Epic Solo Updates - The Gods Project

Post/Author/DateTimePost
#1

dave2008

Feb 11, 2012 16:17:48

As a follow up to this post on updated Demon Lords:  community.wizards.com/go/thread/view/758...

I have started this thread to update the gods of D&D.  However, this time I want to get all of the Gods (and I would love some help).  I am calling the official 4e gods “Greater Gods” (levels 34-40) to leave some room to expand the pantheon with “Lesser Gods” (levels 27-33).  I now think that there are some "Minor Gods" also (inspired by the official release of Blibdoolpoolp).  These would be level 22-26 solos or level 27-33 elites.  The big difference is that lesser and minor gods do not discorporate.  They would also have less action and condition mitigation resourcces.  Anyway, here are the God levels (posted Gods in bold):

 

Greater Gods:

Asmodeus:  Evil; Power, domination, tyranny; lvl 37 - Controller (page 1)
Avandra:  Good; Change, luck, trade, travel; lvl 34 - Skirmisher (page 1)
Bahamut:   Lawful good; Justice, honor, nobility, protection; lvl 36 - Soldier (page 1)
Bane:   Evil; War, conquest; lvl 39 - Controller/Soldier (page 1)
Corellon:  Unaligned;  Arcane magic, spring, beauty, the arts; lvl 39 - Skirmisher (page 1)
Erathis:  Unaligned; Civilization, invention, laws; lvl  36 - Brute/Skirmisher/Soldier/Controller (page 1)
Gruumsh:  Chaotic evil; Turmoil, destruction; lvl 38- Brute (page 1)
Ioun:  Unaligned; Knowledge, prophecy, skill; lvl 38 - Artillery/Controller (page 1)
Kord:  Unaligned; Storms, strength, battle; lvl 35 - Brute (page 1)
Lolth: Chaotic evil; Spiders, shadows, lies; lvl 35 - Lurker/Brute (page 1)
Melora:  Unaligned; Wilderness, sea; lvl 35 - Brute (page 1)
Moradin:  Lawful good; Creation, artisans, family; lvl 40 - Soldier (page 1)
Pelor: Good Sun, summer, agriculture,time; lvl  37 - Artillery (page 1)
Raven Queen: Unaligned; Death, fate, winter’ 35 - Artillery (page 1)
Sehanine:  Unaligned; Trickery, moon, love, autumn; lvl 34 - Lurker (page 1)
Tharizdun:  Chaotic evil; Annihilation, madness; lvl 40 - Controller (page 1)
Tiamat:  Evil; Wealth, greed, vengeance; lvl 36 - Brute (page 1)
Torog:  Evil; Underdark, imprisonment; lvl 34 - Lurker (page 1)
Vecna:  Evil; Undeath, secrets; lvl 35  - Controller (page 1)
Zehir:  Evil; Darkness, poison, serpents; lvl 36 - Lurker (page 1)

 

Lesser and Minor Gods:

Maglubiyet:  Evil; exarch of Bane, goblins, lvl 32 - Brute (page 1)
Geryon:  Evil;???; lvl 30 - Contoller (page 2)
Dispater:  Evil; Strife; lvl 28 - Controller (page 2)
Mammon: Evil;Greed; lvl 27 - Brute (page 3)
Belial:Evil; secrets, seduction; lvl 28 - Lurker (page 3)
Fernia:  Evil; fire, pleasure; lvl 27 (elite) - Artillery/Controller (page 3)
Levistus:  Evil; ???; lvl 29 - Controller (page 3)
Glasya:  Evil; seduction?; lvl 24 solo (updated) or lvl 29 elite (official) - Controller (page 2)
Baalzebul:  Evil; Flies; lvl 31 - Lurker (page 3)
Mephistopheles:  Evil; Lord of Cania and Hellfire; lvl 33 - Artillery (page 3)
Bel:  Evil; ???; lvl 31 (elite) - Soldier (page 2)
Hruggek:  Chaotic Evil; bugbears,lvl 26 - Brute (page 3)
Skerrit:  Unaligned; exarch of Melora, centaurs, nature, balance; lvl 27 - Soldier (page 3)
Rillifane Rallathil:  Good; wood elves, forest; lvl 31 - Skirmisher (page 3)
Garl Glittergold:  Lawful Good; gnomes, adventure, trickster; lvl 32 - Skirmisher (page 3)
Yondalla:  Lawful good; halflings, protector, provider; lvl 33 - Soldier? (page 3)
Kurtulmak:  Evil; exarch of Tiamat, kobolds; lvl 27 - Lurker (page 3)
Semuanya:  Unaligned; lizardfolk, survival, reptiles; lvl 28 - Skirmisher (page 3)
Vaprak:  Chaotic Evil; exarch of Gruumsh, destruction, trolls, ogres, gluttony; lvl 25 - Brute (page 3)
Sekolah: Evil; exarch of Melora, sahauagin , sharks, oceans; lvl 28 - Brute (page 2)
Laogzed:  Chaotic evil; troglodytes; lvl 22 - lurker (page 3)
Blibdoolpoolp:  Chaotic evil; Kuo-Toa; lvl 22 - Controller (page 2)
 
As a reminder, the goals of this update project are to bring the Epic solos in line with the new design guidelines and standards for Epic solos, basically:
   1) Update Hit Points (however, I am now using a 2x elite HP for solos)
   2) Update defense/ attack bonus
   3) Update damage expressions:  Update:  the damage expressions I am using are based on this post from DMG 42:  dmg42.blogspot.com/2012/02/boot-on-face-...  I plan to use this on all future Epic solos.  These expressions bring the damage ratios (PC HP/ monster dmg) back in line with level 1 encounters.  
   4) Update # of attacks/ turns
   5) Provide a method to mitigate conditions and effects
   6) Increase damage when bloodied.

When available, I started with the stat block in the adventure tools and made the modifications I felt were necessary to achieve the goals above.  I tried to minimize my changes to the original designs, but some needed more modifications than others. 

If anyone would like to help and create some new gods, I would welcome it.  It will take me a long time to do these all if I don't get some help, so please feel free to submit your gods to me and I can post them in this thread.  Also, everything posted is a draft.  I would love to get comments and/or playtesters so we can refine them.

So, in alphabetical order this time (greater gods only):

 

#2

dave2008

Sep 19, 2013 1:15:03

Asmodeus (updated - rev3)
I tried something different with Asmodeus actions.  I thought the no turn actions might make for a more dynamic fight.  However, I am not sure how to handle “until the start of its next turn” type powers.  Any suggestions for improvement?

Asmodeus powers are pretty much straight updates from the 1e monster manual and the 3e Fiendish Codex and Book of Vile Darkness.  They should look pretty familiar in general.  I am a little concerned that his aura might be too powerful, but a power based on his 3e versions and I wanted to include it somehow.  Any suggestions on how to improve it?

I think the Malsheem Guard is a little tougher than the typical minion, but that seems good to me.  In case you didn’t know, if you advance a pit fiend to lvl 36 it would be a minion, so it seemed like a natural fit.

