contains 4 templates, one for War, Famine, Pestilence, and Death. The horsemen are basically spirits that posses mortal bodies, and are effectively indestructible as long as they can continue to posses people. I've personally played as Famine, and I had possessed a Vampire Lurk. It was helluva fun, as we roleplayed the horseman as both gruesome and childish. At one point I ripped apart a cleric and used his head as a puppet, "Hey, look at me, I'm the High Priest of Pelor!" |
| Kain Darkwind07-24-07, 03:09 PM | I've personally played as Famine, and I had possessed a Vampire Lurk. It was helluva fun, as we roleplayed the horseman as both gruesome and childish. At one point I ripped apart a cleric and used his head as a puppet, "Hey, look at me, I'm the High Priest of Pelor!" Pretty light considering what the real High Priest of Pelor is likely to do. |
| Aryxbez07-31-07, 10:38 PM | I think the horseman should have 20+ CR yes. However I also don't think they should be in the 30's at all. As I was one of those people that were kinda glad that the Demon lords had CR's of which the PC's could have taken them down. Sure it would have brought up the whole Other demon could possibly take them out, however I am not going to get into that. My main problem with the Four Horseman is to try and figure out what to do with them. Should they just be powerful Undead like creatures with Class levels? Monster like creatures with powerful abilities? Also there is making the pestilence and famine horseman, I am unsure how to make them. War I had figured it would be a Death Knight that is 20 warblade, or Fighter, or a bit of both. Just so you know, I do use a Rebalanced Fighter. However I do like some of Kain Darkwind's ideas, as it gives me a general idea of how to do their Auras and how to make them. |