Telamont

Post/Author/DateTimePost
#1

ilzarion

Sep 17, 2008 3:48:27
My current write-up of Telamont for a high level campaign I am writing:




Telamont Tanthul Level 35 Elite Artillery (Leader)
Medium Immortal Shadow Humanoid XP 34,000
Initiative +24 Senses Perception +26, Darkvision
Shadow Barrier (Arcane) aura 10; an enemy that starts its turn in the aura takes 10 Necrotic damage; light-producing eff ects within the aura whose level is lower than the shade’s can create only dim light.
Regeneration 15 (If the shade takes radiant damage, its regeneration doesn’t function on its next turn.)
HP 664; Bloodied 332
AC 51; Fortitude 45, Reflex 49, Will 48
Resist 15 force, 15 necrotic, 15 cold
Saving Throws +4 (+7 against fear and charm effects, and against
effects that immobilize, restrain, or slow)
Speed 6, fly 8
Action Point 1

(Melee) Scepter of the Sorcerer (standard; at-will) ✦ Arcane,Weapon
+42 vs. AC; 2d10 + 5 damage (crit 7d10 + 10), and the target takes ongoing 10 arcane damage (save ends).

(Ranged) Major Matick’s Missiles (standard; at-will) ✦ Force, Arcane, Implement
+40 vs Reflex; 6d10 + 10 force damage

(Ranged, Burst) Rain of Fire (standard; Sustain Minor; daily) ✦ Fire, Arcane, Implement
+40 vs Reflex; An area burst 10 within 20 squares is subject to a rain of fire. Those within the area take 6d6 + 10 fire damage.

(Ranged) Spell Worm (standard; Recharge 4+)
+40 vs Will; An affected subject is forced to use up his/her daily powers in order of highest to lowest level for each round in succession until they are all expended. None of these powers may target the caster of the Spell Worm.
(But may target his allies).

Shadow Pact (Immediate Interrupt, When Bloodied)
Telamont becomes insubstantial (Taking half damage), but does not gain any of the penalties associated with this. He may attack normally.

Sorcerer King (Standard; at-will)
Telamont may use any wizard Daily, Utility, or Encounter power. Each power may be used no more than once per day.

Shadow Stride (move; recharge 4+) ✦ Teleportation
A shade can teleport 20 squares but must end its move in dim light or darkness.

Coalescing Darkness
If a shade moves 3 or more squares by any means, it is cloaked with supernatural darkness, gaining total concealment.

Alignment Evil Languages All
Skills Arcana +32, Bluff +31, Diplomacy +31, History +26, Insight
+26, Intimidate +31, Religion +26, Stealth +32
Str 16 (+20) Dex 24 (+24) Wis 18 (+21)
Con 22 (+23) Int 30 (+27) Cha 28 (+26)
Equipment Scepter


(Spell Worm is based on the spell from the ELH and I needed him to be able to do this for story purposes, And the Sorcerer King ability is the Occam's Razor solution to keeping Netherese Arcanists consistent with the lore without overburdening the stat block with a bunch of redundant abilities)
#2

keveras

Sep 17, 2008 5:45:51
Telamont Tanthul Level 35 Elite Controller (Leader)
Medium Immortal Humanoid XP 34,000
Initiative +28 Senses Perception +26
Shadow Barrier (Arcane) aura 5; an enemy that starts its turn in the
aura takes 5 arcane damage.
HP 664; Bloodied 332
AC 51; Fortitude 45, Reflex 49, Will 48
Resist 15 force, 15 necrotic, 15 cold
Saving Throws +2 (+5 against fear and charm effects, and against
effects that immobilize, restrain, or slow)
Speed 6, fly 8
Action Point 1

(Melee) Scepter of the Sorcerer (standard; at-will) ✦ Arcane,Weapon
+41 vs. AC; 2d10 + 5 damage (crit 7d10 + 10), and the target takes ongoing 10 arcane damage (save ends).

(Ranged) Major Matick’s Missiles (standard; at-will) ✦ Force, Arcane, Implement
+44 vs Reflex; 6d10 + 10 force damage

(Ranged, Burst) Rain of Fire (standard; daily) ✦ Fire, Arcane, Implement
+44 vs Reflex; An area burst 10 within 20 squares is subject to a rain of fire. Those within the area take 6d6 + 10 fire damage. (Sustain Minor)

(Ranged) Spell Worm (standard; Recharge 4+)
+44 vs Will; An affected subject is forced to use up his/her daily powers in order of highest to lowest level for each round in succession until they are all expended. None of these powers may target the caster of the Spell Worm.
(But may target his allies).

Shadow Pact (Immediate Interrupt, When Bloodied)
Telamont becomes insubstantial (Taking half damage), but does not gain any of the penalties associated with this. He may attack normally.

Sorcerer King (Standard; at-will)
Telamont may use any wizard Daily, Utility, or Encounter power. Each power may be used no more than once per day.

Alignment Evil Languages All
Skills Arcana +32, Bluff +31, Diplomacy +31, History +26, Insight
+26, Intimidate +31, Religion +26
Str 16 (+20) Dex 24 (+24) Wis 18 (+21)
Con 22 (+23) Int 30 (+27) Cha 28 (+26)
Equipment Scepter


(Spell Worm is based on the spell from the ELH and I needed him to be able to do this for story purposes, And the Sorcerer King ability is the Occam's Razor solution to keeping Netherese Arcanists consistent with the lore without overburdening the stat block with a bunch of redundant abilities)

-Well, you assumed Elite, so 35 is ok.

-I'm well aware that the FRCG says that the princes are all Controllers. Nonetheless, Artillery would fit better for a spellcaster, but that's just a minor point.

-Why is he Immortal, and not just Shadow?

-I'd increase the aura at least to 10, and the damage too.

-Rain of Fire (standard; stustain minor; daily) - Write it that way.

-I'd recommend adding the Shade template found in FRCG page 260

-Ok, which rules did you use to build him? If you used the rules in DMG page 184 then:
Initiative seems too high.
Attack vs. AC too high.
Attack vs. defenses too high.

I can't say more 'cause I've no access to the books now. Looks good, however.
#3

ilzarion

Sep 17, 2008 22:09:43
Updated. Thanks for the proofread Keveras.

-ilz
#4

keveras

Sep 18, 2008 6:44:42
Ok, just a few things though.

-He's either immortal or shadow, not both.

-His saving throws were right the last time, so: +2 (+5)

-Rain of Fire has a +38 vs. Reflex, because it targets more creatures, thus a -2 penalty

-Well, you have to be careful when adding templates. You add either the 4 bonueses of the shade template or the 3 bonuses when advancing to Elite status (DMG p. 185)
So: AC would be 49. The defenses are right.

- 7d10 damage at will is tremendously powerful, even for a critical. I would recommend 5d10 or something.