Showing posts with label conversions. Show all posts
Showing posts with label conversions. Show all posts

Tuesday, 9 March 2021

Conversions: Encarmine Berserker

As (very) long-time readers may know, I have a certain fondness for the wild and weird world of Warhammer and its various offshoots. Admittedly I haven't played tabletop for about 15 years, what with moving house, country and occasionally continent, and also discovering that I was far more into the narrative and individual characters than a murderous tactical wargame really supported (hence my slide into RPGs). But I still find myself coming back to the ideas.

In a recent Pathfinder campaign, by which of course I mean one I started three years ago and haven't got close to finishing, a player was interested in a Khorne Berserker barbarian and had put together a suggested archetype. We tried it out with some revisions, and I've continued to tinker with it ever since. The version presented below is several steps removed from that, but nonetheless the core credit goes to Will rather than me.

This is the second in this themed series; the first was the Wellspring of Change spellcaster archetype.

Encarmine Berserker (Barbarian Archetype)

It is the gravest of errors to coax an encarmine berserker into his full rage, for battle and destruction are more than a necessity to the servants of the Blood God; they are a holy sacrament. The ferocity of a barbarian is reinforced by descent into a religious frenzy, unleashing a barely-contained boiling tide of fury.

Leaping Axeman © 2016 Earl Geier, used with permission. All rights reserved

Blood is life. It drives the actions of the living, and carries the gifts and memories of distant ancestors into the present. The vibrancy of existence is embodied in blood: the racing of a heart overwhelmed with excitement or with fear; the flushing heat of rage and love; the deep slow pulse that torments silent ears in the weary throes of melancholy. Blood brings life to the newborn, and death to the wounded; in the wild hunt and the kitchen alike, it bridges the gap between living and dead. The Blood God goes by many names, and their worship takes many forms, from the frenzied ecstasy of emotion-drunk acolytes to the meditations of surgeon-priests preparing their tools. In the veins of lovers, the hearts of mourners or the trickling from dying lips - it matters not whence or where the blood flows, only that it does not flow unappreciated.

Most infamous, however, are those who join their religious fervour with martial inclinations. Warriors sworn to the Blood God may be ferocious protectors of those whose sacred blood might be spilled, or cruel assassins who relish their power over the lives of others. Tales of gore and slaughter abound, and indeed there are many acolytes who find euphoria in killing for its own sake, and in letting the land run red. Others serve the Blood God not merely in carnage, but in the meeting of life and death: the unrivalled thrill of a desperate battle with their lives on the line, savouring the life-giving blood to its utmost as their veins sing, and offering it as a willing sacrifice if their god so chooses.

Table: Encarmine Berserker

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Ethos, scarlet rage, strength of arms, witch hate 2

2nd

+2

+3

+0

+0

Gruesome finale, rage power

3rd

+3

+3

+1

+1

 

4th

+4

+4

+1

+1

Wake of carnage

5th

+5

+4

+1

+1

Improved gruesome finale

6th

+6/+1

+5

+2

+2

Battle spirit guide, rage power, slayer’s intuition

7th

+7/+2

+5

+2

+2

Blood god’s wager, damage reduction 1/-

8th

+8/+3

+6

+2

+2

Rage power, witch hate 3

9th

+9/+4

+6

+3

+3

 

10th

+10/+5

+7

+3

+3

Damage reduction 2/-, rage power

11th

+11/+6/+1

+7

+3

+3

Greater rage

12th

+12/+7/+2

+8

+4

+4

Rage power, slayer’s intuition +1

13th

+13/+8/+3

+8

+4

+4

Damage reduction 3/-

14th

+14/+9/+4

+9

+4

+4

Indomitable will, rage power

15th

+15/+10/+5

+9

+5

+5

 

16th

+16/+11/+6/+1

+10

+5

+5

Damage reduction 4/-, rage power, witch hate 4

17th

+17/+12/+7/+2

+10

+5

+5

Tireless rage

18th

+18/+13/+8/+3

+11

+6

+6

Rage power, slayer’s intuition +2

19th

+19/+14/+9/+4

+11

+6

+6

Damage reduction 5/-

20th

+20/+15/+10/+5

+12

+6

+6

Mighty rage, rage power

Deity

An encarmine berserker must have the Blood God as his patron deity.

Ethos

An encarmine berserker may not retreat from a worthy fight, nor refuse a warrior’s death to any who demand it. An encarmine berserker can’t take levels of any class that grants spellcasting. These are considered a violation of his code of ethics, and he immediately loses the benefits of this archetype, reverting to a standard barbarian. He must atone for his transgressions (as the spell) in order to regain its benefits and any blessings of the Blood God.

Encarmine Weapons

For the purposes of this archetype, encarmine weapons include any non-light, non-finesseable melee weapons, as well as unarmed strikes and natural weapons. Abilities that allow you to treat a weapon as another type or benefit from abilities that apply to particular types of weapons (such as the Ascetic Style chain) don’t allow them to qualify as encarmine weapons.

BlaszczecArt Stock Art Barbarian 2 © Bartek Blaszczec, used with permission. All rights reserved

Witch Hate (Ex)

The followers of the Blood God are taught to despise and condemn the deceptive arts of magic. An encarmine berserker suffers a -2 morale penalty on all Bluff and Diplomacy checks against arcane and psychic casters, but gains a +2 morale bonus on Intimidate and Sense Motive checks against them. This modifier increases to 3 at 8th level and 4 at 16th level.

Strength of Arms (Ex)

If the encarmine berserker’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. He can use Strength in place of Dexterity to qualify for combat feats that affect his attacks; if he does so, these benefits apply only while wielding encarmine weapons. For example, while wielding battleaxes, his Strength can be used to quality for Two-Weapon Fighting or Spring Attack, but not for Juke.

This ability replaces fast movement.

Scarlet Rage (Ex)

While raging, the encarmine berserker scorns self-defence. He suffers an additional -1 penalty to his AC and can’t fight defensively or use the total defence action. His attacks with encarmine weapons deal 1 point of bleed damage; this stacks with bleed from other sources and with itself. At 4th level, and every 4 levels thereafter, the bleed damage and the AC penalty increase by 1. He can’t choose to deal nonlethal damage while raging, even with a merciful weapon or equivalent ability.