And thank you to Xervous for the help in designing Asmodeus



#3

dave2008

Sep 19, 2013 1:09:09

Avandra 
The goddess of luck,change and travel.  As think Avandra would have plenty of leader type powers as well, but I chose to feature the powers I think she would use in single combat.  As with most, if not all, of the gods I think Avandra could easily have 2 or more stat blocks to truely flesh out her character.  Anyway, here she is:


 

#4

dave2008

Sep 19, 2013 1:33:39

Bahamut (updated - rev2)
I didn’t change the Old Man and the Canaries much.  Just remember that this stat-block is really supposed to be used only if you insert Bahamut into a paragon level party as an ally.  If you want to fight Bahamut in human form I would suggestion re-flavoring his dragon form.

 

I gave Bahamut two full turns, which I think will be my standard for gods with the soldier role, and updated is attacks.  I added Divine Retribution to deal with ranged attacks and added some traits to deal with Epic PC defenses and attacks and that is about it.



 

 

#5

dave2008

Sep 19, 2013 1:36:32

Bane (update - rev 1)
Bane had 2 aspects described in the Deities and Demigods article and I originally thought I would combine these 2 to make 1 full-fledged god.  However, I then came up with another idea. 
My draft of Bane is based on a progression of theme developed in earlier god designs.  Bahamut had 2 stat blocks, though they are really designed for two different types of encounters. Lolth has 2 functional stat blocks with a 2nd permanently replace the 1st half way through the encounter.  I took the next logically step and gave Bane 2 stat blocks that he can switch between at any time during encounter.
The goal was to capture the feel of both a warlord and soldier war god.  It is a bit complex, but I hope it works as intended.  Any suggestions for improvement would be greatly appreciated.




 

#6

dave2008

Sep 19, 2013 0:59:56

Corellon
So here is the high elf god of magic and protection.  It follows the goals and updates described in the first post.  I am always unsure how to make something feel like a skirmisher, so I tried to give him lots of movement and melee and ranged options.  As the god of arcane magic I made it pretty foolish for PCs to attack him with arcane spells.  He is no slouch in melee either.  ANy suggestions are welcome!


 

#7

dave2008

Oct 12, 2013 5:25:24

So here is Erathis.  Erathis was a tough one because there is not a lot of source material to go on and most of the information doesn’t give clues to actual combat powers. So I based this design on a discussion in this thread with Xervous.  He/she had the idea that she would have some steam-punk like tech/powers.  Thus I developed the idea that in combat she would transform into a giant warforged colossus and then break down into other forms as the battle goes on.  I do want to stress that this a combat form. I imagine Erathis uses much different powers in her day to day dealings.

 

So the concept is that you start with Erathis, Wild’s Bane, then replace that stat block with Erathis, Lord of Invention when that is defeated, then replace that with, Arbitrator of Justice when that is defeated, and then finally with Mother of Civilization as the final aspect.    So all 4 stat blocks make up one solo (for XP), but each form only has the action points, powers, abilities, etc. listed on its stat block.  A complex encounter for sure, but hopefully an interesting one.

 

 

 

 

#8

dave2008

Sep 19, 2013 1:23:16

Gruumsh
Here is my draft of Gruumsh.  I would definitely call this a rough draft and would welcome any suggestions for improvements.  As a force of destruction I struggled with different ways to be destructive besides just damage, thus the defense reduction mechanic and difficult terrain.  As a force of chaos I wanted to do something beside multiple elemental damage types, thus the aura.  I still think he could uses some polish.   I used my new damage expressions (see the top of the page).

 

 

#9

dave2008

Feb 11, 2012 16:19:54

Reserved for:  Ioun

#10

dave2008

Sep 19, 2013 1:29:04

Kord
Kord seemed pretty straight forward, brute that does a lot of damage.  I left his storm powers primarily for range attacks/defense.  I then decided to add a “wrestling” mechanic and gave him some grab/grapple attacks befitting a god of strength.

 

#11

dave2008

Sep 19, 2013 1:38:58

Lolth (update-Rev1)
First off I gave Lolth different hit points and defenses for her different forms (lurker and brute).  Fortunately, adding the hit points together gives you the same number as her original, so I didn’t need to do anything special here.  Ideally I would could have the drow form never be bloodied and the spider form always considered bloodied (or maybe at the halfway point between the total hp), but I didn’t see any way to do that in the Monster Builder and I didn’t feel like doing it by hand.

Didn’t do to much to her drow form except add some off turn actions and moved Immortal Resilience to a trait (so doesn’t count against her trigger actions).

 

I felt Lolth’s spider form needed more work.  So added an off turn action and gave her a double attack standard action and added Webs of Rebuttal to deal with range attacks and an aura to deal with free action melee attacks.






 

 

#12

dave2008

Feb 11, 2012 16:24:40

Reserved for:  Melora

#13

dave2008

Sep 19, 2013 1:41:18

Moradin (update rev1)
I found an aspect of Moradin from the Scales of War adventure path, so I modified it to make it worthy of the head of the pantheon.  Since he is level 40 I felt I could push the envelope a little more.   However, I did this pretty quickly and any suggestions to tweak Moradin would be appreciated.   I made all the minor action recharge powers share a roll, but feel free to change this if the powers are not recharging enough.

#14

dave2008

Sep 19, 2013 1:31:03

Pelor
There wasn’t a lot to gone on for Pelor with regards to powers so I went with the simple Sun God approach.  He also had healing as a portfolio in 3e so I added some healing and leader type powers.

I couldn’t think of a way to reflect his “summer” powers, so I would leave that aspect of him to DM roleplay and less about mechanics.  Perhaps a 2nd stat block like Bahamut could explore those powers.

I originally had him as a skirmisher, but it seemed more natural to have a sun god blast away from a distance so I switched him to artillery.
 

#15

dave2008

Sep 19, 2013 1:17:02

Raven Queen (updated - rev2)
Inspired by Hazard84 in this thread: community.wizards.com/go/thread/view/758...  I’ve finished a draft of the Raven Queen.  A lot of this is based off the framework Hazard84 started.  I just updated it a bit.

Her design, like Torog’s, tested my hp ideas (2x elite instead of standard guidelines), but I think it works better for RQ.  She is able to move away from melee pretty well and has a high reflex and some powers/traits to limit ranged damage.  Queen’s Wrath is also partially intended to compensate for her low hit points.  I figure it saves her around 100hp, maybe more.

Anyway, let me know what you think.

#16

dave2008

Sep 19, 2013 1:11:43

Sehanine
The goddess of the moon, illision and trickery!  I gave Sehanine may options for mitigating damage to help compensate for her lower Lurker HP (refer to the first post for the guidelines used for monster damage.  I may have gone overboard, but I think she is a pretty interestng goddess in combat.

FYI, like many, if not all, of the gods, Sehanine's stat block just indicats a portion of the powers at her disposal.  The stats given here are just for her most common powers used in combat.


 
 

#17

dave2008

Sep 19, 2013 1:04:27

Tharizdun
 I had a hard time with this one because I don't no much about him.  I had a rough outline about 6 months ago, but then it stalled.  Then I decided to focus more on his nilism and less on his insanity; and I found out there are 3 artifacts associate with him (sword, spear, & horn).  After that it came together pretty quickly.  An ideas for improvements would be greatly appreciated.


