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Hello Community! I'm a bit of an eccentric. As a long-time fan of both D&D and Warhammer40k, you'll probably see a bit of mixing of the genres from this humble tech-priest. I'm particularly drawn to the more artificial aspects of the default Dungeons & Dragons universe: undead, constructs, soul-powered doomsday devices. I can be a bit of a perfectionist and get a little wordy, but hopefully we'll still get along. Let's become good friends! Please post any notes you have for me on my talk page rather than here. Thanks in advance for your interest!
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Hello Community! I'm a bit of an eccentric. As a long-time fan of both D&D, Warhammer40k, and all variety of other gaming influences... you'll probably see a bit of mixing of the genres from this humble tech-priest. I'm particularly drawn to the more artificial aspects of the default Dungeons & Dragons universe: undead, constructs, soul-powered doomsday devices. I can be a bit of a perfectionist and get a little wordy, but hopefully we'll still get along. Let's become good friends! Please post any notes you have for me on my talk page rather than here. Thanks in advance for your interest!
  
==Obsession I: Necromancer==
+
'''Disclaimer:''' I intend no criticisms to be in any way condescending or offensive. I will try my best to state opinion as opinion and provide hard facts and evidence where approprite, but please forgive me if I slip now and again. I'll do my best to offer the same courtesy and grant the Benefit of the Doubt to all who oppose me. O.o
  
I'm gonna check if anyone else has drafted a sensible Necromancer class here on Dungeons. If not, I'm thinking of pursuing that myself. The Beastmaster Ranger is a good base to start from, I think, with the Shaman as an additional point of reference. Another idea I might pursue is an new Warlock pact for servants of Orcus. The pact boon might create a wraith-like hazard at the unfortunate victims position that lasts a round, reminiscent of the effects of Orcus' scepter.  
+
'''Note to Self:''' Don't forget your ''[[User:Techpriest88/Canvas4|secret project]]''.
  
===Necromancer (4e Class)===
+
== Obsession I: Zerg ==
 +
'''Complete:'''
 +
<br />[[Hydralisk (4e Monster)]]
 +
<br />[[Zergling (4e Monster)]]
 +
<br />[[Baneling (4e Monster)]]
 +
<br />[[Infestor (4e Monster)]]
  
'''''"Any fool adept can create a horde of wretched shambling minions. A true master of undeath prefers quality over quantity."'''''
+
'''In Progress:'''
 +
<br />[[User:Techpriest88/Canvas3|Ultralisk]]
 +
<br />[[User:Techpriest88/Canvas2|Infested]]
 +
<br />[[User:Techpriest88/Canvas1|Queen, Roach, Broodling]]
  
'''Class Traits:'''
+
===Zerg Tactics===
:'''Role:''' Controller. You channel dark energies through your undead companion, shaping the battlefield with your terrifying magic.
+
The Swarm oftentimes employs tactics that seem simplistic on the outside, leading to the belief that they are little more than an incarnate wave of mindless destruction, however, there is more often than not a method to the madness -- a cunning plan that only becomes apparent after it is far too late. The zerg often favour ambushes, multi-pronged assaults, and counter-attacks that leave their victims blinking stupidly in complete surprise. Those who have experience with the Swarm know that the obvious attack may very well be a diversion, as the zerg care nothing for their own lives, if it serves a greater purpose. Below are outlined some of the tactics that might be employed by the Swarm to catch their prey off guard.
:'''Power Source:''' Shadow. Your power comes from an undersnding of life and death, a combination of mystic devotion and cold science. As such, you draw upon the same energies of the Shadowfell that animate most undead.
 
:'''Key Abilities:''' Constitution, Intelligence, Wisdom
 
  
:'''Armour Proficiencies:''' Cloth
+
'''Burrowing:''' Zerg are fond of lying in wait to burst forth from shallow burrows when prey stumbles into their trap. Careful scrutiny of an area may reveal these would-be ambushers, however, the Swarm can act with greater coordination, routing their prey into a waiting trap or luring them into a crossfire with a feigned retreat. A very few strains even possess the ability to tunnel through the ground, swimming through earth and stone with ease to strike in the most seemingly secure locations.
:'''Weapon Proficiencies:''' Simple melee, simple ranged
 
:'''Implements:''' Daggers, Orbs
 
:'''Bonus to Defense:''' +2 Fortitude
 
  
:'''Hit Points at 1st Level:''' 12 + Constitution score
+
'''Overlords:''' To a novice, overlords are little more than the eyes of the zerg. They guide and direct the Swarm's minions on the battlefield, but if none of the more dangerous breeds are to be seen, it is deemed ultimately harmless. Such a mistaken conculsion is never reached twice, as overlords are often evolved in such a way as to carry several of their earthbound siblings with no outward indication of such deadly cargo. In this way, a single ignored overlord can cause a great deal of chaos.
:'''Hit Points per Level Gained:''' 5
 