A scarlet rage is intoxicating, and emerging from it requires a series of prayers and catechisms. The encarmine berserker must make a Will save as a free action to end his scarlet rage. He is then affected as though exhausted for 10 minutes, although he can overcome these effects by meditating for three consecutive full-round actions. If he fails the Will save, he must roll 1d4 on the frenzy table below and continue to expend rounds of rage. He may repeat this Will save if he deals damage to an ally, and on each of his subsequent turns. The DC is 10 + 1/2 level, with a + 2 penalty if there is a psychic caster within 30ft. or within the area of effect of an ongoing psychic effect.

If forced out of a scarlet rage, backlash sears the encarmine berserker’s mind, leaving him staggered for 1 round, as well as exhausted as above.

This ability modifies rage.

Scarlet Rage Frenzy Table

Even during a scarlet rage, an encarmine berserker has a measure of moral and intuitive constraint. He isn’t compelled to take any action that would contravene his alignment. A non-evil encarmine berserker won’t harm noncombatants, helpless or surrendered creatures as a result of his frenzy, though he may mistake an allied warrior for an enemy. He won’t destroy objects of obvious importance to himself or anyone he cares about, or any object that he has a reason to protect or revere (such as the target of a quest or any item associated with the Blood God).

d6 roll Behaviour
1 Perform a display of triumph as a full-round action.
2 Make a single attack against your latest victim, even if they are unconscious or dead.
3 As a move action, smash a solid object nearby to disperse pent-up energy (either as a Strength check or a Sunder combat manoeuvre).
4 Lash out violently, making a single melee attack at your highest base attack bonus, aimed at a random square within reach.
5 Daub yourself with the blood of a fallen enemy or worthy ally; you move if necessary, but don’t recklessly endanger yourself to do so.
6 Close your eyes and mutter or howl to the Blood God as the thrill of battle overwhelms you. You are considered blind for 1 round.

An encarmine berserker cannot select the calm stance or guarded stance rage powers.

Gruesome Finale (Su)

The Bloody-Handed One gifts his followers with the ability to sustain themselves through carnage. From 2nd level, once per round when the encarmine berserker makes a kill with an encarmine weapon while in his scarlet rage, he regains hit points up to half the target’s hit dice. This applies only if the target’s hit dice are equal to or higher than half the encarmine berserker’s level.

At 5th level, he instead regains hitpoints equal to the target’s full hit dice on making a kill.

This ability replaces uncanny dodge and improved uncanny dodge.

Wake of Carnage (Ex)

From 4th level, once per round when the encarmine berserker deals damage with a melee attack, he can make one additional melee attack against a different target as though using the Cleave feat. This bonus attack is a casual blow from a pommel, haft or backhand punch, and suffers a -5 penalty to hit (as though it were a secondary natural attack). It deals damage equal to a gauntlet of appropriate size, but does not count as a gauntlet or unarmed strike for other purposes.

This ability stacks with the additional attacks granted by the Cleave feat and its associated feats. This attack is not modified by feats which otherwise modify Cleave.

This ability replaces the rage power gained at 4th level.

Slayer’s Intuition (Ex)

At 6th level, the encarmine berserker uses his agility not to evade blows, but to throw himself upon a dodging foe. The encarmine berserker gains the benefits of the Anticipate Dodge feat while in a scarlet rage, but loses any dodge bonus he had. At 12th and 18th level, the maximum bonus from this ability increases by 1.

This ability replaces trap sense.

Battle Spirit Guide (Su)

The Blood God often sends his disciples a spirit guide in the form of a totem; these savage totems goad his bearers into ever-greater feats of bloodlust. At 6th level, the encarmine berserker selects a totem from Beast, Chaos, Cult, Daemon and Fiend. Once per day while raging, he can exchange any rage power he has for the lesser totem power of that totem; the exchange persists until he rests and recovers rage. At 10th level he can exchange a second rage power to gain the totem power, and at 14th level he can exchange a third rage power to gain the greater totem power.

Blood God’s Wager (Ex)

The followers of the Blood God pride themselves on shrugging off crippling wounds, yet the price of the challenge is keenly felt after each battle. At 7th level, the encarmine berserker gains a pool of glory dice (d4) equal to his class level. Whenever he resists damage through his damage reduction class feature during scarlet rage, he may roll one die and add this to the amount of damage resisted.  However, when his scarlet rage ends, he must roll all the glory dice expended in the scarlet rage and suffer damage equal to the total; this damage cannot be reduced or redirected in any way.

His glory dice recharge when he rests and regains his rounds of scarlet rage.

This ability modifies damage reduction.

Feats

Blood God’s Scorn

You despite magic, and in resisting it you earn your deity’s favour.

Prerequisite(s): Worshipper of the Blood God

Benefit(s): Whenever you pass the initial saving throw against a spell or spell-like ability, you gain temporary hit points equal to 5 + the level of the spell. These hit points last for up to one hour.

Blood God’s Contempt

You resist magical assaults with every fibre of your being, whatever the cost in pain

Prerequisite(s): Worshipper of the Blood God, Blood God’s Scorn

Benefit(s): When you fail a saving throw against a spell or spell-like ability, as an immediate action you can sacrifice hit points equal to twice the effect’s caster level to reroll the save.  This damage cannot be resisted or otherwise negated.

Blood God’s Triumph

Nothing brings you greater satisfaction than striking down enemy mages

Prerequisite(s): Worshipper of the Blood God, Blood God’s Contempt

Benefit(s): Whenever you reduce an enemy spellcaster to 0 or fewer hit points, you gain a +2 sacred bonus to damage rolls and AC.  This bonus lasts for one minute.  If you have the Dazzling Display feat, you can use it as an immediate action whenever you trigger this feat’s benefit.

Gifts of the Blood God

Whenever they would gain a rage power, an encarmine berserker can instead choose to gain one of the following blessings.

Mind Needles

You gain Cranial Implantation as a bonus feat, and can use it a number of times per day equal to your witch hate bonus. You can’t use your own needles to enhance spells, but during a scarlet rage, the device helps you shrug off mental control, granting a +1 bonus to saving throws against charm, compulsion and pain effects. The bonus increases by +1 at 5th level and every 5 levels thereafter. Whenever an arcane or psychic spell is used within 15 feet of you, you suffer nonlethal damage equal to twice the spell’s level, unless it would cause you to fall unconscious.