 

#18

dave2008

Sep 19, 2013 1:21:59

Tiamat (updated rev2)
I bumped up Tiamat’s level to match Bahamut’s and to more closely match her original defenses while staying closer to the new design guidelines, and there are already 2 lvl 35 evil gods anyway.  I made a generic bite attack that freed up the heads to have more unique attacks.  However, all together I didn’t add many powers, but I did beef up here traits a bit to, hopefully, mitigate against all the conditions lvl 30 PCs can slap down.  Update: revised dmg to above MM3 levels (see first post and update post for reasons) and revised her actions and turns to be more similar to other gods (instead of 5 turns).


 

#19

dave2008

Sep 19, 2013 1:27:33

Torog (update rev-1)
Torog was the biggest test of my new elitex2 hit point philosophy.  Being a Lurker his HP is pretty low and I worried about how to compensate for this.  Ultimately, I decided the DM must play Torog like  a Lurker and find ways to cause damage while removing/or reducing the threat of damage from the PCs.  I tried to help this by bumping his AC a little and giving him some powers to get him out of the way and I threw in a way for him to regain hit points.  Though, I think to be most effect he will also need the correct terrain (use tremorsense) to be effective (as a lurker probably should).  Updated damages to new damage expressions (see the first post in this thread for more information).
 

#20

dave2008

Sep 19, 2013 1:26:18

Vecna (update rev-1)
Vecna had a good foundation, it just needed to be brought up to speed with the newer guidelines and design standards.  I made a few tweaks based on the existing theme and gave him a way to deal with radiant attacks, but overall I feel it is pretty similar to the original.  I expanded on the original’s action point mechanic to give Vecna a method for removing conditions.  Update:  increased damage levels (see updated first post), added a standard recharge power and tweaked the action point mechanic.

#21

dave2008

Sep 19, 2013 1:25:02

Zehir (update Rev-1)
I tried to get the lurker/assassin feel to Zehir’s mechanics, so I hope he came out that way.  I also wanted to give him 2 forms, but to have the 2nd form to always be “bloodied.”  This allowed me to make the Serpent God form hit harder (to achieve the 50% more damage guideline). I used a Tiamat style stat block with each "form" having its own abbreviated stat block.

I also tried some new methods to mitigate damage and conditions/effects, so this draft may be a bit over or under powered.  Any thoughts or suggestions are welcome.  Update:  update the damage, see the first post for the reasons.  not much else)


 

#22

dave2008

Sep 19, 2013 1:59:00

Lesser Gods:

 

Maglubiyet (update rev1)
I didn’t do too much to the goblin god, I just moved some things around, updated damage and added some traits.  Note:  as a “Lesser God” I did not give him the ability to discorporate.

#23

xervous

Feb 11, 2012 22:13:48

First off, I am very happy to see that someone decided to make some actual legendary threats for 4E. Giving all the gods at least one mechanic to take two or more turns per round gives them more options, making fights more dynamic and interesting beyond the "It drops encounter powers, uses action points, then does its at will multiattack until a power recharges". The massive array of traits that remove or prevent most negative conditions (but not marks, so the defender stays important) makes them mechanically harder to kill, and if presented properly, it exudes the unstoppable force that a god should be, but it makes any penalty that can't be constantly reapplied next to useless as it won't even last a round (and some players might not like this because it will just favor the striker more in this encounter).

These gods are listed above level 30, and you have made that mean something. If an average party had to go up against one of the stronger gods stat-ed out here, they would be challenged even if they come into it with all their dailies. Nevermind those monstrosities that come out of CharOP, the game shouldn't be built for those who want to completely meta the excrement out of a role playing game, but some optimizing is fine, perhaps necessary to even hope to be able to discoporate one of the stronger gods.

#24

dave2008

Feb 12, 2012 4:50:05
The massive array of traits that remove or prevent most negative conditions (but not marks, so the defender stays important) makes them mechanically harder to kill, and if presented properly, it exudes the unstoppable force that a god should be, but it makes any penalty that can't be constantly reapplied next to useless as it won't even last a round (and some players might not like this because it will just favor the striker more in this encounter).



Xervous.  Thank you for the comments.  I would like to say that I tried to limit the effect of conditions, but not completely eliminate them.  All the gods will have a chance to save against conditions (I'm making that a godly trait as noted in the Draconomicon), but that will still result in some getting through.  This will then result in a loss of actions, hit points or action points (depending on the god).  I hope the PC's feel the accompilished something, but I am trying to make them the "unstable gods that they should be,' as you noted.  It is a tough balance that is for sure.

I also tried to limit striker multi-attack/free action damage with various trigger actions, but these will only work if the god is not dazed, stunned or dominated (which is still possible - especially between turns).

I did revise these traits after reading Mike Shea's "Lords of Chaos' aticle last week in Dungeon 199.  It seems that the new desing philosophy for lvl 30+ solos is to really nerf conditions.

Thank you again for the reply.  I hope to get some more gods posted soon, and I really hope a few people will step and create some as well.
#25

xervous

Feb 12, 2012 10:17:12
Perhaps if we gathered some ideas about what the gods should be like: roles, possible abilities, etc... us forum goers could put together a god by general consensus.

Like moradin would be either a brute or a soldier. He would be immune to forced movement and prone, and many of his attacks would push or knock enemies prone, and perhaps he would have some powers to create difficult terrain (that he ignores)

zehir: definitely a lurker, ongoing poison damage, infrequent (insanely) powerful attacks...

Gruumsh: brute, reckless multiattacking / charging / burst or blast weapon based attacks.

Bane: soldier, mix in a little skirmisher perhaps?

Asmodeus: Controller / soldier, dominate / force targets to make melee basic attacks against allies etc... necrotic / fire ongoing damage.

Kord: soldier, lighting, thunder, dazes, stuns, and secondary attacks on his melees (weapon hits, then have a burst of thunder or lighting around the victim)

raven queen: controller, toss in some cold attacks, a few things that can be flavored as twisting fate (screwing over dice rolls with penalties or "roll 2 and take lower" come to mind, on top of the penalty to saving throws), the draining power of the shadowfell (munch those healing surges, and health), and of course death (carefully apply some penalties to death saving throws, or in extreme circumstances force failed throws)

#26

dave2008

Feb 12, 2012 11:59:14
Perhaps if we gathered some ideas about what the gods should be like: roles, possible abilities, etc... us forum goers could put together a god by general consensus.

Like moradin would be either a brute or a soldier. He would be immune to forced movement and prone, and many of his attacks would push or knock enemies prone, and perhaps he would have some powers to create difficult terrain (that he ignores)

zehir: definitely a lurker, ongoing poison damage, infrequent (insanely) powerful attacks...

Gruumsh: brute, reckless multiattacking / charging / burst or blast weapon based attacks.

Bane: soldier, mix in a little skirmisher perhaps?

Asmodeus: Controller / soldier, dominate / force targets to make melee basic attacks against allies etc... necrotic / fire ongoing damage.

Kord: soldier, lighting, thunder, dazes, stuns, and secondary attacks on his melees (weapon hits, then have a burst of thunder or lighting around the victim)

raven queen: controller, toss in some cold attacks, a few things that can be flavored as twisting fate (screwing over dice rolls with penalties or "roll 2 and take lower" come to mind, on top of the penalty to saving throws), the draining power of the shadowfell (munch those healing surges, and health), and of course death (carefully apply some penalties to death saving throws, or in extreme circumstances force failed throws)




Yes, that is what I would like and your thoughts for Zehir, Gruumsh, Bane, Asmodeus, Kord, Raven Queen and Moradin are great.  If you want to post or PM me a more detail descripition of one or more I would be glad to draft it up.

