Results 1 to 13 of 13
Thread: [4e] Exalted Conversion
-
2009-09-13, 10:53 AM (ISO 8601)
- Join Date
- Jun 2007
[4e] Exalted Conversion
That's right, I'll be using 4e D&D rules to run Exalted!
*Waits for gasping, muttering and jeering to die down.*
Now I'm not an Exalted expert, and this conversion isn't intended to reflect all the canonical details of the Exalted universe. So if it helps, just think of this as a generic D&D homebrew project. Feel free to critique, use the material for inspiration in your own game, or just lurk. To see the pdf version, click here.
Relevant House Rules:
1. Being solar exalts, each PC has an anima banner on their forehead. Normally it's invisible, but when a PC uses an encounter power it creates dim light as a burst 5. When a PC uses a daily power it creates bright light as a burst 10. (Unlike in standard Exalted games, I don't want this to severely hamper stealth so I think I'll make exceptions when a PC uses explicitly stealthy powers.) PCs can also "turn on" their anima banners at will in order to create light as if they were using an encounter or daily power.
2. I don't use ability scores; players will start with the +0, +0, +1, +1, +2, +3 array to assign to their abilities. Racial modifiers are +1 instead of +2.
3. As a human-centric game, only humans are allowed as a PC race. Humans get a second +1 stat boost; you can't stack them to get a +2. Each PC knows Common plus one regional language.
4. Ignore power source fluff; as solar exalts, PCs draw their awesome powers from their own personal essence channeled through their animas.
5. Superior weapons are encouraged. I don't have an actual rule about this; I'll just point out how awesome they are to my players. Exalted is partly anime-inspired, so wacky weapons fit in perfectly!
6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
Okay, on to the "monsters":
The Mortals: These guys exist only in the heroic tier.
SpoilerSoldier, level 1 minion soldier
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 17; Fortitude 15; Reflex 11; Will 13
Speed 5
Long Spear (standard; at-will)
Reach 2; +8 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +5 Dex +1 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Spear, Scale Armor
Captain, level 6 minion soldier
Medium Mortal
Initiative +6
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 22; Fortitude 20; Reflex 15; Will 18
Speed 5
Great Spear (standard; at-will)
Reach 2; +13 vs. AC; 6 damage.
Alignment Unaligned
Languages Common
Str +6 Dex +1 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Spear, Scale Armor
SpoilerArcher, level 1 minion artillery
Medium Mortal
Initiative +5
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 13; Fortitude 11; Reflex 15; Will 13
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +8 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +5 Wis +3
Con +0 Int +0 Cha +0
Equipment Long Bow, Short Sword, Leather Armor
Expert Archer, level 6 minion artillery
Medium Mortal
Initiative +9
Senses Perception +7
Hit Points 1; a missed attack never damages a minion
AC 18; Fortitude 15; Reflex 20; Will 18
Speed 6
Great Bow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage.
Short Sword (standard; at-will)
+11 vs. AC; 4 damage.
Alignment Unaligned
Languages Common
Str +1 Dex +6 Wis +4
Con +0 Int +0 Cha +0
Equipment Great Bow, Short Sword, Leather Armor
SpoilerPriest, level 1 minion controller
Medium Mortal
Initiative +0
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 11; Reflex 13; Will 15
Speed 6
Staff (standard; at-will)
+6 vs. AC; 4 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +4 vs. Will; the target takes a -2 penalty to defenses until the end of the priest’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +3 Cha +5
Equipment Staff
Bishop, level 6 minion controller
Medium Mortal
Initiative +3
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 15; Reflex 18; Will 20
Speed 6
Staff (standard; at-will)
+6 vs. AC; 6 damage.
Dragon’s Curse (standard; at-will)
Ranged 10; +9 vs. Will; the target takes a -2 penalty to defenses until the end of the bishop’s next turn.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +1 Int +4 Cha +6
Equipment Staff
SpoilerBandit, level 1 minion skirmisher
Medium Mortal
Initiative +7
Senses Perception +0
Hit Points 1; a missed attack never damages a minion
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Short Bow (standard; at-will)
Ranged 15/30; +6 vs. AC; 4 damage.