Blessing of Slaughter

Despite his loathing of magic, the Blood God will still bestow benefits upon his disciples’ weapons. When you score a critical hit with an encarmine weapon during scarlet rage, your weapon gains one of the following enhancements of your choice, in addition to any existing abilities: cruel, courageous, dispelling, distracting, flaming, heartseeker, keen, mighty cleaving, ominous, thundering, vicious.  This enhancement only functions while in scarlet rage and disappears once the scarlet rage ends. You must be at least a 4th-level barbarian to select this gift.

Call of Glory

Your religious fervour calls you to ever-greater heights in the service of the Blood God. Your glory dice increase by 1 die size (d4, d6, d8, d10, d12). You can select this power once at 8th level and one additional time for every 4 barbarian levels after 8th.

Acolyte of Sharks

The brutality of feeding frenzies inspires you to aquatic ferocity. You gain a +4 bonus on Swim checks while raging. If you have a swim speed or the raging swimmer rage power, whenever you succeed on a Swim check to fight underwater, your damage with encarmine weapons isn’t reduced (though you take attack penalties as normal). You count as having both Improved Unarmed Strike and the aquatic subtype for the purpose of qualifying for the Blood Frenzy Style feat and its dependent feats, and while using Blood Frenzy Style, your unarmed strikes are considered encarmine weapons for the purpose of class features dependent on using encarmine weapons.


Leaping Axeman © 2016 Earl Geier, used with permission. All rights reserved

BlaszczecArt Stock Art Barbarian 2 © Bartek Blaszczec, used with permission. All rights reserved

Saturday, 29 August 2020

Conversions: Wellspring of Change mage archetype

As (very) long-time readers may know, I have a certain fondness for the wild and weird world of Warhammer and its various offshoots. Admittedly I haven't played tabletop for about 15 years, what with moving house, country and occasionally continent, and also discovering that I was far more into the narrative and individual characters than a murderous tactical wargame really supported (hence my slide into RPGs). But I still find myself coming back to the ideas.

For reasons I'll get to another time, I ended up helping with a Khorne Berserker archetype for Pathfinder and began musing about how the flavour of the other Chaos Gods could be brought into the game.

Well, enough of that! While you're here, why don't I show you this mage archetype I happened to put together? The following is, I want to be absolutely clear, a homebrew archetype for Pathfinder that is in no way related to Games Workshop. Obviously.

Wellspring of Change (Arcanist, Sorcerer or Wizard Archetype)

The Wellspring of Change worships the Transforming Fire, a mysterious deity of secrets, fate, transformation, revelation, and above all, the arcane mysteries that underlie and entwine all of them. No matter what the source of her arcane talents may be, she finds overwhelming magical power in the worship of her deity; power to overcome rivals, unwind the spells of enemies, and become whoever or whatever she wishes in the quest to unlock ultimate knowledge of the universe. Whether that quest will raise her to immortality or damn her beyond the reach even of fiends is a secret whose answer only the Transforming Fire may know.

 

Table for Arcanist

Spells Per Day

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Arcane reservoir, cantrips, mutable magic, wealth of magic

1+1

-

-

-

-

-

-

-

-

2nd

+1

+0

+0

+3

2+1

-

-

-

-

-

-

-

-

3rd

+1

+1

+1

+3

Arcanist exploit, consume power

2+1

1+1

-

-

-

-

-

-

-

4th

+2

+1

+1

+4

3+1

2+1

-

-

-

-

-

-

-

5th

+2

+1

+1

+4

Blue fire

3+1

2+1

1+1

-

-

-

-

-

-

6th

+3

+2

+2

+5

3+1

3+1

2+1

-

-

-

-

-

-

7th

+3

+2

+2

+5

Arcanist exploit

4+1

3+1

2+1

1+1

-

-

-

-

-

8th

+4

+2

+2

+6

4+1

3+1

3+1

2+1

-

-

-

-

-

9th

+4

+3

+3

+6

Arcanist exploit

4+1

4+1

3+1

2+1

1+1

-

-

-

-

10th

+5

+3

+3

+7

4+1

4+1

3+1

3+1

2+1

-

-

-

-

11th

+5

+3

+3

+7

Arcanist exploit

4+1

4+1

4+1

3+1

2+1

1+1

-

-

-

12th

+6/+1

+4

+4

+8

4+1

4+1

4+1

3+1

3+1

2+1

-

-

-

13th

+6/+1

+4

+4

+8

Arcanist exploit

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

-

14th

+7/+2

+4

+4

+9

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

-

15th

+7/+2

+5

+5

+9

Arcanist exploit

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

16th

+8/+3

+5

+5

+10

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

17th

+8/+3

+5

+5

+10

Arcanist exploit

4+1

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

18th

+9/+4

+6

+6

+11

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

19th

+9/+4

+6

+6

+11

Arcanist exploit

4+1

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

20th

+10/+5

+6

+6

+12

Magical supremacy

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

Table for Sorcerer

Spells Per Day

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Arcane reservoir, cantrips, bloodline arcana, eschew materials, mutable magic, wealth of magic