FYI, I have posted a draft of Moradin based on his Aspect in Scales fo War.  I should have a draft of Bane up today as well (from his aspects in the Dieties and Demigods article), but that will be it for awhile unless I get some help.
#27

dave2008

Feb 13, 2012 21:16:38
One thing to remember about the God's stat blocks, and all 4e stat blocks really, the powers listed would just be powers the god would likely to be used in combat.  I think we can assume that gods have ritual like powers, they are just not normally readily used in combat.

That being said, I think you need to play gods a little fast and loose and don't be hindered by the stat block, but use it as a starting point.
#28

xervous

Feb 14, 2012 18:44:16
So here's a sketch for Asmodeus as a controller... (will be expanded upon over time)

Basic attacks:
-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.

-more to be added!-
#29

dave2008

Feb 14, 2012 20:53:38
So here's a sketch for Asmodeus as a controller... (will be expanded upon over time)

Basic attacks:
-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.

-more to be added!-



Thank you for starting the big "A."  I will add to it.  New or revised stuff in bold

Asmodeus, the Betrayer
Level 37 Solo Controller (Leader)
Large immortal humanoid (devil, god)

HP:  1344/672, AC 51, Fort 49, Reflex 49, Will 52
Senses:  ?
Immunities:
Resistances:

Traits:
Hellfire Aura 20:  ??
Divine Might:  -4 to saves
Immortal Resilience:  saves when attacked and at end of turn
Instinctive Fire – an off turn action trait
??? – a leader role trait?

Basic attacks:

-Melee; comparably moderate damage, daze (save ends?)
-Range; fire / necrotic + ongoing

Standard actions:
-A mobile melee/ranged combo, at will
-"Archdevil's mark".. single target ranged. lower damage. Secondary attack if first hits. 2ndary hit: dominate (save ends) and ongoing. miss: daze until end of character's turn. Recharge: when no target is affected by it.
-Ruby Rod – recharge 6 power, fire/psychic damage (?) and dominate or something else

Minor Acions:

Trigger Actions:
Divine Dicorporation

Skills:

Str:  34, Con:  32, Dex: 29, Int: 31, Wis:  32, Cha:  36
#30

xervous

Feb 15, 2012 16:18:52
I had an odd idea, where Asmodeus would be able to build upon a certain status condition...
X attack. dazes. if target is dazed, stuns. if target is stunned, dominates...

something to that tune.
#31

dave2008

Feb 15, 2012 16:37:54
I had an odd idea, where Asmodeus would be able to build upon a certain status condition...
X attack. dazes. if target is dazed, stuns. if target is stunned, dominates...

something to that tune.



I like that idea, and I've seen powers like that before.  Can't think of what monster at the moment, but I know I have seen it fairly recently.

Anyway, I also wanted to clarify that my additions to your Asmodeus were just suggestions, thoughts.  Please feel free to revise and discuss.
#32

xervous

Feb 15, 2012 19:36:45
There are a few I remember off the top of my head: elder/ancient gray dragon's immobilize / petrify, Ogremoch's imobilize / petrify, and one of the unique dragons from draconomicon: chromatic dragons.



Another power / attribute.

as an attack: targets of the attack can make a melee/ranged basic attack (with bonus to hit and to damage) against an ally to have this attack automatically miss them

as an additional effect on some nasty save ends thing (that has a massive penalty to the save roll): if victim hits an ally, grant a free saving throw with no penalty.
#33

dave2008

Feb 15, 2012 20:09:16
Another power / attribute.

as an attack: targets of the attack can make a melee/ranged basic attack (with bonus to hit and to damage) against an ally to have this attack automatically miss them

as an additional effect on some nasty save ends thing (that has a massive penalty to the save roll): if victim hits an ally, grant a free saving throw with no penalty.



Fantastic!  Betrayal built into the mechanics - we have to develop that.  What about ongoing damage that doesn't end, unless the target attacks an ally.  Torog has a power something like that.
#42

dave2008

Feb 23, 2012 20:48:47
I've posted a draft of the Raven Queen.  Let me know what you think. 

Does anyone have any ideas or suggestions for the remaining gods? 

Any requests for who to stat next? 
#43

xervous

Feb 24, 2012 16:02:39
@ Asmodeus

The peculiar trait that lets him take his two turns worth of actions over the course of the round is interesting to say the least... "Not so fast heroes, I shall always have the first and final say..."

That aura of his is absolutely evil. any character that ever thinks of going close range will suffer from it, or if they want to avoid it, they will have to pay for it with wasted actions.

The hellfire pillar is slightly vague on how long the pillar itself lasts... end of encounter?

And as you noted, he does appear to have an overload on powers, especially minor ones which are superior to most of his at-will standards.

Also, the manner in which his abilities recharge is unclear. Since you can use a minor action power with a standard action, does that mean he makes recharge rolls for his rod and the other minor abilites whenever he gets an action?

might type more, but gotta eat~
#44

dave2008

Feb 24, 2012 19:50:54
@ Asmodeus

The peculiar trait that lets him take his two turns worth of actions over the course of the round is interesting to say the least... "Not so fast heroes, I shall always have the first and final say..."

That aura of his is absolutely evil. any character that ever thinks of going close range will suffer from it, or if they want to avoid it, they will have to pay for it with wasted actions.

The hellfire pillar is slightly vague on how long the pillar itself lasts... end of encounter?

And as you noted, he does appear to have an overload on powers, especially minor ones which are superior to most of his at-will standards.

Also, the manner in which his abilities recharge is unclear. Since you can use a minor action power with a standard action, does that mean he makes recharge rolls for his rod and the other minor abilites whenever he gets an action?

might type more, but gotta eat~



Xervous,
Thank you for the comments.  Good point about the pillar - I ment to say until the end of the encounter - I will have to add that.

The recharges powers were hard to describe because of they way he gets to use his actions.  The intent was that before he wants to use a standard power he gets to roll for standard powers that recharge, if he intends to use a minor power he can roll recharges for minor powers, etc.  I will have to look at way to simplfy/clarify it.

I felt I had to give him powers to use without the Ruby Rod and I felt that he had to have the ruby rod  - so the power expansion.  I might look at removing one or two.

I can check the damages, but I am pretty sure they are correct.  The minor recharges should be approximately the same damage as standard powers or  a little higher (depending on the recharge)  I typically increase dmg x 1.5 for recharge 5,6 and and then reduce it by .75 for minor actions (so this comes out a little higher than a std non-recharge) .  Perhaps I should use .5 for minors, but there is no guideline and these are gods, so the more dmg the berrer I think.

Anyway. I will look him over again and clean him up.  And thank you for the help with Asmodeus.

I am working on Zehir next if you have any ideas I would love some help.
#45

dave2008

Feb 24, 2012 23:16:00
@ Xervous
I updated Asmodeus. 
To streamline his powers I got rid of a redundant standard power (Crushing Rod) and eliminated a minor power (unholy word).  I revised Symbol of Pain to incorporate some of the aspects of Unholy word.

I clarfied Hellfire Pillar and revised the description of how he rolls for recharges.