:'''Healing Surges per Day:''' 6 + Constitution modifier
 
  
:'''Trained Skills:''' Arcana or Religion (your choice). From the class skills list below, chose four more trained skills at 1st level.
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'''Nydus Worms:''' An extablished hive cluster often has access to the genetic material and resources needed to create a Nydus network -- a vast labyrinth of giant tunneling worms whose intestines act as living corridors to transport the minions of the Swarm. Like the zerg ''creep'', Nydus canals help any zerg within them along, speeding up travel by an incredible degree. The worst feature of the network, for the foes of the Swarm, is the extreme stealth of the tunneling worms. The only warning of an inbound Nydus worm is a slight tremmor mere seconds before its gargantuan head busts from the ground, unleashing a torrent of zerg from it's lamprey-like maw.
::''Class Skills:'' Arcana (Int), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int)
 
  
:'''Build Options:'''
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==Obsession II: 4e Balance Analysis==
:'''Class Features:'''
 
  
{{4e Class Traits
+
The following table shows the current standards for monster defenses and player attack rolls, taking the influence of magic items and optimized ability scores into account. I'm assuming 16 + 2 racial bonus for ability scores, because 18 + 2 racial is rarely practical. For magic items, I'm going by the item level rather than when players might start to find them, because at that level the whole party is likely equipped thanks to purchases or the Enchant Magic Item ritual. It culminates in the theoretical attack roll needed to hit the average monster at that level.
|role=[[4e Index (4e Other)#controler|Controler]]. You channel dark energies, often through your undead companion, shaping the battlefield with your terrifying magic.
 
|power_source=[[4e Index (4e Other)#shadow power source|Shadow]]. Your power comes from an undersnding of life and death, a combination of mystic devotion and cold science. As such, you draw upon the same energies of the Shadowfell that animate most undead.
 
|abilities=[[4e Index (4e Other)#ability scores|Constitution]], [[4e Index (4e Other)#ability scores|Intelligence]], [[4e Index (4e Other)#ability scores|Wisdom]]
 
|armor=[[4e Index (4e Other)#cloth armor|Cloth]]
 
|weapons=[[4e Index (4e Other)#simple weapons|Simple]] [[4e Index (4e Other)#melee weapon|melee]], [[4e Index (4e Other)#simple weapons|simple]] [[4e Index (4e Other)#ranged weapon|ranged]]
 
|implements=[[Dagger, Arcane Implement (4e Equipment)|Dagger]], [[Orb, Arcane Implement (4e Equipment)|Orb
 
|defense=+2 [[4e Index (4e Other)#fortitude defense|Fortitude]]
 
|level_1_hp=12
 
|hp_per_level=5
 
|healing_per_day=6
 
|surgeability=[[4e Index (4e Other)#ability scores|Constitution]]
 
|auto_skills=[[4e Index (4e Other)#Arcana skill|Arcana]] or [[4e Index (4e Other)#Religion skill|Religion]]
 
|#_of_skills=four
 
|skills=[[4e Index (4e Other)#Arcana skill|Arcana]] ([[4e Index (4e Other)#ability scores|Int]]), [[4e Index (4e Other)#Dungeoneering skill|Dungeoneering]] ([[4e Index (4e Other)#ability scores|Wis]]), [[4e Index (4e Other)#Endurance skill|Endurance]] ([[4e Index (4e Other)#ability scores|Con]]), [[4e Index (4e Other)#Heal skill|Heal]] ([[4e Index (4e Other)#ability scores|Wis]]), [[4e Index (4e Other)#Insight skill|Insight]] ([[4e Index (4e Other)#ability scores|Wis]]), [[4e Index (4e Other)#Intimidate skill|Intimidate]] ([[4e Index (4e Other)#ability scores|Cha]]), [[4e Index (4e Other)#Nature skill|Nature]] ([[4e Index (4e Other)#ability scores|Wis]]), [[4e Index (4e Other)#Religion skill|Religion]] ([[4e Index (4e Other)#ability scores|Int]])
 