1+1

-

-

-

-

-

-

-

-

2nd

+1

+0

+0

+3

2+1

-

-

-

-

-

-

-

-

3rd

+1

+1

+1

+3

Bloodline power, consume power

2+1

1+1

-

-

-

-

-

-

-

4th

+2

+1

+1

+4

3+1

2+1

-

-

-

-

-

-

-

5th

+2

+1

+1

+4

Blue fire

3+1

2+1

1+1

-

-

-

-

-

-

6th

+3

+2

+2

+5

3+1

3+1

2+1

-

-

-

-

-

-

7th

+3

+2

+2

+5

Bloodline feat, bloodline spell

4+1

3+1

2+1

1+1

-

-

-

-

-

8th

+4

+2

+2

+6

4+1

3+1

3+1

2+1

-

-

-

-

-

9th

+4

+3

+3

+6

Bloodline power, bloodline spell

4+1

4+1

3+1

2+1

1+1

-

-

-

-

10th

+5

+3

+3

+7

4+1

4+1

3+1

3+1

2+1

-

-

-

-

11th

+5

+3

+3

+7

Arcanist exploit

4+1

4+1

4+1

3+1

2+1

1+1

-

-

-

12th

+6/+1

+4

+4

+8

4+1

4+1

4+1

3+1

3+1

2+1

-

-

-

13th

+6/+1

+4

+4

+8

Bloodline feat, bloodline spell

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

-

14th

+7/+2

+4

+4

+9

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

-

15th

+7/+2

+5

+5

+9

Bloodline power, bloodline spell

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

16th

+8/+3

+5

+5

+10

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

17th

+8/+3

+5

+5

+10

Arcanist exploit

4+1

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

18th

+9/+4

+6

+6

+11

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

19th

+9/+4

+6

+6

+11

Bloodline feat, bloodline spell

4+1

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

20th

+10/+5

+6

+6

+12

Bloodline power

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

Table for Wizard

Spells Per Day

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Arcane reservoir, arcane school, cantrips, mutable magic, wealth of magic

1+1

-

-

-

-

-

-

-

-

2nd

+1

+0

+0

+3

2+1

-

-

-

-

-

-

-

-

3rd

+1

+1

+1

+3

Arcanist exploit, consume power

2+1

1+1

-

-

-

-

-

-

-

4th

+2

+1

+1

+4

3+1

2+1

-

-

-

-

-

-

-

5th

+2

+1

+1

+4

Blue fire

3+1

2+1

1+1

-

-

-

-

-

-

6th

+3

+2

+2

+5

3+1

3+1

2+1

-

-

-

-

-

-

7th

+3

+2

+2

+5

4+1

3+1

2+1

1+1

-

-

-

-

-

8th

+4

+2

+2

+6

4+1

3+1

3+1

2+1

-

-

-

-

-

9th

+4

+3

+3

+6

4+1

4+1

3+1

2+1

1+1

-

-

-

-

10th

+5

+3

+3

+7

Bonus feat

4+1

4+1

3+1

3+1

2+1

-

-

-

-

11th

+5

+3

+3

+7

4+1

4+1

4+1

3+1

2+1

1+1

-

-

-

12th

+6/+1

+4

+4

+8

4+1

4+1

4+1

3+1

3+1

2+1

-

-

-

13th

+6/+1

+4

+4

+8

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

-

14th

+7/+2

+4

+4

+9

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

-

15th

+7/+2

+5

+5

+9

Bonus feat

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

-

16th

+8/+3

+5

+5

+10

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

-

17th

+8/+3

+5

+5

+10

4+1

4+1

4+1

4+1

4+1

4+1

3+1

2+1

1+1

18th

+9/+4

+6

+6

+11

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

2+1

19th

+9/+4

+6

+6

+11

4+1

4+1

4+1

4+1

4+1

4+1

4+1

3+1

3+1

20th

+10/+5

+6

+6

+12

Bonus feat

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

4+1

Deity

A wellspring of change must accept the Transforming Fire as her patron deity.

Alignment and Ethos

Followers of the Transforming Fire understand that progress and learning require constant change; the acceptance of new perspectives, new truths, and the transformation of the past self into the future. A wellspring of change can never be of lawful alignment. In addition, she cannot willingly destroy the knowledge of any magical secret.

Spellcasting

A wellspring of change masters magic through divine inspiration as well as study, allowing her to advance more quickly at the cost of raw power. She has the same number of spells per day as a cleric, including a domain spell slot which can only be used to prepare spells from her wealth of magic class feature. Her number of spells known or spells prepared does not change.

This alters spellcasting.

Arcane Reservoir (Su)

A wellspring of change gains an arcane reservoir as an arcanist of her class level.

This replaces a sorcerer’s 1st-level bloodline power, or the wizard’s arcane bond class feature.

Mutable Magic (Su)

A wellspring of change pursues the transformative secrets of her deity. When she expends 1 point from her arcane reservoir to increase the caster level of a transmutation spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a transmutation spell’s DC, it increases by 2 instead of 1. She can expend 1 point from her arcane reservoir to reroll a failed saving throw against a magical transmutation effect.

This replaces the arcanist exploit gained at 1st level, the bonus class skill granted by a bloodline, or Scribe Scroll.

Wealth of Magic

A wellspring of change can invoke the tumultuous magic of her patron. She gains access to the 1st-level domain spells of the following domains: Chaos, Knowledge, Magic. These bonus spells are in addition to the number of spells given on Table: Spells Known or Spells Prepared, and she is always considered to have them prepared. These spells cannot be exchanged for different spells at higher levels. Every two levels thereafter, she gains the next level of domain spells.

Blue Fire (Su)

At 5th level, the wellspring of change must select the flame arc or lightning lance exploit. She unleashes blasts of roiling blue energy that sear and alter whatever they touch. If the exploit allows a saving throw, creatures that fail the saving throw don’t benefit from energy resistance against its damage, and even those with energy immunity suffer half damage. Blue fire is a transmutation effect, and bonuses on saving throws against transmutation apply as normal. Abilities that modify the base exploit apply to blue fire as normal.

This alters the arcanist exploit or wizard bonus feat gained at 5th level, or replaces the sorcerer bloodline spells gained at 3rd and 5th level.

Consume Power (Su)

A wellspring of change doesn’t gain the ability to convert her spells into arcane reservoir points. From 3rd level, when she resists a spell or spell-like ability through either a saving throw or spell resistance, she can consume its residual magic. Doing this adds a number of points to her arcane reservoir equal to half the level of the spell consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost. She can use this ability a number of times per day equal to her class level.

This replaces an arcanist’s consume spells ability.

Gifts of the Transforming Fire

A wellspring of change can select any of the following feats in place of an arcanist exploit, bloodline feat or wizard bonus feat: Arcane Strike, Riving Strike, Arcane Blast, Arcane Shield, Reactive Arcane Shield. She adds her casting modifier (typically Intelligence or Charisma) to her class level to determine whether she meets the prerequisites of these feats.