I reviewed his damage out put and tweaked a few.  Nothing major, but a few adjustments.
#46

xervous

Feb 25, 2012 13:40:00
Now that is a lot neater aside from the spelling errors that inevitably occur.

I like the Raven queen. The lower hp and deadly status conditions suggest that the fight would be a lot more intense than a fight with some giant stay-puff marshmallow man.

#47

dave2008

Feb 25, 2012 15:32:26
Now that is a lot neater aside from the spelling errors that inevitably occur.

I like the Raven queen. The lower hp and deadly status conditions suggest that the fight would be a lot more intense than a fight with some giant stay-puff marshmallow man.




Aaaargh!  Now I will have to go back and spell check it!  I knew I should have the first time.

Raven queen:  I hope so, that was my intent to make up for the lower hp.

I'm working on Zehir next - any thoughts.

I was pondering doing a lurker/brute mix ala Lolth with a giant snake form.  I also had the idea that he would create zones of darkness that he could "lurk" in and teleport between the various zone and the PCs would not know which zone he was in.  I had some other ideas, but they escape me at the moment.
#48

xervous

Mar 01, 2012 20:29:23
zones of darkness sound interesting, in the way of a multidoored jack in the box ... of doom.
da da da da da da da da da da da da da da da da da da da da da da da da da da da Saving throw vs. death?

also; he needs to have some nasty poison abilities, probably a swallow, a constrict, and maybe a trample.
#49

dave2008

Mar 02, 2012 3:56:33
zones of darkness sound interesting, in the way of a multidoored jack in the box ... of doom.
da da da da da da da da da da da da da da da da da da da da da da da da da da da Saving throw vs. death?

also; he needs to have some nasty poison abilities, probably a swallow, a constrict, and maybe a trample.



Yes, lots of poison.  I've got a good start on him, but haven't time to work on it lately.  I should be able to put a draft up early next week.
#50

dave2008

Mar 06, 2012 22:05:16
I just posted a draft of Zehir finally - half way through the pantheon.  It  took me longer than expected, but it is a good start (both Zehir and the pantheon).  I tried some new things with Zehir, so I hope it works out.


I have some revisions to Asmodeus, Bahamut, the Raven Queen and Tiamat pretty much complete.   I hope to post them tomorrow - I'm to tired right now.  
#51

dave2008

Mar 06, 2012 22:06:01
zones of darkness sound interesting, in the way of a multidoored jack in the box ... of doom.
da da da da da da da da da da da da da da da da da da da da da da da da da da da Saving throw vs. death?

also; he needs to have some nasty poison abilities, probably a swallow, a constrict, and maybe a trample.

Xervous, the draft of Zehir is up.  I would love to hear your thoughts.
#52

dave2008

Mar 07, 2012 7:23:10
I've posted a minor update of Asmodeus.  I wanted to make his aura a little less powerful and I corrected some spelling
#53

dave2008

Mar 07, 2012 7:57:34
Updated Bahamut - increased his Con/HP to reflect the colossal size of his dragon form.
#54

dave2008

Mar 07, 2012 9:17:03
Updated the Raven Queen.  I reduced her level to 34.  She is often referred to as the youngest of the gods, as such I put at the bottom.  This is where I originally had her, but then moved her up when I saw the fan made lvl 37 version.  After some more thought I have decided to go back to my original concept.

I know some will argue that with such important portfolios as fate and death she must be higher in level.  But I don't see it that way in general, but definitely not 4e.  In 4e the gods control/influence over their portfolios appears pretty limited.  In addition, RQ has been shackled by the other gods (her lack of control over dead souls) and she was defeated by Orcus a lvl 33 threat.  So I think lvl 34 seems about right to me.  Feel free to argue or change in your own campaign.

Which brings me to the another subject.  If anyone wants the .monster files for any of the gods or demon lords that I have made, please PM your email address and I will send them to you.  I can also send you the pdf files (higher quality) if you want as well.     
#55

dave2008

Mar 07, 2012 13:11:39
I updated Tiamat.  Revised her Con, Fort and HP to reflect her massive form.  Moved Claw to a minor action, tweaked damages here and there.  I gave the white head a unique at-will power and removed its encounter power and cleaned up the head only stat blocks in general.
 
#56

dave2008

Mar 07, 2012 13:14:18
I am thinking of doing Pelor next if anyone has any good ideas for him (besides radiant powers).  That being said I seem to be in the process of revising the first half of the Pantheon, so it may be awhile before I get to a new god.  I already have plans to revise Vecna and Moradin a little, so I might as well look at all of them again.
#57

dave2008

Mar 07, 2012 23:59:32
I couldn't help myself.  I've posted a draft of Pelor.  I used a quick and simple approach to bang it out.  Any thoughts for improvement?
#58

dave2008

Mar 10, 2012 21:13:23
Ok, before embarking on the last 9 of the greater gods I decided to review what I had done so far.  Well, I found something to correct or tweak with every one of them.  So I will be updating them this week (about 1 per day).  I will try to consider these final drafts, unless someone has some suggestions to make them better.

I am going through them in alphabetic order, so I have posted the revisions to Asmodeus and Bahamut will be next.  After I get through all of the revisions I will start the next god (with maybe some rest between).

I am thinking of doing Melora or Gruumsh next.  Any thoughts?
#59

dave2008

Mar 11, 2012 7:02:27
I've updated Bahamut to final draft, unless someone has some suggestions for improvement
#60

dave2008

Mar 12, 2012 17:25:50
I've posted an update to Bane.  Changed the names and tweaked a few powers, mostly on the God of Conquest (was Imperator).

Bane and Bahamut have made me think that to truly portray gods they should have multiple stat blocks.  Depending on the situation you pick the one that you need. 
#61

dave2008

Mar 21, 2012 15:22:26
I've updated Lolth.  Really minor update.  Tweaked some damage and allowed scourge to attack 1 or 2 creatures.

I will try in finish my updates by the end of this coming weekend and then on to new gods.  I am pretty far along with a draft of Kord and I have a good start with Gruumsh.


Until the next update!   
#62

xervous

Mar 22, 2012 20:38:34
Well I'm back...

I like what you did with Zehir, most notably the attack template, the justifiably nasty effects (save against death :D), and the nice tidbits of flavor text.

I also got some ideas, take em for what you will, I've been playing WAAAY too much DotA 2

Sehanine: mounted archer perhaps? Or we might have yet another god with multiple forms (not at all a bad thing)

erathis: a slight bit of steampunk perhaps, legendary book of law in one hand?
- but what weapon would he wield? A fasces? (roman symbol of the law)
#63

dave2008

Mar 23, 2012 15:45:12
Well I'm back...

I like what you did with Zehir, most notably the attack template, the justifiably nasty effects (save against death :D), and the nice tidbits of flavor text.

I also got some ideas, take em for what you will, I've been playing WAAAY too much DotA 2

Sehanine: mounted archer perhaps? Or we might have yet another god with multiple forms (not at all a bad thing)

erathis: a slight bit of steampunk perhaps, legendary book of law in one hand?
- but what weapon would he wield? A fasces? (roman symbol of the law)



Xervous, nice to have you back and I'm glad you liked Zehir.