|builds=Cursing Necromancer, Bolstering Necromancer
 
|features=
 
}}
 
  
Necromancers seek to master the secrets of undeath by studying the nature of both mortality and magic. They are masters of the forces governing life and death, using their expertise to tap into the true potential of their undead companions. Perhaps they have a great many minions - fruits of their experimentation thusfar, but they are quick to realize the benefits of subtlety in a world hostile to their Dark Arts.<br>
+
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
&nbsp;&nbsp;&nbsp;You were entranced by the secrets of mortality and the possibilities offered by undeath. The forbidden lore that would repulse another is your bread and butter. Perhaps you aspire to command an army of undead and secure a realm of your own. Or do you wish to join their ranks as an Archlich?<br>
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! Level || Standard Defense || Typical Attack Bonus || From Ability || From Level || From Magic || Roll to Hit
&nbsp;&nbsp;&nbsp;Whatever your goals, you have much to learn. You've gathered a band of adventurers around yourself - a rare bunch who can tollerate your taboo obsession. Will you achieve your dreams? Or will fate catch you in its crosshairs, just another corpse to be animated by your peers?
+
|- class="{{Odd-Even}}"
 +
| 1st || 13 || +5 || +4 || +0 || +1 || 8 or more
 +
|- class="{{Odd-Even}}"
 +
| 2st || 14 || +6 || "" || +1 || "" || 8
 +
|- class="{{Odd-Even}}"
 +
| 3rd || 15 || "" || "" || "" || "" || 9
 +
|- class="{{Odd-Even}}"
 +
| 4th || 16 || +7 || "" || +2 || "" || 9
 +
|- class="{{Odd-Even}}"
 +
| 5th || 17 || "" || "" || "" || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 6th || 18 || +9 || "" || +3 || +2 || 9
 +
|- class="{{Odd-Even}}"
 +
| 7th || 19 || "" || "" || "" || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 8th || 20 || +11 || +5 || +4 || "" || 9
 +
|- class="{{Odd-Even}}"
 +
| 9th || 21 || "" || "" || "" || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 10th || 22 || +12 || "" || +5 || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 11th || 23 || +13 || "" || "" || +3 || 10
 +
|- class="{{Odd-Even}}"
 +
| 12th || 24 || +14 || "" || +6 || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 13th || 25 || "" || "" || "" || "" || 11
 +
|- class="{{Odd-Even}}"
 +
| 14th || 26 || +16 || +6 || +7 || "" || 10
 +
|- class="{{Odd-Even}}"
 +
| 15th || 27 || "" || "" || "" || "" || 11
 +
|- class="{{Odd-Even}}"
 +
| 16th || 28 || +18 || "" || +8 || +4 || 10
 +
|- class="{{Odd-Even}}"
 +
| 17th || 29 || "" || "" || "" || "" || 11
 +
|- class="{{Odd-Even}}"
 +
| 18th || 30 || +19 || "" || +9 || "" || 11
 +
|- class="{{Odd-Even}}"
 +
| 19th || 31 || "" || "" || "" || "" || 12
 +
|- class="{{Odd-Even}}"
 +
| 20th || 32 || +20 || "" || +10 || "" || 12
 +
|- class="{{Odd-Even}}"
 +
| 21th || 33 || +22 || +7 || "" || +5 || 11
 +
|- class="{{Odd-Even}}"
 +
| 22th || 34 || +23 || "" || +11 || "" || 11
 +
|- class="{{Odd-Even}}"
 +
| 23th || 35 || "" || "" || "" || "" || 12
 +
|- class="{{Odd-Even}}"
 +
| 24th || 36 || +24 || "" || +12 || "" || 12
 +
|- class="{{Odd-Even}}"
 +
| 25th || 37 || "" || "" || "" || "" || 13
 +
|- class="{{Odd-Even}}"
 +
| 26th || 38 || +26 || "" || +13 || +6 || 12
 +
|- class="{{Odd-Even}}"
 +
| 27th || 39 || "" || "" || "" || "" || 13
 +
|- class="{{Odd-Even}}"
 +
| 28th || 40 || +28 || +8 || +14 || "" || 12
 +
|- class="{{Odd-Even}}"
 +
| 29th || 41 || "" || "" || "" || "" || 13
 +
|- class="{{Odd-Even}}"
 +
| 30th || 42 || +29 || "" || +15 || "" || 13
 +
<!-- repeat as needed -->
 +
|}
  
=== Creating a Necromancer ===
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'''Note:''' the Standard Defense indicates the level apropriate AC minus weapon proficiency bonus (typical +2) and non-AC defenses as suggested in the DMG. I'll look into ''actual'' monster statistics as well, to make sure this is practical.
The necromancer has two basic builds to start: the cursing necromancer and the bolstering necromancer. Necromancers rely upon Constitution for their attacks. Wisdom aids their curses, while Intelligence aids their companion-centric powers and AC.
 
  
I'll work on this more a little later... (gonna describe build options here.)
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I have included neither class features, nor sundry items' and powers' effects above. I'll try to get to them later on in the article. Feel free to submit anything I've missed as the point of the analysis is definitely accuracy.  
  
=== Implements ===
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As you can see, the necessary roll to hit (given the factors included in this analysis) gradually increases from 1st to 30th levels. This hike in difficulty might be simply expected, otherwise, it might need to be forstalled. This gives us two approaches to game balance: gradual curve and linear progression.
  
=== Necromancer Class Features ===
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{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
You have the following class features.
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! Source || Bonus per Level || Bonus per Tier || Overall per Tier
 +
|- class="{{Odd-Even}}"
 +
| Ability || Complex || +1 <sup>1/2</sup> || style="text-align: center;" rowspan="3"|8 <sup>1/2</sup>
 +
|- class="{{Odd-Even}}"
 +
| Level || 1 per 2 || +5
 +
|- class="{{Odd-Even}}"
 +
| Magic || 1 per 5 || +2 
 +
<!-- repeat as needed -->
 +
|}
  
==== Undead Mastry ====
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One factor that I didn't include above was the Expertise feats, which are Heroic tier. In my personal opinion, no one should go without them. At the same time, if they're taken right away, it makes hitting your target absurdly easy in the early levels, then things start getting harder from there, which is consistent with the gradual curve approach. If the linear progression is preferred, I suggest that Implement/Weapon Expertise be made a Paragon Feat instead and be rewritten as follows:
  
You gain an undead companion, chosen from one of these categories: Skeleton, Wraith, Zombie.  
+
Implement/Weapon Expertise
 +
You gain a +1 bonus to attacks with the chosen implement or weapon for each 10 levels above 1st.
 +
Special: This feat may be taken multiple times, each time applying to a different implement or weapon.
  
More to come later...
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Even with these changes the equation is still slightly non-linear. The irregularity comes from the ability score increases. They make the mistake, if I may be so bold, of clinging half-way to tradition while introducing the new tier system. They should have thrown out the old way and evened it out, if linear progression was their goal (which is an open quesiton).
  