A sorcerer wellspring of change can select an arcanist exploit in place of a bloodline power or bloodline spell, and she must do so at 11th and 17th levels. From 11th level she can select a greater exploit instead. She can select a bloodline power of a lower level in place of any bloodline power or spell (such as reinstating her missing 1st-level bloodline power).

A wizard wellspring of change can exchange her 1st-level arcane school powers for an arcanist exploit, gaining a second arcanist exploit at 5th level if she does so. She can exchange either her 6th or 8th-level arcane school power (but not both) for an arcanist exploit gained at 9th level, gaining additional exploits at 13th and 17th levels if she does so. She can also select an exploit in place of a wizard bonus feat.

The following unique exploits are available to a wellspring of change.

Blue Fire Mastery (Su)

As a swift action while casting a spell that deals acid, cold, electricity or fire damage, the wellspring of change can expend 1 point from her arcane reservoir to infuse it with blue fire. This modifies the spell as the blue fire class feature.

Interrogate Word (Su)

The wellspring of change can wrest secrets from the written word with her intellectual and magical prowess. She gains a bonus equal to half her class level on skill checks to detect written forgeries or discover hidden messages in writing, as well as to use another mage’s spellbook to prepare spells. By spending 1 point from her arcane reservoir, she can gain the benefits of authenticating gaze or mage’s perusal.

Riving Strike (Su)

The wellspring of change gains Riving Strike as a bonus feat. She must meet the prerequisites for this feat. When she affects a creature with Riving Strike, she can expend 1 point from her arcane reservoir as a free action to have the penalties last for a number of rounds equal to 1 + her casting modifier.

Evolving Magic (Su)

The wellspring of change gains a +2 bonus on caster level checks to dispel or counterspell and to the DC of attempts to identify, counter or dispel her own spells. If she selects the Counterspell exploit, when she successfully uses that exploit, she can choose to benefit from one additional ability that triggers on a successful counterspell, such as Countering Loophole.

Spell Mimic (Su)

The wellspring of change can temporarily grasp how to cast a spell after seeing it in use. She must identify the spell with a Spellcraft check as normal. If successful, she temporarily treats the spell as a spell known. If it is part of her spell list, she casts it at the same level it appears on her spell list; otherwise she uses the highest level at which it appears on other spell lists. In addition, she increases the effective spell level by 1 if it doesn’t appear on any spell lists with the same casting type as her (usually arcane), and if it doesn’t appear on any spell lists that offer 9th-level spells. For example, a typical wellspring of change could borrow a spell from the bard or psychic spell list at one level higher, and a spell from the paladin spell list at two levels higher. A wizard with this exploit can spontaneously convert a prepared spell into the mimicked spell, but this increases the casting time in the same way as a spontaneous caster using a metamagic feat.

Master Magic (Su)

The wellspring of change can expend 1 point from her arcane reservoir to duplicate the effects of magic aura or expend 2 points to duplicate aura alteration. If the wellspring of change uses spells known, she gains conjurer’s burden* and necromantic burden as bonus spells known. If she uses spells prepared, she can expend 1 point from her arcane reservoir and expend an appropriate spell slot to cast either spell providing she knows it, even if she doesn’t have it prepared. She must be at least 3rd level to select this exploit.

*this spell is presented in The Antipaladin’s Almanac.

Rule Magic (Su)

If the wellspring of change uses spells known, she gains alter summoned monster and control summoned creature as bonus spells known. If she uses spells prepared, she can expend 1 point from her arcane reservoir and expend an appropriate spell slot to cast either spell providing she knows it, even if she doesn’t have it prepared. When she gains the ability to cast 5th-level spells, she gains access to covetous aura in the same way. She must have the Master Magic exploit and be at least 7th level to select this exploit.

Feats

Metamorphic Spell (Metamagic)

You can unleash spells that grant your enemies the transformative blessings of your god.

Prerequisite(s): Worshipper of the Transforming Fire

Benefit(s): If a creature fails its saving throw and suffers damage from your spell, it suffers penalties as though sickened for a number of rounds equal to the spell’s level, as its body warps and writhes monstrously with the mutating energy of your spell. The mutations eventually fade and restore the creature to normal. If the creature is slain by the spell or while under the effects of this feat, its body transforms into an unrecognisable mutant over the following rounds. A metamorphic spell uses a spell slot 2 levels higher than normal.

Herald of Change

Your body is sanctified to the Transforming Fire, and no lesser power can alter it.

Prerequisite(s): Worshipper of the Transforming Fire

Benefit(s): You are immune to any polymorph effect unless you choose to accept it, unless it originates from a fellow worshipper or servant of the Transforming Fire of equal or greater hit dice, or from the Transforming Fire. You gain a +4 bonus on saving throws against transmutation effects, on any spell resistance you have when applied against transmutation effects, and on checks made to dispel or remove transmutation effects from yourself or others.

Blasphemous Secrets

You are heir to magical knowledge that others would prefer to keep from mortal minds.

Prerequisite(s): Worshipper of the Transforming Fire, Knowledge (arcana) 7 ranks

Benefit(s): When casting a language-dependent or telepathic spell, you can impart a fragment of forbidden knowledge to them. Doing so inflicts 1 point of Sanity damage to you, but increases the DC of the spell by 1. If the spell imposes the confused condition, Sanity damage or any form of madness, its caster level is also increased by 1. Any of the spell’s targets who fail their saving throw also suffer 1 Sanity damage.

Using this feat is liable to draw the attention of forces who wish to conceal this knowledge, such as the Order of the Eastern Star. Such creatures gain a +1 morale bonus on attack and damage rolls against you if they are aware you have used this feat at any time.


 

Spells of the Transforming Fire

The following spells are available only to a Wellspring of Change, or at the GM's discretion, to other spellcasters who worship the Transforming Fire.