Multiple forms:  I've been thinking lately about a 4e Deities and Demigods book and the nature of gods.  I think I would explain that the stats present are just one possible incarantion (a selection of favored powers if you will).  Then provide a section of alternate powers for each god.  I might also have mutiple stat blocks for different forms of the same god.  I also think I would also say gods have surges (1/2 lvls?) and can use them as a minor action and can use them to cast ritual like powers (provide a list of preferred "rituals" for each god and the cost in surges/actions).  Finally I would say that the stat block's presented assume the god has spent all of its surges for the day, but the DM may decide otherwise.  Basically make gods more "divine"

I definitely like the steampunk idea for Erathis, that justs sounds great.  However, I am not sure how (yet) to get that accross in the stat block.  Though I imaging he makes so area walls!


Not sure about Sehanine, don't know much about her.


I am finish Kord and then have a bunch of ideas for Gruumsh (brutes just seem to be easier), but after that I would love to take on Erathis if your willing to give a helping hand.       
#64

dave2008

Mar 23, 2012 22:20:56
I've updated Maglubiyet and Moradin.  Very minor tweaks to Maglubiyet. 

I made one big change to Moradin.  Since he is a god of creation/craft I decided to give him a creatorly power.  No he can create Colossi of Morading to fight along side him.  Not sure this the best way to handle that attribute of Moradin, but I thought I would give it a try. I may need to lower his AC as it is really high.
#65

dave2008

Mar 25, 2012 8:36:07
Updated the Raven Queen.  Very minor tweaks to damage, hp.  I did reduce the use of "Fate's Master" to 4 from 5.


I've got 4 more gods on my update list and then I will work on the drafts for Kord and Gruumsh
#66

dave2008

Mar 26, 2012 14:01:13
Well I'm back...

I like what you did with Zehir, most notably the attack template, the justifiably nasty effects (save against death :D), and the nice tidbits of flavor text.

I also got some ideas, take em for what you will, I've been playing WAAAY too much DotA 2

Sehanine: mounted archer perhaps? Or we might have yet another god with multiple forms (not at all a bad thing)

erathis: a slight bit of steampunk perhaps, legendary book of law in one hand?
- but what weapon would he wield? A fasces? (roman symbol of the law)

Xervous,
I just posted a draft of Kord - let me know what you think if you get a minute.

Next up Gruumsh and then Erathis 
#67

dave2008

Apr 10, 2012 10:25:56
I've updated Tiamat.  I big update this time with information from a playtest conducted over the weekend.  I revised her actions to be more similar to the other gods; 2 turns + an instinctive action to get each head active instead of 5 partial turns.  I think this plays better (it worked well in the play test).  The other big change I made after the play test is to her damage. 

Even with the updated MM3 lvl 36 brute damage she couldn't keep up with the tactically poor and unoptimized PCs she went against (she did kill 3 of the 5 before going down though).  I have done some research in the past and I have decided to have all of my epic solos use the increased damage advocated at DMG 42: dmg42.blogspot.com/2012/02/boot-on-face-...   These numbers simply return epic solo damage ratios to what were present in lvl 1 encounters.  Given that epic PCs have a lot more methods to recover from damage, this is probably still low, but it is a good starting point. and an increase over MM3 damage.

I also removed most of the ongoing damage because I found it really tedious to track.  I think just increasing the overall damage gives you more bang for your buck.

I plan to eventually update all the gods I've done with these new damage ratios.  Let me know what you think.     
#68

dave2008

Apr 10, 2012 12:33:59
I had a chance to playtest Torog over the weekend and I realized he need some more updates than I thought.  Updated Torog with the new damage I am using (see the first post update) and I added a recharge power.  I think this new power will help mitigate his low hit points.
#69

dave2008

Apr 11, 2012 11:50:29
Updated Vecna to the new damage levels (see first post for explanation) and tweaked the action point mechanic.  I added  a trigger power to deal with free action attacks (and he can recharge it now as well).  I also added a standard recharge power to give him a heavy hitting power.  I increased the damage on this power when he is blooded to provide the damage boost the guidelines suggest.
#70

dave2008

Apr 11, 2012 14:12:11
Updated Zehir.  Minor tweaks - mostly to the new damage.  This is the last update for a while.  At some point I will go back and update all the gods with the new damage amounts (see first post).  But for now I am going to move on to new gods.  Grummsh is up next then Erathis.
#71

dave2008

Apr 12, 2012 12:09:00
I posted a draft of Gruumsh.  I would love any comments for improvements as I think this is farily rough draft.  Also, as I am drafting up Erathis next and suggestions would be welcome as well.  I plan to use Xervous' steam punk idea as a starting point, just not sure what to do with that yet.
#72

xervous

Apr 22, 2012 21:34:45
well I'm back, again. Nice to see that everything is coming along :D

now that you mention it, shying away from ongoing damage (when it absolutely is not necessary for flavor) is a good thing, seeing how many off turn actions players have available on top of ways to deal with ongoing effects. It could very well mean the difference between the ranger going down or the warlord giving him a few more attacks, or the defender staying up when him dropping would give the god some temporary mobility increase... etc etc

As for erathis and its (his/her?? idr right now) adopted steampunk theme, I feel this could be well... erathis has mechanical armor with cogs and whosits and whatsits and spinning things galore with occasional discharges from the mechanization within. maybe weave it into defensive traits / powers, or... (hey, another when bloodied thing)

the armor breaks when erathis is bloodied, removing some abilites while boosting / allowing others... yawn. Seems so repetitive but i guess its an interesting design if players are only going to see one or two of these gods in their DnD careers.

an interesting defensive effect for the armor (or perhaps another god): if more than X damage is dealt in a turn, it triggers a burst daze/stun/slow (and/or possibly a teleport for the god) to prevent nova turns from becoming too big. Depending on how big X is, it could be aimed at different levels of optimized characters.
#73

dave2008

Apr 25, 2012 15:38:58
well I'm back, again. Nice to see that everything is coming along :D

now that you mention it, shying away from ongoing damage (when it absolutely is not necessary for flavor) is a good thing, seeing how many off turn actions players have available on top of ways to deal with ongoing effects. It could very well mean the difference between the ranger going down or the warlord giving him a few more attacks, or the defender staying up when him dropping would give the god some temporary mobility increase... etc etc

As for erathis and its (his/her?? idr right now) adopted steampunk theme, I feel this could be well... erathis has mechanical armor with cogs and whosits and whatsits and spinning things galore with occasional discharges from the mechanization within. maybe weave it into defensive traits / powers, or... (hey, another when bloodied thing)

the armor breaks when erathis is bloodied, removing some abilites while boosting / allowing others... yawn. Seems so repetitive but i guess its an interesting design if players are only going to see one or two of these gods in their DnD careers.

an interesting defensive effect for the armor (or perhaps another god): if more than X damage is dealt in a turn, it triggers a burst daze/stun/slow (and/or possibly a teleport for the god) to prevent nova turns from becoming too big. Depending on how big X is, it could be aimed at different levels of optimized characters.

Xervous, thank you for your thoughts.


Ongoing damage:  Ya, I agree that it should remain were it makes sense fluff wise, but I know I don't like tracking it.  That being said, I probably should have left more ongoing dmg in my Tiamat revision.  Unfortunately, the .monster file got corrupted, I can't use it, and I don't feel like recreating it any time soon.


