Mord'Sith?

Post/Author/DateTimePost
#1

ariten

Feb 02, 2010 0:28:07
So, I was thinking of stealing the Mord'Sith from The Sword of Truth series (though they'd be based off the Legend of the Seeker show because I've never read the books)

But I'm curious as to how I should do this without messing up the balance too much (I don't want my arcane caster sitting out because magic is futile).

I was thinking, maybe give them an immediate interupt where they can rebound a magical attack?

And how should I handle magical weapons?  Every + is a - instead?
#2

Novacat

Feb 02, 2010 0:29:31
It's been many a year since I've read the book, but I don't remember them being particularly resistant to magic.
#3

ariten

Feb 02, 2010 1:21:48
In the show they have the ability to "turn a person's magic against them." For instance a wizard casting a spell on them would be reflected and kill the wizard, and the Sword of Truth hurts the one to wield it.
#4

feyberry

Feb 02, 2010 3:38:42
There's no way to accurately create a Mord'sith in D&D without completely overpowering them in regards to magic.  It's not just reflecting the magic.  It's taking complete and utter control of it.  The target of their ability isn't allowed to use any magic without the Mord'siths permission.  Richard Cypher is one of the very, very rare people that found a way to break free.  Mostly just because it was written that way to move the plot along.
#5

ariten

Feb 02, 2010 7:36:38
There's no way to accurately create a Mord'sith in D&D without completely overpowering them in regards to magic.  It's not just reflecting the magic.  It's taking complete and utter control of it.  The target of their ability isn't allowed to use any magic without the Mord'siths permission.  Richard Cypher is one of the very, very rare people that found a way to break free.  Mostly just because it was written that way to move the plot along.



I agree that I can't make an acurate representation.  I just liked the idea as them for a big bad's elite forces, so I was thinking of making a monster based off them.  But I'm not married to the idea, so if it's just too difficult to do well I'll just forget about it.
#6

heathan_v20

Feb 02, 2010 7:52:36
Give them a bonus to defenses versus arcane, divine, and primal....this means that characters of psionic and martial can lay down the law on them. I see no problem in this. You could also give them an aura 5 or whatever where any power of those natures in the aura must make a save or they fizzle.
However i wouldn't throw legions upon legions against the PCs. That would make players of those power sources utterly useless. I'd have them be Leaders and such, much like they are in game, I'd also make them elites (even unnamed ones and named ones would be solos).
#7

DanTracker

Feb 02, 2010 8:21:10
loved the Legend o' the Seeker show too. and i thought it would be fun to play out a campaign that draws heavily from the characters and stories there.

but you'd be faced with some major balance issues. imagine how good Kaelin and mord'sith are at melee, but they're also using magic at times.

but as for the ageal that the mord'sith use, you could make that a sort of superior implement that causes the user to be taking ongoing damage and that mord'sith are build similar to rogues, fighters, or monks. that way, you can try to keep the balance in terms of PCs and NPCs, but the ageal is what gives them the power to really be the powerhouses that mord'sith are.

then place a simple at-will that if they can maintain contact with the ageal then it causes ongoing, otherwise, make each hit about the same as a mace or club would. give the critical a massive bonus too, as though when they place it directly against the heart or neck.

as for the rebounding of magic, an aura 5 would keep them safe and then an immediate interrupt that can be recharged would give them something for longer ranged magic attacks.

honestly, i'd probably use a monk chassis, throw in the uber weapon (so that it can be taken from them) maybe a regen so that the weapon doesn't kill them, and a few interrupts vs magic types. there are some examples of that from warden, sorcerer, warlock. all three have at least one power that makes the target take the damage or makes another target take the damage from an attack.

reasonable AC, low Fort, high Ref, high Will should give a similar feel i should think.

i'm going to have to watch this thread for more. i really liked the show and i'd love to work in elements from it to create a campaign.
#8

ariten

Feb 02, 2010 8:26:07
I don't have a DDI subscription, but if I got it for the monster builder and I made a custom monster like this, would it calculate level for me or would I have to do that on my own?
#9

DanTracker

Feb 02, 2010 10:16:49
it wouldn't calculate level based on the stats you give. it adjusts stats based on level and role on the monster you create. so you could decide to create maybe a base monster that represents the Mord'sith in its basic form, then up that level a few to make a more experienced memebr of that group, then maybe throw elite or solo status to make a really powerful one. the stats will adjust a bit for each time to move level up or down or for giving it elite, solo, standard, or minion role. also stats will adjust for class--skirmisher, brute, soldier, lurker, etc.

personally, i make a few low level that are clearly just starting out in that path. then some higher level if they decide they're going after the group to destroy them all. then i'd also make a minion type that could be used after they've really gotten skilled at attacking mord'sith.