Inscrutable Conundrum

School divination [language-dependent, mind-affecting, sonic]; Level sorcerer/wizard 2 (Transforming Fire)

Casting Time 1 standard action

Components V

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration instantaneous; see text

Saving Throw Will negates (see text); Spell Resistance no

You whisper one of the insane riddles taught by the Transforming Fire, magically conveying it to your target's ears. If the target fails its saving throw, it suffers a -2 penalty on attack rolls and a -4 penalty on initiative checks, Reflex saving throws, concentration checks and all Intelligence-based and Wisdom-based skill checks. An affected target continues to ponder the riddle for a maximum number of rounds equal to its Intelligence score. As a standard action each round, the target can attempt a new Will saving throw to realise the impossibility of the riddle and abandon its attempt, ending the spell. Deaf creatures, mindless creatures and those of Intelligence 2 or lower are immune to this spell. If using the sanity rules, the target suffers 1 Sanity damage whenever it fails a Will save to negate or end the spell.

Innumerable Aliases

School transmutation; Level sorcerer/wizard 3 (Transforming Fire)

Casting Time 1 standard action

Components V, S, M (a piece of the creature whose form you plan to assume)

Range personal

Targets you

Duration 1 minute/level

This spell functions as alter self, except as follows. This spell provides you with a +10 bonus on Disguise checks to conceal your identity, but not on checks to impersonate anyone in particular. This spell distorts your appearance, voice and gear in the same way each time, essentially creating an alternate persona that can be recognized by those who have observed it before. You can maintain a number of alternate personas equal to your spellcasting ability score modifier (minimum 1); if you wish to establish a new persona, you must abandon an existing one. Each persona is associated with a name or title. Knowledge checks about one do not reveal information about the other, unless your true identity is revealed to the world at large. Any attempts to scry or otherwise locate you  work only if you are currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Fires of Change

School transmutation [chaos, fire]; Level sorcerer/wizard 5 (Transforming Fire)

Casting Time 1 standard action

Components V, S, M (a chrysalis)

Range medium (100 ft. + 10 ft./level)

Area cylinder (20-ft. radius, 40 ft. high)

Duration instantaneous

Saving Throw Fortitude half (object); Spell Resistance yes (object)

A column of multi-hued flames envelops the area, searing flesh and warping bodies like wax. Creatures and unattended objects within the area suffer 1d8 damage per caster level (maximum 15d8). A Fortitude saving throw halves the damage. For every 5HD of creatures slain by the spell, a pink cackler is summoned that remains and serves you for 1 minute; creatures with fewer than 1 HD don't contribute to this total. Targets destroyed or slain by the spell are warped unrecognisably.

Arcane Superiority

School evocation; Level sorcerer/wizard 7 (Transforming Fire)

Casting Time 1 standard action

Components V, S, M (ashes from a magic staff)

Range personal

Area 20-ft.-radius emanation centered on you

Targets you

Duration 1 round/level

Crackling pink, blue and white lightning arcs ceaselessly from you, gifting arcane power to your allies. Any arcane spell cast by a creature within the area gains a +2 enhancement bonus to the DC of any saving throws against the spell, or a +2 enhancement bonus on any attack roll required. In addition, it can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or casting time): Disruptive Spell, Ectoplasmic Spell, Empower Spell, Extend Spell, Fleeting Spell, Intensified Spell, Lingering Spell, Piercing Spell, Reach Spell, Silent Spell, Still Spell or Vast Spell. The creature casting the spell decides which metamagic effect to apply. You can discharge this spell as an immediate action to counter a spell cast at a point or target within the affected radius, as though using greater dispel magic to counterspell with a readied action.

Wednesday, 16 October 2013

Conversion: Plaguebearers of Nurgle for D&D

Dungeons and Hammers

So I appear to be converting Warhammer-mythos creatures for Dungeons and Dragons. Right. Okay.

After my opening act with the Horrors of Tzeentch, I was planning to work on Flamers. I quickly realised this was an issue because they’ve changed their tone several times over iterations of the game, and I was struggling to pin them down. This makes conversion a pain, and I decided to let them be for now. Instead, a simpler task: the Plaguebearers of Nurgle.

Plaguebearers of Nurgle for 3.5

From http://warhammer40k.wikia.com/wiki/Plaguebearer:

These loathsome creatures are crafted from the blighted souls of mortals who have been slain by the virulent plague known as Nurgle's Rot. These Lesser Daemons of the Lord of Decay are shambling, pustulent creatures. Plaguebearers have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites. Despite the Plaguebearer's unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope. Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses. They also serve as the "Tallymen of Nurgle," eternally bound to record all of their Dark God’s pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.

The attitude of a Plaguebearer is often more frightening to mortals than their appearance. They solemnly drudge along, steady in the suffering and despair they cause. This is not some sadistic pleasure, like that of Slaanesh, but rather a determined appreciation of Nurgle's genius, a devotion to his art and an acknowledgment of the eventual disintegration of all things. Their wish to spread disease is driven by their wish to share their Father's gifts with the galaxy. As they march, they chant out the list of poxes, plagues, and pestilence their Father has created, ever certain in their growing number and increasing virulence. Bands of Plaguebearers are the most organised and efficient of Daemons upon the battlefield, shambling purposefully towards a chosen foe before hacking them apart with Plagueswords. Flies continually buzz around them, therefore making them more difficult to fight. The many diseases carried by these daemons can be used to terrible effect during battle. Should a foe endure long enough to strike back, his blows will have little effect on the Plaguebearers. Their corrupted forms feel no pain and regenerate damage at a frightening rate.

It is the Plaguebearer’s eternal role to herd Nurgle’s daemonic forces in battle. Other tasks of the Plaguebearers include keeping stock of the diseases, allocating appropriate fates to each new victim and attempting to maintain order among a naturally chaotic horde. They also constantly strive to number the poxes and represent the need of humanity to impose order on a chaotic and uncaring universe. These onerous duties have earned Plaguebearers the title of Nurgle’s Tallymen in popular lore.

Plaguebearers are a fairly classic, mediaeval European sort of demon: not predator-murderers like Khornate daemons, nor the sizzling weirdness of Tzeentch, but bringers of disease and death. They’re lumbering, repulsive and relentless. Plaguebearers don’t quite have the humorous touch of some other Nurglites, but their origin and their forced servitude does vaguely tie into the black humour associated with the Lord of Decay, for whom life itself is a cosmic joke. Warhammer itself plays up their combat prowess, of course, but I like to think they can be read as more complicated than simply trudging around hitting things with swords. Much of the time, in a game that isn't tactical wargaming, plaguebearers can be taking entirely different approaches to their mission, heavier on the actual plagues and less on the violence.