Erathis:  I like the idea of machine armor/weapons and how it changes as it breaks down.  I am thinking of maybe 4 stats blocks or certain powers keyed on hit point levels.  I could also see her size changing with each stage from G-H-L-M, that could be interesting.  Maybe I could tie this into 4 concepts of civilization (or other aspects of her domains - need to research that).  I'm definitely sensing an area wall power.
#74

dave2008

May 11, 2012 9:53:57
I'm really busy with work for the next month or so.  Any chance some of the fine minds on these forums want to take up the challenge and stat one or more of the remaining gods?


Comments and suggestions for the current list are appreciated as well.  
#75

ORC_Chaos

May 23, 2012 23:39:45
This thread has been moved by VCL request. 

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#76

pgonzal

Oct 10, 2012 14:25:11
Any chance for some Tharizdun stats in the future? A fight against him will be the cap to my current campaign.

Any ideas on some powers for him would be great too. As the god of madness, I can see him causing lots of effects like dazing, sliding the PCs around, making them attack each other, and just generally causing chaos on the battlefield. Though he also has the Annihilation domain, so seems he should also be able to deal out some serious damage on at least a few of his attacks.

Also, anyone know what his domains were before he got a hold of the shard of evil? From what I understand he only took on annihilation, madness due to the shard's influence.
#77

dave2008

Oct 15, 2012 22:25:04
Any chance for some Tharizdun stats in the future? A fight against him will be the cap to my current campaign.

Any ideas on some powers for him would be great too. As the god of madness, I can see him causing lots of effects like dazing, sliding the PCs around, making them attack each other, and just generally causing chaos on the battlefield. Though he also has the Annihilation domain, so seems he should also be able to deal out some serious damage on at least a few of his attacks.

Also, anyone know what his domains were before he got a hold of the shard of evil? From what I understand he only took on annihilation, madness due to the shard's influence.

I have/had plans to do all the major gods and then some minor ones.  But my interest has wained with my increased interest in 5e.  However, if you can make down a good theme and/or powers to start with I can make a Tharzidun pretty quickly.


How difficult do you want the fight to be?  Do you want a weakend version or a full on level 38-40 version. How optimized are your PCs?  What is their DPR and/or NOVA damage?  Do the excell at stuns, dazes, marks, healing, etc.? 
#78

dave2008

Oct 24, 2012 9:52:01
I've started work on Tharizdun, but I am having a problem on creating the powers.  Any suggestions?  Weapon type, energy type,etc.?  Any help would be great as I am kinda stumped at the moment.
#79

Siberys

Oct 25, 2012 9:13:05
Psychic and necrotic, possibly with more elemental damage types to get past how common psychic and necrotic resistance are, and to tie in with his association with the Elder Elemental Eye.

Effects that 'corrupt' enemies. In addition to dominate, and to further tie in with a possible elemental theme, try something that turns enemies into walking debuffs - light one on fire, surround another with a whirlwind, another with floating, razor-sharp rocks, and another with a constantly-shifting whirlpool. 

Weapon should probably be a whip, scourge, or lash of some sort. I seem to remember that being his favored weapon in Return to the Temple of Elemental Evil, to tie in with his symbol.
#80

dave2008

Oct 26, 2012 11:29:00
Psychic and necrotic, possibly with more elemental damage types to get past how common psychic and necrotic resistance are, and to tie in with his association with the Elder Elemental Eye.

Effects that 'corrupt' enemies. In addition to dominate, and to further tie in with a possible elemental theme, try something that turns enemies into walking debuffs - light one on fire, surround another with a whirlwind, another with floating, razor-sharp rocks, and another with a constantly-shifting whirlpool. 

Weapon should probably be a whip, scourge, or lash of some sort. I seem to remember that being his favored weapon in Return to the Temple of Elemental Evil, to tie in with his symbol.

Thanks you for the thoughts Siberys!  I think a scourge is a great idea.  I can see lots of possibilities with that.  Hopefully I will have him up next week  Thanks again!
#81

dave2008

Sep 19, 2013 1:06:41

Here is an update to Geryon.  I minor revision/tweak of the official version.  Read the 1st page for the explanation of the damage increase.  Adding some minor and move powers and allowed him to use his Horn of Geryon.  Let me know what you think.

#82

dave2008

Jan 16, 2013 3:55:37
Any chance for some Tharizdun stats in the future? A fight against him will be the cap to my current campaign.

Any ideas on some powers for him would be great too. As the god of madness, I can see him causing lots of effects like dazing, sliding the PCs around, making them attack each other, and just generally causing chaos on the battlefield. Though he also has the Annihilation domain, so seems he should also be able to deal out some serious damage on at least a few of his attacks.

Also, anyone know what his domains were before he got a hold of the shard of evil? From what I understand he only took on annihilation, madness due to the shard's influence.

I have added Tharizdun.  He is near the bottom of page 2 of the thread.  However, if you plan to have your PCs fight him, this version is probably too strong.  I would suggest droping him to a level 35 weakend version.  To do that you should drop his defenses and attack bonus by 1 per level and his damage by 2 per level. That should about do it.


I hope it helps.  
#83

pgonzal

Jan 16, 2013 17:48:59
That is awesome, thanks for the hard work, I appreciate it. Should make things interesting for my PCs, if they make it that far.
#84

dave2008

Jan 17, 2013 13:32:19
That is awesome, thanks for the hard work, I appreciate it. Should make things interesting for my PCs, if they make it that far.

Glad I could help!  Now I just have to finish off my list of gods!
#85

dave2008

Jan 18, 2013 9:51:46

I have uploaded Corellon, he is on the first page.  I also realized that with Tharizdun finished I have completed all of the evil ggreater ods.  I also only have one good greater god left, so I think I will do Avandra next and then finish off the unaligned greater gods.  No immediate plans to finish the lesser gods.  I will do those upon request or if the whim strikes.


However, I also noticed that my pre-Tharizdun god damages seem to be off somewhat.  Thus, I want to review all my previous gods and update their damages as needed (yay!)

#86

dave2008

Sep 19, 2013 1:53:05

I couldn't help myself,  I did this one on my lunch break.  I didn't have to change much from the official version.   I upped her level by 1 to fit into my definition of a minor god.  Thus, she is probably the weakest god that I will stat.  Anyway, here is the Sea Mother:

#87

dave2008

Sep 19, 2013 1:55:36

Well after the Sea Mother I got inspired to do another sea god that I thought would be pretty easy.  So I bring you Sekolah - The Great Shark, exarch of Melora and another Lesser God.  As always comments and suggestions are welcome.

#88

dave2008

Sep 19, 2013 1:53:59

So here is the Iron Lord of Dis:  Dispater.  Just a quick update of the official stat block with some new traits and powers I added for a being of equal power to a lesser god.  I went with the 3e "Flesh to Iron" and "Rust" abilities.  Thet seemed pretty interesting.  I hope you like it.
 