Short Sword (standard; at-will)
+6 vs. AC; 4 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Short Bow, Short Sword, Leather Armor
Bandit Warlord, level 6 minion skirmisher
Medium Mortal
Initiative +11
Senses Perception +3
Hit Points 1; a missed attack never damages a minion
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Shifty (minor; at-will)
The bandit shifts 1 square.
Alignment Unaligned
Languages Common
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
The Dragon-Bloods: For those of you not familiar with Exalted, these guys aren't actually dragon-like at all; they're just elementally-themed. Anyway I invented a new type of monster, the goon, for these guys because they're supposed to be more powerful than mortals but much less powerful than solar exalts [PCs]. Goons are worth half the XP of a standard monster; they have half HP, deal minion damage, have no encounter powers, but have slightly better effects than minions. In the case of dragon-bloods, I gave them each an ally-boosting aura.
SpoilerYoung Fire-Blood, level 1 goon artillery
Medium Exalt
Initiative +0
Senses Perception +0
Flame Aura aura 2; the fire-blood and its allies within the aura deal 2 fire damage with each attack.
Hit Points 11; Bloodied 5
AC 13; Fortitude 11; Reflex 15; Will 13
Resist fire 15
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +8 vs. AC; 4 damage and 2 fire damage.
Short Sword (standard; at-will)
+6 vs. AC; 3 damage and 2 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +5 Cha +3
Equipment Great Bow, Long Sword, Leather Armor
Mature Fire-Blood, level 6 goon artillery
Medium Exalt
Initiative +3
Senses Perception +3
Flame Aura aura 2; the fire-blood and its allies within the aura deal 4 fire damage with each attack.
Hit Points 26; Bloodied 13
AC 18; Fortitude 15; Reflex 20; Will 18
Resist fire 20
Speed 6
Flame Arrow (standard; at-will)
Ranged 25/50; +13 vs. AC; 6 damage and 4 fire damage.
Long Sword (standard; at-will)
+11 vs. AC; 4 damage and 4 fire damage.
Alignment Unaligned
Languages Common
Str +1 Dex +0 Wis +0
Con +0 Int +6 Cha +4
Equipment Great Bow, Long Sword, Leather Armor
SpoilerYoung Air-Blood, level 1 goon skirmisher
Medium Exalt
Initiative +7
Senses Perception +0
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 16; Bloodied 8
AC 15; Fortitude 13; Reflex 15; Will 11
Speed 6
Wind Blade (standard; at-will)
+6 vs. AC; 4 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +5 Wis +0
Con +3 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
Mature Air-Blood, level 6 goon skirmisher
Medium Exalt
Initiative +11
Senses Perception +3
Wind Aura aura 2; the air-blood and its allies within the aura add 1 square to every shift.
Hit Points 37; Bloodied 18
AC 20; Fortitude 18; Reflex 20; Will 15
Speed 6
Wind Blade (standard; at-will)
+11 vs. AC; 6 damage.
Wind Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Wind Step (standard; at-will)
The air-blood moves its speed and makes a wind blade or wind bow attack at any point during that movement. The air-blood doesn’t provoke opportunity attacks when moving away from the target.
Languages Common
Str +0 Dex +6 Wis +0
Con +4 Int +0 Cha +1
Equipment Long Bow, Long Sword, Leather Armor
SpoilerYoung Earth-Blood, level 1 goon brute
Medium Exalt
Initiative +0
Senses Perception +0
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 2.
Hit Points 20; Bloodied 10
AC 13; Fortitude 15; Reflex 11; Will 13
Resist 2 to all damage
Speed 5
Stone Maul (standard; at-will)
+4 vs. AC; 5 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +4 vs. AC; 5 damage.