Statswise, plaguebearers are extremely tough, rather slow and sort of orc-level strong. Level is hard to judge, but I think we're looking at plaguebearers being somewhat above Horrors here, at maybe a 7; I'm quietly constructing a loose hierarchy of Chaos daemons in my head, with reference to existing demons and devils. As with most Warhammer daemons, they have communal magic, which in their case takes the form of many repulsive and disease-based spells. Despite this, they rely largely on close combat.

As I said last time:

Another problem is that demons in Warhammer tend to have a collective magic thing going on. Basically, as creatures of the Warp, they are made of the stuff of magic, and the more demons in an area, the greater their magical power becomes. This works fine in a tabletop wargame, where the maths balances out fairly well, but I'm concerned about translating it to an RPG where Challenge Rating is pretty crucial. If you think about it, the difference between five CR4 creatures who can cast flaming hands at will and ten CR4 creatures who can cast burning hands at will plus fireball once each per day is enormous. To look at ways to handle this, I've looked at kuo-toa clerics and the shocker lizard, both of which have similar abilities.

In Warhammer, plaguebearers may use several different powers; depending on the edition, that might be down to unit size, a random die roll during setup, or a straight-up purchase. I certainly can't afford for every plaguebearer to have stream of corruption or some such. However, unlike the horrors, Nurgle magic seems to offer a few fairly low-key possibilities in existing disease-themed spells like contagion and stinking cloud. However, I think I'd like to give them a communal power as well to emphasise the theme of these conversions, and their difference from existing creatures.

The closest matches I can see are a succubus and hellcat, both being evil outsiders. Both have somewhat different roles in the game: a succubus is very controlly, while hellcats' strongest point is their invisibility; in contrast, plaguebearers should be tough and repulsive. However, a succubus has got a clutch of minor at-will enchantment and divination powers, plus two teleportation options (pretty sick actually). Okay, I don't want that, but it's a loose guideline. They can also summon other demons.

I could allow plaguebearers to summon another plaguebearer, though I'm a little wary of that kind of thing. To be honest I'm not really seeing anything that's low enough level to fit and fits the disease theme. Special abilities it is!


Oh, and the obligatory starting point: a new subtype. While there's no particular canonical reason for the resistances, they're cribbed right off existing demons and seem appropriate. The immunities are canonical.

Nurglite subtype: daemons of Nurgle share the following properties:

  • Damage reduction 5/silver or lawful
  • Darkvision 60 ft.
  • Immunity to pain, disease and poison (mundane and magical)
  • Resistance to cold and electricity

Plaguebearer of Nurgle

This loathesome, shambling creature is filthy and clearly diseased. A single eye gazes around with quiet mockery, and a horn protrudes from its repellent face. Its limbs are gangly, and nearly skeletal, but the torso is bloated and swollen. Ulcers and welts pepper its sickly skin, and glistening organs are visible through festering rents in its hide. Clouds of insects buzz incessantly around the loping figure.

Plaguebearers of Nurgle are rotting, diseased servants of the Lord of Decay, said to be born from the souls of those slain by the vilest diseases. They constantly chant the names of diseases and other infestations, and are sometimes known as the Tallymen of Nurgle, bound to record all the repellent creations unleashed by their master. They are ungainly but extremely tough, and shamble forth with an air of great intentness, determined to fulfil their grim work in appreciation of Nurgle's artistry and the inevitability of decay. The weapons and bodies of plaguebearers carry Nurgle's rot, an ever-changing mass of disease and infestation that condemns those afflicted to slow, lingering deaths. While potent adversaries in combat, they are happy to guide cults of Nurgle, stalk the streets spreading disease, and silently bestow the virulent gifts of their Lord on the ungrateful world.

The magical power of plaguebearers grows as they congregate, until great clouds of decay boil around them. They are so burdened with disease and pain that plague, poison and injury mean nothing to them.

Size/Type: Medium Outsider (evil, extraplanar, chaotic, nurglite)
Hit Dice: 8d8+48 (87 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Longsword +11 melee (1d8+2 plus Nurgle's rot)
Full Attack: Longsword +11/+6 melee (1d8+2 plus Nurgle's rot)
Space/Reach: 5 ft./10 ft.
Special Attacks: Stream of corruption
Special Qualities: Damage reduction 5/silver or lawful, cloud of flies, darkvision 60 ft., immunity to pain, disease and poison, plague wind, resistance to cold 10 and electricity 10, spell resistance 18.
Saves: Fort 12, Ref 5, Will 7
Abilities: Str 15, Dex 8, Con 22, Int 13, Wis 13, Cha 8
Skills:
Feats: Toughness, Weapon Focus (longsword)
Environment: The Warp
Organization: Gang (2-4), pack (5-10), mob (11-20)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium)
Level Adjustment:

A plaguebearer's natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotic-aligned for the purpose of overcoming damage reduction.

Stream of Corruption (Ex):A plaguebearer can cough up a gust of foul vapour and noxious spray against an adjacent target. This is a ranged touch attack that does not provoke opportunity actions. On a successful attack, the target must pass a Fortitude save (DC 20) or be affected by poison (1D6 Con initial and secondary damage). The save DCs are Constitution-based.

Cloud of Flies (Ex): A perpetual cloud of corrupted vermin swirls around a plaguebearer, distracting and revolting mortals who approach. Any creature within 5 feet of a plaguebearer at the beginning of its turn must pass a Fortitude save (DC 20) each round or be sickened for 1 round. A creature already sickened becomes nauseated instead.

Plague Wind (Su): Two or more plaguebearers can combine their innate arcane energies to conjure a festering wind once every 1d6 rounds. The plaguebearers must join hands to focus their magic, but need merely remain within 30 feet of one another while it builds. The wind affects a 30ft. radius within 100ft and line of sight of at least one plaguebearer. All creatures within the blast suffer 1d4 damage per contributing plaguebearer, to a maximum of 15d4, and are nauseated for 1d4 rounds. They take a further 1d4 damage per round while nauseated. A successful Fortitude save (DC 15 + number of contributing plaguebearers) will halve the initial damage, negate the ongoing damage and leave creatures sickened instead of nauseated. Nurglite creatures and those immune to disease are unaffected by this ability. Remove disease will negate any ongoing effects.