==== Ritual Casting ====
+
The solution: grant ability increases every 3rd level into the tier (3rd, 6th, 9th, then 13th, 16th, 19th, etc.) as well as the usual welcoming bonus at 11th and 21st. This way, the (possible) increase to any one ability score will be 4 points per 10 levels (in agregate), for a +2 bonus increase to dependent rolls. The ultimate results are as follows.
You gain the Ritual Caster feat (PH 200) as a bonus feat, allowing you to use magical rituals.
 
  
=== Undead Companions ===
+
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
 +
! Source || Bonus per Level || Bonus per Tier || Overall per Tier
 +
|- class="{{Odd-Even}}"
 +
| Ability || Complex || +2 || style="text-align: center;" rowspan="4"|10
 +
|- class="{{Odd-Even}}"
 +
| Level || 1 per 2 || +5
 +
|- class="{{Odd-Even}}"
 +
| Magic || 1 per 5 || +2 
 +
|- class="{{Odd-Even}}"
 +
| Expertise || 1 per 10 || +1 
 +
<!-- repeat as needed -->
 +
|}
  
'''Skeleton Statistics'''
+
This coincides prefectly with the recommended defenses per level progression in the DMG, thus ensuring that the game can proceed at a predictable challenge level with minimal need for further modification. The climactic and wondrous benefit of this is, theoretically, that gameplay will not become unbalanced, no matter how long you play, so long as these key elements remain in their proper progression. Look forward to contributions reaching into the next several tiers, sometime in the future: the Catastrophic, Apocalyptic and the Cosmic Tiers (names are not set in stone). :P
:'''Ability Scores:''' Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
 
:'''Size:''' Medium
 
:'''Speed:''' 6 Squares
 
:'''Defense:''' AC 12 + level, Fortitude 12 + level, Reflex 12 + level, Will 10 + level
 
:'''Hit Points:''' 12 + 8 per level
 
:'''Attack Bonus:''' Level + 4
 
:'''Melee Basic Attack:''' Claw; level + 4 vs. AC; 1d8 + Dexterity modifier damage.
 
:'''Opportunity Attacks:''' A skeleton gains a +2 bonus to the attack roll when making an opportunity attack.
 
:'''Trained Skills:''' Endurance, Perception
 
  
'''Wraith Statistics'''
+
===Other Considerations===
:'''Ability Scores:''' Strength 4, Constitution 12, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 16
+
There are, of course, other influences on attack rolls. Below I'll compile a list of class features, powers, feats and items that affect attacks and analyze their impact, making suggestions as appropriate.
:'''Size:''' Medium
 
:'''Speed:''' fly 6 Squares (hover), phasing
 
:'''Defense:''' AC 12 + level, Fortitude 10 + level, Reflex 12 + level, Will 12 + level
 
:'''Hit Points:''' 8 + 4 per level
 
:'''Insubstantial:''' A wraith has insubstantial.
 
:'''Attack Bonus:''' Level + 2
 
:'''Melee Basic Attack:''' Shadow Touch; level + 2 vs. Reflex; 1d6 + Charisma modifier necrotic damage.
 
:'''Combat Advantage:''' When a wraith has combat advantage against a target, it deals extra necrotic damage equal to 1d6 per tier.
 
:'''Trained Skills:''' Perception, Stealth
 
  
'''Zombie Statistics'''
+
====Class Features & Powers====
:'''Ability Scores:''' Strength 16, Constitution 14, Dexterity 12, Intelligence 6, Wisdom 12, Charisma 6
 
:'''Size:''' Medium
 
:'''Speed:''' 5 Squares
 
:'''Defense:''' AC 12 + level, Fortitude 14 + level, Reflex 10 + level, Will 10 + level
 
:'''Hit Points:''' 16 + 10 per level
 
:'''Attack Bonus:''' Level + 2
 
:'''Melee Basic Attack:''' Slam; level + 2 vs. AC; 1d12 + Strength modifier damage.
 
:'''Grabbing:''' Targets grabbed by a zombie take a -5 penalty on checks made to escape.
 
:'''Trained Skills:''' Athletics, Endurance
 
  
''Companions logically capable of carrying weapons may make basic attacks with them instead (ie. skeletons and zombies, but not wraiths).''
+
'''Avenger:'''<br>
 +
* ''Oath of Emnity'' allows the avenger to roll 2d20 when attacking and use the better die. It's effectiveness depends on how easy or difficult the defense would be to overcome initially. Drawbacks are that you gain no bonus when swarmed and can only pursue one foe at a time until it's dead.
  
=== Animate Undead Companion (4e Ritual) ===
+
* ''Channel Divinity: Divine Guidance'' allows an ally to gain the benefit of your ''Oath'' on an attack once per encounter as an immdediate interrupt.
  
'''''The remains stand and stare at you with unnatural cunning, prepared to serve and fight at your direction.'''''
+
'''Barbarian:'''<br>
 +
* ''Taneborne Triumph'' grants a bonus to the next attack the barbarian or an ally makes targeting a creature (s)he just bloodied equal to the babarian's Charisma modifier (secondary).
 +
:This is an unlimited, triggered effect that technically does not require any action. In reality, you have to attack and bloody an enemy to grant the bonus. It is limited enough in usage that it shouldn't present problems.
  