#89

dave2008

Sep 19, 2013 1:54:37

Well, I believe this is the last of the officially stated ArchDevils:  Glasya,  Princess of Hell and ruler of the 6th level of Hell - Malbolge.  The officaly write-up for Glasya is a really great lvl 29 elite.  Which puts here in the minor gods category (see the first post).  The only thing I would really do with her would be to update her damage to the DMG 42 blog standards.  However, I went slightly further and decided to make her a lvl 24 solo (per the elite to solo guidelines), updated the damage and added some off turn attacks.  Otherwise pretty much straight out of the book (or magazine in this case).  I actually prefer has a level 29 elite, but I wanted to demonstrate modify an elite to beome a solo - so I did!  Anyway, here is Glasya:

#90

dave2008

Jan 20, 2013 11:24:15
I've posted Avandra (page 1), so I have now completed all the evil and all the good greater gods.  Just 4 unaligned greater gods to go!
#91

dave2008

Jan 22, 2013 20:03:30
I updated Sekolah.  I realized I had accidentaly calculated the brute damage for Sekolah as an increase of 1.5x instead of the correct 1.25x standard damage.  It is correct now.
#92

dave2008

Sep 19, 2013 1:56:35

Bel, Lord of Avernus, General of the Blood War.  I thought about just advancing Bel to be a solo pit fiend, but then I thought he might be more interesting as an elite, so I advaced him to a level 31 elite instead of making him a solo.  I updated the typical pit fiend powers, added some more and switched out the mace for Bel's flaming greatsword.  I imagine the 8 would look pretty similar to Bel.

#93

dave2008

Feb 08, 2013 12:00:07
Aargh!  With the change in the thread presentation (most current is on the first page now).  It messed up my page references.  I guess I will edit those and hope the don't change it again!

Edit:  Nevermind - that won't work.  I will have to just add links. 
#94

Paladin-s_Pride

Jul 11, 2013 15:09:58
With the errata that limits free action attacks to 1/turn, it would seem like many of the abilities that the deities have to stymy that particular tactic would no longer be necessary. In addition, many of your deities make use of multiple free action attacks themselves, and would no longer be able to use those abilities when using the current errata.
#95

dave2008

Jul 14, 2013 17:45:12
With the errata that limits free action attacks to 1/turn, it would seem like many of the abilities that the deities have to stymy that particular tactic would no longer be necessary. In addition, many of your deities make use of multiple free action attacks themselves, and would no longer be able to use those abilities when using the current errata.




Agreed, I may go back and change them at some point.  If needed I can switch the gods free actions to "no actions" if I want to keep the corresponding ability/power.  I will have to think about the effect from the PC side, don't have time to do that now though.  

#96

dave2008

Sep 12, 2013 4:29:35

Oh my goodness!  I just realized that with the forum change I have lost all the stats blocks in my posts!  I will need to go back and add all the stat blocks back in 0 awesome!

#97

dave2008

Sep 14, 2013 4:59:21

Does anyone know how to add pictures from the new gallery format?

#98

svendj

Sep 18, 2013 0:50:52

Here are the stats I used for the Raven Queen in a recent adventure for level 27 characters: 

 
#99

dave2008

Sep 19, 2013 0:56:06

svendj wrote:
#100

dave2008

Sep 19, 2013 1:02:01

Well I was able to figure out how to re-post at least some images from my gallery.  Hopefully i can get them all back!

(Reply to #98)

dave2008

Svedj,

I was able to figure out how to re-post images from my gallery.  I haven't put them all back yet, but I have re-posted the Raven Queen (The greater gods are alphabetically listed on the 1st page of this thread).  Let me know what you think.  Also, how did your encounter go with the Raven Queen?

#102

dave2008

Sep 19, 2013 1:44:43

Well I have re-posted all of the "greater gods" after the community shuffle.  When I get more time I will re-post the lesser & minor gods that have been completed so far.  Then I have to finish of the making the last three greater gods before they take away the Monster Builder!  Then, if there is time and will I will re-work all the gods to reflect the latest 4e errata.

#103

dave2008

Sep 19, 2013 2:10:55

Well, I couldn't wait.  I have re-posted all the gods that I have made this far.  I also reserved spots for all the remaining lesser & minor gods on page 3 of this thread.  Just made sense I thought.  Anyway, now I really need to do some work!

#104

dave2008

Sep 19, 2013 2:04:52

This spot is reserved for:  Mammon

#105

dave2008

Sep 19, 2013 2:05:12

This spot is reserved for: Belial

#106

dave2008

Sep 19, 2013 2:05:26

This spot is reserved for: Fernia

#107

dave2008

Sep 19, 2013 2:05:46

This spot is reserved for: Baalzebul

#108

dave2008

Oct 13, 2013 5:17:20

Here is the Lord of the 8th the Archdevil Mephistopheles! Unfortunately as I am writing this intro a am just realize I spelled his name wrong throughout the entire stat block!  I don't feel like fixing that now.  But I will get to it some time.  Anyway, I found KingCrazyGenius' 4e version of Mephistopheles over at DiceFreaks and modified it to fit my guidelines and added a few twists of my own. 

 

Mephi was difficult because in all of his incarnations throught the editions of DnD he always has fire and cold powers.  To save space I decided to use one power that could be either cold or fire, his choice.  Stil using the standard x4 for my solo hit points.  This made is HP pretty low so I modified KCG's "diabolic surge" to compensate.  Any thoughts?

 

#109

dave2008

Sep 19, 2013 2:06:37

This spot is reserved for: Hruggek

#110

dave2008

Sep 19, 2013 2:06:50

This spot is reserved for: Skerrrit

#111

dave2008

Sep 19, 2013 2:07:15

This spot is reserved for: Rillifane Rallathil

#112

dave2008

Sep 19, 2013 2:07:37

This spot is reserved for: Garl Glittergold

#113

dave2008

Sep 19, 2013 2:07:54

This spot is reserved for: Yondalla

#114

dave2008

Sep 19, 2013 2:08:14

This spot is reserved for: Kurtulmak

#115

dave2008

Sep 19, 2013 2:08:51

This spot is reserved for: Semuanya

#116

dave2008

Sep 19, 2013 2:09:08

This spot is reserved for: Vaprak

#117

dave2008

Sep 19, 2013 2:09:28

This spot is reserved for: Laogzed

#118

svendj

Sep 19, 2013 3:03:27

dave2008 wrote:
#119

dave2008

Sep 20, 2013 7:26:15

svendj wrote:
#120

svendj

Sep 20, 2013 7:47:48

dave2008 wrote:
#121

dave2008

Sep 20, 2013 11:32:11

svendj wrote:
#122

dave2008

Oct 08, 2013 17:47:49

I have posted a draft of the Lord of Cania:  Mephistopheles!  Let me know what you think.  In addition I am almost finished with Erathis and I have a good start on Melora.  Just need to get Ioun going and I will finish up the greater gods!

#123

dave2008

Oct 12, 2013 5:30:34

I have added Erathis.  One the surface she is prbably the most complex god yet with 4 stat blocks, but I really think it is not that much when you consider only on is in play at a time.  Anyway, let me know your thoughts if your interested.  As I mentioned before I have a good start on Melora, but I think I am going to take a brake for a while.  But I do want to finish up the greater gods before the end of the year.

#124

dave2008

Oct 13, 2013 5:19:56

Updated Mephistopheles.  Really minor update.  I corrected an error in Infernal Recovery and corrected the spelling of Mephistopheles name.  Unfortunately I realiezed after I posted it that I missed a few.  I'm not changing it again until (and if) I do the final revision to all these epic updates at the end.