Thursday, November 12, 2009

Reworking the 4e Duergar


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Many people have expressed a disinterest in the cosmetic changes to some races from 3.x  to 4e. None brought me more displeasure than the Duergar. The idea of each member of this soft skinned, humanoid race, flinging poisonous quills, from their hair is maddening.

Removing the quills require to change almost known of the fluff. They still can have infernal ties to Asmodeus, be former slaves of the Mindflayers, be distant relations to the dwarves. . . all that wonderful stuff. To balance that out, add the following:



Infernal Blood:  Resist 5 Poison. Use Poison Veins as an Encounter Power.

  Poison Veins                                                                                                          Duergar Racial Power
You feel blood run from open wounds and slide down you're body, preparing to focus it's power into you're next attack.
Encounter * Poison
Minor Action                   Personal
Requirement: You must be bloodied.

Effect: You're next attack does an additional 1d8 poison damage to one target, and the target takes a -2 penalty to attack rolls and ongoing 2 poison damage (save ends both). This effect ends if no attack is made by the end of you're turn.
Level 11: 2d8 poison damage to one target, and the target takes a -2 penalty to attack rolls and ongoing 5 poison damage (save ends both).
Level 21: 3d8 poison damage to one target, and the target takes a -2 penalty to attack rolls and ongoing 8 poison damage (save ends both).


This gives you a similar power, so you can swap it in when running the Monsters in the MM2 and Monster Builder. The Resist 5 Poison also gives them a little more Umpf when comparing them to other player races, as well as keeping them with similar qualties as passe editions.  Also, the visual imagery of the Duergar blood flowing over a weapon, staff or holy symbol and then being used to attack the palyers offers allot of fun opportunities.

PC Feats

Heroic Tier


Duergar Weapon Training
Prerequisites: Duergar
You gain proficiency and a +2 feat bonus to damages rolls with picks and hammers.

Hardened Mind
Prerequisites: Duergar, Slave No More
+2 Racial Bonus on saving throws vs. being dominated.

Slave No More
Prerequisites: Duergar
Gain a +2 Racial Bonus when escaping grabs or disabling devices currently restraining you.


Paragon Tier

Improved Infernal Blood
Prerequisites: Duergar, 11th Level
You're resistance to Poison is now 15

Improved Poison Veins
Prerequisites: Duergar, 11th Level
Add you're Constitution Modifer to the damage granted by Poison Veins


Epic Tier

Epic Infernal Blood
Prerequisites: Duergar, Improved Infernal Blood, 21th Level
You become Immune to Poison Damage

Epic Poison Veins
Prerequisites: Duergar, Improved Poison Veins, 21th Level
When an enemy within 5 squares of you drops to 0 hp due to poison damage regain the use of Poison Veins.

Tuesday, November 10, 2009

Sahuagin Eel Lord

Everyone knows that Sahuagin love sharks, but surely  there are many other nasty creatures that lurk the deep. Inspired by Primal Power, I present to you the Sahuagin Eel Lord.

This scaly creature has a strangely bluish tinge compared to it's aquatic allies. As it stares you down with its yello sunken eyes, its hands begin to flicker with energy. Skins of of other creatures make up its clothes and a necklace of bones falls about its neck. Its brings up its hands in summons and from the deep dark below a multitude of creatures answers his call.

 


















Tactics: Sahuagin Eel Lords try to hit as many enemies as possible with their Swarm of Eels attack. Once the zone is placed he sustains the ability for as long as possible, attacking enemies within the zone with Draining Ray.


Encounters: Eel Lords pair ideally with other Sahuagin. Soldiers a minions help it stay at range and artillery make good use of the imobilization effect of the Eel Lords Swarm Attack.


Pair with monsters who can also weaken for a particuarly tough encounter.