<table border=0>
+
'''Bard:'''<br>
<tr><td>'''Level:''' 1</td> <td>'''Component Cost:''' 50gp</td></tr>
+
* ''Guiding Strike'' is an at-will attack power that allows the bard to reduce one of the target's defenses by 2 on a hit.
<tr><td>'''Category:''' Restoration</td> <td>'''Market Price:''' None</td></tr>
+
:This effectively aids as many allies as can hit the target's chosen defense, the bard included, on his/her next turn. With a good mix of characters though, not all of them may be able to attack that defense. Seems reasonable to me.
<tr><td>'''Time:''' 4 hours</td> <td>'''Key Skill:''' Arcana (no check)</td></tr>
 
<tr><td>'''Durration:''' Instantaneous</td> <td></td></tr>
 
</table>
 
  
This ritual allows you to animate a suitable humanoid corpse as an undead companion. It may only be used by a Necromancer with the Undead Mastry class feature and only if his/her previous companion has been destroyed or dismissed.<br>
+
'''Cleric:'''<br>
&nbsp;&nbsp;&nbsp;The undead companion may be either a zombie or skeleton, at the casters option (and as the corpse allows), and counts as a new creature. The following circumstances may apply:
+
* ''Channel Divinity: Divine Fortune'' can, as a free action, grant a +1 bonus to the cleric's next attack. This is an encounter power.
 +
:Stacks with power bonuses, but small and limited usage.
  
* You must use a medium-sized humanoid corpse as an additional component cost. The remains must be sufficiently intact to produce the desired companion (ie. mostly whole for a zombie, at least skeletal for a skeleton, of negotiable quality for a wraith).
+
* ''Lance of Faith'' is an at-will attack power that, if successful, grants an ally in sight a +2 power bonus to its next attack roll against the target.
* Your new undead companion suffers the equivalent of a death penalty (see the Raise Dead ritual, PH 311) until you have reached 3 milestones. It takes some time for the animating energies to solidify.
+
:Conservative.
* The component cost increases to 500gp at paragon tier and 5,000gp at epic tier. You learn new techniques to strengthen your undead companion as your grow in power (it still uses the same statistics).
 
  
== Obsession II: Lich ==
+
* ''Righteous Brand'' is an infamous, at-will attack power that, if successful, grants an ally within 10 squares a power bonus to its next melee attack roll against the target equal to your primary ability modifier.<br>
 +
:If attacks and defenses follow a linear progression, advancing bonuses are a no-no. Even with the gradual curve model, this power is a bit excessive, being at-will. I'll come back to it.
  
Before i begin, i will admit that this section is influenced a bit by Harry Potter. ~hangs head in shame~ However, even the silliest novels/movies/games/what-have-you can be brutally harvested for their more useful conceptual organs, and that's precisely what i intend to do.
+
'''Druid:'''<br>
 +
* ''Pounce'' is an at-will beastform attack power that causes the target to grant combat advantage to the next attacker.
 +
:Conservative.
  
=== Lich Phylactery (variant) ===
+
'''Fighter:'''<br>
 +
* ''Combat Superiority'' grants fighters a bonus to opportunity attacks equal to their Wisdom modifier, likely a tertiary ability.
 +
:This only applies to opportunity attack, which puts it largely under DM control. A clever DM will make it fun and useful, but never threaten balance.
  
A lich's phylactery is imbued with an imprint of his spirit, binding his soul to the object. If a lich's body is destroyed, his soul does not depart into the Shadowfell - as is the custom of disembodied souls - but is instead drawn to his phylactery, the beacon for his rebirth. A side-effect of this imprinting is that the phylactery has a mind of its own... after a fashion.
+
* ''Fighter Weapon Talent'' grants fighters a static +1 bonus to attacks with either one-handed or two-handed weapons. We can assume this will always be in effect, since a figher ought to always have his/her best tool in hand.
 +
:This is pretty typical with similar abilities popping up in other classes.
  
A phylactery's psyche mirrors that of its creator. While they do not share knowlege, the two are inexorably linked, causing them to seek the same goals, think the same way, and otherwise be really great friends. A lich who touches his phylactery can commune with it, sharing an alarming quantity of knowledge. The lich is aware of its surroundings while doing so, incurring no penalties, but can take no other actions during the round in which it does so, other than to make Perception check and knowledge checks. Any knowledge checks made when in contact with the phylactery recieve a +2 bonus as though successfully aided by an ally.
+
* ''Sure Strike:'' is an at-will Weapon attack vs. AC that is effectively always rolled with a +2 bonus.
 +
:Lower damage balances this well enough, despite at-will usage.
  
A phylactery that is discovered by adventurers or passers-by may find itself in a precarious situation, for most people, should they discover it's true nature, would immediately destroy it - or worse. An Arcana or Religion check against a DC equal to the lich's level + 15 reveals the true nature of a phylactery. It can commnunicate with anyone coming into contact with it in much the same manner as an artefact would and often often tries to fool anyone finding it into furthering its own agenda (it has the same bonuses to skill checks as the lich and will likely make frequent use of it's Bluff skill).
+
'''Invoker:'''<br>
 +
* ''Channel Divinity: Preserver's Rebuke'' you add your Intelligence modifier (secondary) to your next attack roll against an opponent within 10 squares who damaged an ally. Usable once per encounter.
 +
:This lies somewhere between ''Divine Favor'' and ''Taneborn Triumph''.
  