For each creature that fails its saving throw, a Nurgling manifests within 5 feet of the victim.

Nurgle's Rot (Su): Supernatural disease, Fortitude DC 13, incubation period 1 minute; damage 1d6 Str and 1d6 Dex. The save DC is Charisma-based. A character reduced to 0 in one of these attributes will begin taking 1d6 Con damage in addition.

Unlike normal diseases, Nurgle's rot continues until the victim reaches Con 0 (and dies) or is cured.

Nurgle's rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with Nurgle's rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. A character cannot benefit from a saving throw except when a healing spell is successfully cast.

Nurgling

These tiny tottering creatures are repulsive, yet almost appealing. They giggle wide-eyed as they bare their fangs, expressions of childish glee on their pestilent faces.

Size/Type: Tiny outsider (evil, extraplanar, chaotic, nurglite)
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 30 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Claw +5 melee (1d3-1) or bite +3 melee (1d4-1 and sickened for 1 round)
Full Attack: Claw +5 melee (1d3-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/silver or lawful, darkvision 60 ft., immunity to pain, disease and poison, resistance to cold 5 and electricity 5, spell resistance 6.
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 8, Dex 14, Con 16, Int 9, Wis 13, Cha 14
Skills:
Feats: Weapon Finesse
Environment: The Warp
Organization: Gang (4-8), mob (10-30) or horde (50-100).
Challenge Rating: 1/4
Treasure: None
Alignment: Always chaotic evil
Advancement: 2-3 HD (Tiny)
Level Adjustment:

Nurglings are the smallest of the Nurlite daemons, tiny balls of chaos and death that resemble diseased toddlers. Their warty faces are innocent and pleased, and they revel in the decay and destruction they bring just as a child might enjoy a favoured game. They are the children of Grandfather Nurgle, and readily manifest wherever plague and death can be found.

Plaguebearers for 4E

Plaguebearers have fewer complicated issues than the horrors did, and so I'll have less need for 4E's mechanics. On the other hand, 4E again has some advantages because it expects short-term status conditions, and this should be handy for modelling the various disease-themed powers.

Plaguebearers are simpler to model, too: they're clearly brutes, big and tough but easy to hit.


Plaguebearer of Nurgle Level 7 Brute
Medium immortal humanoid (demon, chaotic) XP 200
Initiative -1 Senses Perception +3; darkvision
HP 96; Bloodied 48
AC 19; Fortitude 20, Reflex 18, Will 18
Speed 5
Immune Disease, poison; Resist 10 necrotic
Traits
Cloud of Flies ♦ Aura 1
Effect: each living creature in the aura incurs a -2 penalty to attack rolls. Nurglite creatures are unaffected.
Standard Actions
(M) Plaguesword ♦ At-will, necrotic
Attack: +10 vs. AC
Hit: 2d8 + 6 damage and ongoing 2 necrotic damage.
RB Plague Wind (disease, necrotic) ♦ Recharge 6
Attack: Area burst 2 within 10; +10 vs. Fortitude
Hit: enemies within the burst suffer 2d8+5 necrotic damage and ongoing 5 necrotic damage (save ends). For each target that suffers damage from the initial attack, a Nurgling manifests within the target area. Secondary attack: +10 vs. Fortitude; the target contracts Nurgle's Rot.
Minor Actions
CB Stream of Corruption ♦ Recharge 4, necrotic, poison
Attack: close blast 1; +10 vs. Fortitude
Hit: 1d6+4 poison and necrotic damage, and the target is weakened until the end of its next turn.
Triggered Actions
Horde Arcana ♦ At-will
Trigger: an ally within 4 squares uses plague wind.
Effect (Immediate Reaction): expend a charged plague wind to grant +1 to the ally's attack rolls and increase the damage inflicted by 1d8. Using this ability does not count as an attack or provoke attacks of opportunity.
Skills Arcana +11, Athletics +10
Str 16 (+6) Dex 9 (+2) Wis 17 (+6)
Con 20 (+8) Int 17 (+6) Cha 11 (+3)
Alignment Chaotic evilLanguages Abyssal

Nurgling Level 1 Minion Skirmisher
Tiny immortal humanoid (demon, chaotic) XP 25
Initiative +4 Senses Perception +2; darkvision
HP 1; a missed attack never damages a minion.
AC 16; Fortitude 14, Reflex 11, Will 12
Speed 5
Immune disease, poison; Resist 5 necrotic
Standard Actions
(M) Bite ♦ At-will
Attack: +4 vs. AC
Hit: 4 damage
M Mischief ♦ At-will
Attack: +4 vs. Reflex
Hit: slide the target 1 square
Skills Stealth +3
Str 11 (+0) Dex 16 (+3) Wis 12 (+1)
Con 16 (+3) Int 13 (+1) Cha 11 (+0)
Alignment Chaotic evilLanguages Abyssal

Nurgle's Rot: treat as Mummy Rot, level 8, with errata'd DCs of Endurance improve DC 15 + two-thirds mummy’s level (19+), maintain DC 10 + two-thirds mummy’s level (14+), worsen DC 9 + two-third’s mummy’s level or lower.

Because necrotic damage exists in 4E, it seemed like the most appropriate way to model Nurglite resistance to pain and decay.

To my surprise, I struggled a bit to find suitable ways to handle the attacks. Slowing, ongoing necrotic damage, disease and weakening all seemed like pretty good options; I didn't like to make anything too complicated, because they are just level 7 monsters, after all. I was very tempted to have plague wind cause weakening, but the image of creatures slowly rotting away after the cloud of filth sweeps over them was too cool. I just didn't feel like I could do damage + ongoing + weakening + disease, you know? The inclusion of Nurgle's Rot seemed really necessary to me, but it does cap the number of other effects I could include.

The plague wind power is a bit tricky to balance, and I'm hoping it's okay - it's less damaging than many equivalents, and based off the underpowered damage charts in the DMG1 (because it's really freakin' hard to find the updated figures anywhere) but the ongoing damage and the disease kicker should make up for that.


So anyway, hope that was fun for someone. I might do more in future, but we'll have to see.