i did that with a group that was chasing kobolds. after a while i firgured that they were so well versed in killing kobolds that most kobolds were little more than minions to them.

i'd build the weapon separately as an artifact. instead of concordance, use it to represent the different levels of mord'sith, but keep it the same weapon just with a few changed stats based on mord'sit level. then, you could integrate the weapon powers into the list of powers of the creature or create a separate monster that just represents the weapon itself.

the mord'sith are likley skirmishers or soldiers and probably trained in acrobatics, arcana, bluff, intimidate, maybe religion... possibly stealth.

i'd place a +n for intimidate, arcana. maybe a +2, but maybe a +4...kinda depends. lower leveled, less experienced mord'sith would get the +2 while the others would get the +4.

so, if you decided to get the subscription, the monster builder would be a helpful tool. I'd use the character builder to look for powers that have similarities to monk, rogue, sorcerer, warlock, psion, ardent, fighter, and possibly several skill powers or rituals that might be flavorful as daily powers.

that breath of life, i'd place the stipulation that it cannot be used in combat, make that a ritual they can perform once/day without components. or maybe half components. so, if PCs capture a mord'sith, they might be able to force the mord'sith to resurrect using less in component cost.

and it might not be a terrible idea to give them a dagger to use also so that they don't have to always be holding the ageal. the interrupts to reflect magic attacks i'd likely use would be recharge 3 so that sometimes they can't do it, but most of the time they can resist magic attacks. i'd say they are somewhat psionic in nature, that is why i'd use psion, ardent and monk as some examples for their powers. psion has betrayal; that seems like it could be similar to what they tried to make Richard do.

the aura...i'd say something of a aura 3 of fear, similar to some dragons. so if you get too close you feel that fear of them and the ageal. course the ageal could have that ongoing damage as a rechargeable so that it isn't available at all times and the stipulation that it must be an immobilized target at the very least, if not grabbed.

i'd make most attacks with the ageal as psychic damage and make sure that most powers are melee or melee touch, no reach attacks, maybe one ranged basic with throwing the dagger.
#10

heathan_v20

Feb 02, 2010 10:54:16

Lol I think I might honestly make some of these. In the show the Mord'sith didn't show up till later so I'd assume they are "paragon" teir, but sense I haven't read the books I'm just going to go with a basic mord'sith being level 5.

#11

DanTracker

Feb 02, 2010 11:07:52
yeah, i'd say that the time that Richard was captured and 'trained' was likely around early paragon or just before reaching paragon. in fact, the resistance from killing Kaelin was probably where i'd have placed the step into paragon *if i were DMing the story*
#12

ariten

Feb 02, 2010 11:53:21

Lol I think I might honestly make some of these. In the show the Mord'sith didn't show up till later so I'd assume they are "paragon" teir, but sense I haven't read the books I'm just going to go with a basic mord'sith being level 5.





Good idea, though maybe make a range from like 5-9 or something.  Also, if you do end up making these you can always put it on here./hint
#13

heathan_v20

Feb 02, 2010 12:17:05
Not sure if this is exact but this is what I came up with on the fly. Also for leadership I'd give them a recharge called Fear the Whip, where as a minor action they can force an ally to attack, or somethin' like that.
#14

ariten

Feb 02, 2010 13:33:07
I think the secondary should attack fort.
#15

heathan_v20

Feb 02, 2010 13:58:26
lol it was actually supposed to be vs Will, also the Primal Keywords should be removed.

However upon further review I can see why it should be Fort.

The reason for Primal being removed, is I don't think that the Mord'sith should have power of barbarians, bards, etc. 
Also for mechanics sake, I would even go so far as to have the Mord'sith developed into specialty groups, those who are trained in different "power sources" and able to manipulate those powers. This goes against the books but in a sense it would make the monster a little more balanced.

I will update and post again.
#16

heathan_v20

Feb 02, 2010 14:14:56
And here we go with round 2. I think this is a little more like it imo. Tell me what you guys think. I seriously think even with 2 standard allies it would make the PCs cry...alot.
#17

babyj

Feb 08, 2010 5:34:29
So...does anyone know if a character class is already done for a Mord-Sith PC? I would be interested in it if anyone has seen it, since I am currently working on one. I think its not only possible but should be done to open up the darker characters from Sword of Truth to players. So if noone else has, I plan to set out to make a Mord-sith playable class, one whose powers scale up into what the books depict.
#18

bartleby42

Feb 10, 2010 10:50:33

Lol I think I might honestly make some of these. In the show the Mord'sith didn't show up till later so I'd assume they are "paragon" teir, but sense I haven't read the books I'm just going to go with a basic mord'sith being level 5.




The mord'sith appear in the first book, and quickly fall behind in power level in comparison to new threats.  So I'd go with a level 5-7, with a few exceptional ones around level 16-18.