=== Phylactery Ideas for DMs ===
+
'''Paladin:'''<br>
 +
* ''Valiant Strike'' is an at-will attack power that gains a bonus of one or more to it's attack roll, depending on how many enemies are adjacent to the paladin.
 +
:Variable bonus is somewhat under DM control. The paladin might position himself well and get a good bonus, but a wary DM will protect "important" enemies.
  
A tome of arcane knowledge could make a fine phylactery. A sly lich might hide the magical phrases scribed in blood by using a Secret Page ritual (PH 311), making discerning it's true nature that much more difficult. The Arcana or Religion check could not be made unless the hidden script is found, however, a canny adventurer might suspect that the sinister talking tome is more than it appears and guess it's nature without finding the missing pages.
+
'''Ranger:'''<br>
 +
* ''Prime Shot'' works much like the fighter's ''Weapon Talent'', but is more limited. The ranger must be the closest among his/her allies to the target and be using a ranged attack.
  
A paranoid lich (which is to say, all of them) might surround his phylactery with Eyes of Warding, using it as the focus for the Eyes (a expensive ruby brightens up any phylactery after all). As heroes approach, the lich knows and calls the phylactery to safety using Drawmij's Instant Summons (liches can cheat and summon a phylactery, too... they're just that good), all while the alarm alerts minions who swarm them from hidden recesses. Snatching a moment's reprieve from the jaws of defeat.
+
* ''Careful Attack is almost exactly like ''Sure Strike'', but also ranged.
 +
:Conservative.
  
=== Spellskin (4e Ritual) ===
+
'''Rogue:'''<br>
 +
* ''Weapon Talent'' resembles the fightter's ''Weapon Talent'' but is limited to daggers (as far as the attack bonus is concerned).
 +
:Vavious weapons count as daggers for this class feature, but generally their damage is low. It mainly serves to encourage the "rogues use daggers" theme and low weapon damage is offset somewhat by ''Sneak Attack''. Still high {{W}} powers will suffer a little. Works for me.
  
Not every goal can be pursued in an ominous cavern or dark fortress. Sometimes a powerful lich actually needs to socialize without causing a panic, and that's where this ritual comes in. Spellskin produces a mild force effect that simulates the feel of warm skin, backing it up with visual, tactile and olfactory illusions. It supports clothing, but crumbles under any sudden force, making it ineffective in any kind of combat encounter.
+
* ''Piercing Strike'' is an at-will Weapon attack power against a non-AC defense. This is equivalent to a +2 bonus, in many cases.
 
+
:Not too scary.
'''Lesser Spellskin'''
 
 
 
''You cloak yourself in an illusory disguise, making yourself appear to be someone else. The spell replicates appearance and smell, masking your own, and moves with you as naturally as your own skin.''
 
 
 
Level: 12
 
Category: Deception
 
Time: 1 hour
 
Duration: 24 hours
 
Component Cost: 500 gp
 
Market Price: 2,600 gp
 
Key Skill: Arcana
 
 
 
More on that later...
 
 
 
=== Multiply Phylactery (4e Ritual) ===
 
 
 
Litches are very pragmatic beings, as a general rule. As such, they will "hedge their bets" whenever possible, so it's no wonder some of the most powerful liches have mastered an obscure ritual to duplicate their phylactery. The duplicates need not be identical and often seem mundane or harmless as a means to avoid detection. This has the additial benefit of allowing a lich to feel more secure when using his phylactries as tools to influence others and further his agenda in the wider world.
 
 
 
Details to come later...
 
 
 
=== Phylactery Binding (4e Ritual) ===
 
 
 
Coming soon...
 
 
 
== Obsession III: Zerg ==
 
 
 
[[User:Techpriest88/Zergling|Zergling]]<br>
 
[[User:Techpriest88/Baneling|Baneling]]<br>
 

Latest revision as of 21:29, 2 January 2012

Hello Community! I'm a bit of an eccentric. As a long-time fan of both D&D, Warhammer40k, and all variety of other gaming influences... you'll probably see a bit of mixing of the genres from this humble tech-priest. I'm particularly drawn to the more artificial aspects of the default Dungeons & Dragons universe: undead, constructs, soul-powered doomsday devices. I can be a bit of a perfectionist and get a little wordy, but hopefully we'll still get along. Let's become good friends! Please post any notes you have for me on my talk page rather than here. Thanks in advance for your interest!

Disclaimer: I intend no criticisms to be in any way condescending or offensive. I will try my best to state opinion as opinion and provide hard facts and evidence where approprite, but please forgive me if I slip now and again. I'll do my best to offer the same courtesy and grant the Benefit of the Doubt to all who oppose me. O.o

Note to Self: Don't forget your secret project.

Obsession I: Zerg[edit]

Complete:
Hydralisk (4e Monster)
Zergling (4e Monster)
Baneling (4e Monster)
Infestor (4e Monster)

In Progress:
Ultralisk
Infested
Queen, Roach, Broodling

Zerg Tactics[edit]

The Swarm oftentimes employs tactics that seem simplistic on the outside, leading to the belief that they are little more than an incarnate wave of mindless destruction, however, there is more often than not a method to the madness -- a cunning plan that only becomes apparent after it is far too late. The zerg often favour ambushes, multi-pronged assaults, and counter-attacks that leave their victims blinking stupidly in complete surprise. Those who have experience with the Swarm know that the obvious attack may very well be a diversion, as the zerg care nothing for their own lives, if it serves a greater purpose. Below are outlined some of the tactics that might be employed by the Swarm to catch their prey off guard.

Burrowing: Zerg are fond of lying in wait to burst forth from shallow burrows when prey stumbles into their trap. Careful scrutiny of an area may reveal these would-be ambushers, however, the Swarm can act with greater coordination, routing their prey into a waiting trap or luring them into a crossfire with a feigned retreat. A very few strains even possess the ability to tunnel through the ground, swimming through earth and stone with ease to strike in the most seemingly secure locations.

Overlords: To a novice, overlords are little more than the eyes of the zerg. They guide and direct the Swarm's minions on the battlefield, but if none of the more dangerous breeds are to be seen, it is deemed ultimately harmless. Such a mistaken conculsion is never reached twice, as overlords are often evolved in such a way as to carry several of their earthbound siblings with no outward indication of such deadly cargo. In this way, a single ignored overlord can cause a great deal of chaos.

Nydus Worms: An extablished hive cluster often has access to the genetic material and resources needed to create a Nydus network -- a vast labyrinth of giant tunneling worms whose intestines act as living corridors to transport the minions of the Swarm. Like the zerg creep, Nydus canals help any zerg within them along, speeding up travel by an incredible degree. The worst feature of the network, for the foes of the Swarm, is the extreme stealth of the tunneling worms. The only warning of an inbound Nydus worm is a slight tremmor mere seconds before its gargantuan head busts from the ground, unleashing a torrent of zerg from it's lamprey-like maw.

Obsession II: 4e Balance Analysis[edit]

The following table shows the current standards for monster defenses and player attack rolls, taking the influence of magic items and optimized ability scores into account. I'm assuming 16 + 2 racial bonus for ability scores, because 18 + 2 racial is rarely practical. For magic items, I'm going by the item level rather than when players might start to find them, because at that level the whole party is likely equipped thanks to purchases or the Enchant Magic Item ritual. It culminates in the theoretical attack roll needed to hit the average monster at that level.

Level Standard Defense Typical Attack Bonus From Ability From Level From Magic Roll to Hit
1st 13 +5 +4 +0 +1 8 or more
2st 14 +6 "" +1 "" 8
3rd 15 "" "" "" "" 9
4th 16 +7 "" +2 "" 9
5th 17 "" "" "" "" 10
6th 18 +9 "" +3 +2 9
7th 19 "" "" "" "" 10
8th 20 +11 +5 +4 "" 9
9th 21 "" "" "" "" 10
10th 22 +12 "" +5 "" 10
11th 23 +13 "" "" +3 10
12th 24 +14 "" +6 "" 10
13th 25 "" "" "" "" 11
14th 26 +16 +6 +7 "" 10
15th 27 "" "" "" "" 11
16th 28 +18 "" +8 +4 10
17th 29 "" "" "" "" 11
18th 30 +19 "" +9 "" 11
19th 31 "" "" "" "" 12
20th 32 +20 "" +10 "" 12
21th 33 +22 +7 "" +5 11
22th 34 +23 "" +11 "" 11
23th 35 "" "" "" "" 12
24th 36 +24 "" +12 "" 12
25th 37 "" "" "" "" 13
26th 38 +26 "" +13 +6 12
27th 39 "" "" "" "" 13
28th 40 +28 +8 +14 "" 12
29th 41 "" "" "" "" 13
30th 42 +29 "" +15 "" 13

Note: the Standard Defense indicates the level apropriate AC minus weapon proficiency bonus (typical +2) and non-AC defenses as suggested in the DMG. I'll look into actual monster statistics as well, to make sure this is practical.

I have included neither class features, nor sundry items' and powers' effects above. I'll try to get to them later on in the article. Feel free to submit anything I've missed as the point of the analysis is definitely accuracy.

As you can see, the necessary roll to hit (given the factors included in this analysis) gradually increases from 1st to 30th levels. This hike in difficulty might be simply expected, otherwise, it might need to be forstalled. This gives us two approaches to game balance: gradual curve and linear progression.

Source Bonus per Level Bonus per Tier Overall per Tier
Ability Complex +1 1/2 8 1/2
Level 1 per 2 +5
Magic 1 per 5 +2

One factor that I didn't include above was the Expertise feats, which are Heroic tier. In my personal opinion, no one should go without them. At the same time, if they're taken right away, it makes hitting your target absurdly easy in the early levels, then things start getting harder from there, which is consistent with the gradual curve approach. If the linear progression is preferred, I suggest that Implement/Weapon Expertise be made a Paragon Feat instead and be rewritten as follows:

Implement/Weapon Expertise You gain a +1 bonus to attacks with the chosen implement or weapon for each 10 levels above 1st. Special: This feat may be taken multiple times, each time applying to a different implement or weapon.

Even with these changes the equation is still slightly non-linear. The irregularity comes from the ability score increases. They make the mistake, if I may be so bold, of clinging half-way to tradition while introducing the new tier system. They should have thrown out the old way and evened it out, if linear progression was their goal (which is an open quesiton).

The solution: grant ability increases every 3rd level into the tier (3rd, 6th, 9th, then 13th, 16th, 19th, etc.) as well as the usual welcoming bonus at 11th and 21st. This way, the (possible) increase to any one ability score will be 4 points per 10 levels (in agregate), for a +2 bonus increase to dependent rolls. The ultimate results are as follows.

Source Bonus per Level Bonus per Tier Overall per Tier
Ability Complex +2 10
Level 1 per 2 +5
Magic 1 per 5 +2
Expertise 1 per 10 +1

This coincides prefectly with the recommended defenses per level progression in the DMG, thus ensuring that the game can proceed at a predictable challenge level with minimal need for further modification. The climactic and wondrous benefit of this is, theoretically, that gameplay will not become unbalanced, no matter how long you play, so long as these key elements remain in their proper progression. Look forward to contributions reaching into the next several tiers, sometime in the future: the Catastrophic, Apocalyptic and the Cosmic Tiers (names are not set in stone). :P

Other Considerations[edit]

There are, of course, other influences on attack rolls. Below I'll compile a list of class features, powers, feats and items that affect attacks and analyze their impact, making suggestions as appropriate.

Class Features & Powers[edit]

Avenger:

  • Oath of Emnity allows the avenger to roll 2d20 when attacking and use the better die. It's effectiveness depends on how easy or difficult the defense would be to overcome initially. Drawbacks are that you gain no bonus when swarmed and can only pursue one foe at a time until it's dead.
  • Channel Divinity: Divine Guidance allows an ally to gain the benefit of your Oath on an attack once per encounter as an immdediate interrupt.

Barbarian:

  • Taneborne Triumph grants a bonus to the next attack the barbarian or an ally makes targeting a creature (s)he just bloodied equal to the babarian's Charisma modifier (secondary).
This is an unlimited, triggered effect that technically does not require any action. In reality, you have to attack and bloody an enemy to grant the bonus. It is limited enough in usage that it shouldn't present problems.

Bard:

  • Guiding Strike is an at-will attack power that allows the bard to reduce one of the target's defenses by 2 on a hit.
This effectively aids as many allies as can hit the target's chosen defense, the bard included, on his/her next turn. With a good mix of characters though, not all of them may be able to attack that defense. Seems reasonable to me.

Cleric:

  • Channel Divinity: Divine Fortune can, as a free action, grant a +1 bonus to the cleric's next attack. This is an encounter power.
Stacks with power bonuses, but small and limited usage.
  • Lance of Faith is an at-will attack power that, if successful, grants an ally in sight a +2 power bonus to its next attack roll against the target.
Conservative.
  • Righteous Brand is an infamous, at-will attack power that, if successful, grants an ally within 10 squares a power bonus to its next melee attack roll against the target equal to your primary ability modifier.
If attacks and defenses follow a linear progression, advancing bonuses are a no-no. Even with the gradual curve model, this power is a bit excessive, being at-will. I'll come back to it.

Druid:

  • Pounce is an at-will beastform attack power that causes the target to grant combat advantage to the next attacker.
Conservative.

Fighter:

  • Combat Superiority grants fighters a bonus to opportunity attacks equal to their Wisdom modifier, likely a tertiary ability.
This only applies to opportunity attack, which puts it largely under DM control. A clever DM will make it fun and useful, but never threaten balance.
  • Fighter Weapon Talent grants fighters a static +1 bonus to attacks with either one-handed or two-handed weapons. We can assume this will always be in effect, since a figher ought to always have his/her best tool in hand.
This is pretty typical with similar abilities popping up in other classes.
  • Sure Strike: is an at-will Weapon attack vs. AC that is effectively always rolled with a +2 bonus.
Lower damage balances this well enough, despite at-will usage.

Invoker:

  • Channel Divinity: Preserver's Rebuke you add your Intelligence modifier (secondary) to your next attack roll against an opponent within 10 squares who damaged an ally. Usable once per encounter.
This lies somewhere between Divine Favor and Taneborn Triumph.

Paladin:

  • Valiant Strike is an at-will attack power that gains a bonus of one or more to it's attack roll, depending on how many enemies are adjacent to the paladin.
Variable bonus is somewhat under DM control. The paladin might position himself well and get a good bonus, but a wary DM will protect "important" enemies.

Ranger:

  • Prime Shot works much like the fighter's Weapon Talent, but is more limited. The ranger must be the closest among his/her allies to the target and be using a ranged attack.
  • Careful Attack is almost exactly like Sure Strike, but also ranged.
Conservative.

Rogue:

  • Weapon Talent resembles the fightter's Weapon Talent but is limited to daggers (as far as the attack bonus is concerned).
Vavious weapons count as daggers for this class feature, but generally their damage is low. It mainly serves to encourage the "rogues use daggers" theme and low weapon damage is offset somewhat by Sneak Attack. Still high Template:W powers will suffer a little. Works for me.
  • Piercing Strike is an at-will Weapon attack power against a non-AC defense. This is equivalent to a +2 bonus, in many cases.
Not too scary.