Languages Common
Str +0 Dex +0 Wis +0
Con +5 Int +1 Cha +3
Equipment Mordenkrad, Throwing Hammers, Scale Armor
Mature Earth-Blood, level 6 goon brute
Medium Exalt
Initiative +3
Senses Perception +3
Earth Aura aura 2; the earth-blood and its allies within the aura gain resist damage 4.
Hit Points 46; Bloodied 23
AC 18; Fortitude 20; Reflex 15; Will 18
Resist 4 to all damage
Speed 5
Stone Maul (standard; at-will)
+9 vs. AC; 8 damage.
Stone Hammer (standard; at-will)
Ranged 5/10; +9 vs. AC; 8 damage.
Alignment Unaligned
Languages Common
Str +0 Dex +0 Wis +0
Con +6 Int +1 Cha +4
Equipment Mordenkrad, Throwing Hammers, Scale Armor
SpoilerYoung Wood-Blood, level 1 goon soldier
Medium Exalt
Initiative +5
Senses Perception +0
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 13; Bloodied 6
AC 18; Fortitude 15; Reflex 13; Will 11
Speed 5
Thorn Spear (standard; at-will)
+8 vs. AC; 4 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +8 vs. AC; 4 damage.
Languages Common
Str +5 Dex +3 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
Mature Wood-Blood, level 6 goon soldier
Medium Exalt
Initiative +9
Senses Perception +3
Wood Aura aura 2; the wood-blood and its allies within the aura gain a +1 power bonus to AC.
Hit Points 33; Bloodied 16
AC 23; Fortitude 20; Reflex 18; Will 15
Speed 5
Thorn Spear (standard; at-will)
+13 vs. AC; 6 damage and target is marked until the end of the wood-blood’s next turn.
Vine Javelin (standard; at-will)
Ranged 10/20; +13 vs. AC; 6 damage.
Languages Common
Str +6 Dex +4 Wis +0
Con +0 Int +0 Cha +1
Equipment Great Spear, Javelins, Scale Armor
SpoilerYoung Water-Blood, level 1 goon controller
Medium Exalt
Initiative +3
Senses Perception +0
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 18; Bloodied 9
AC 15; Fortitude 16; Reflex 14; Will 12
Speed 6
Water Blast (standard; at-will)
Ranged 10; +4 vs. Fortitude; 4 damage and the target is pushed 3 squares.
Long Sword (standard; at-will)
+6 vs. AC; 4 damage.
Long Bow (standard; at-will)
Ranged 20/40; +6 vs. AC; 4 damage.
Languages Common
Str +0 Dex +3 Wis +0
Con +5 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
Mature Water-Blood, level 6 goon controller
Medium Exalt
Initiative +7
Senses Perception +3
Water Aura aura 2; allies within the aura gain a +1 power bonus to Fortitude, Reflex and Will defenses.
Hit Points 39; Bloodied 19
AC 20; Fortitude 21; Reflex 19; Will 16
Speed 6
Water Blast (standard; at-will)
Blast 3; +9 vs. Fortitude; 6 damage and the target is pushed 4 squares.
Long Sword (standard; at-will)
+11 vs. AC; 6 damage.
Long Bow (standard; at-will)
Ranged 20/40; +11 vs. AC; 6 damage.
Languages Common
Str +0 Dex +4 Wis +0
Con +6 Int +0 Cha +1
Equipment Long Sword, Long Bow, Leather Armor
The Death Knights
SpoilerYoung Death Knight, level 1 lurker
Medium Exalt
Initiative +9
Senses Perception +0; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 22; Bloodied 11
AC 15; Fortitude 13; Reflex 15; Will 11
Resist necrotic 15
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 1d4+4 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 1d4+4 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 1d6+8 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +10
Str +3 Dex +5 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather Armor
Mature Death Knight, level 6 lurker
Medium Exalt
Initiative +13
Senses Perception +3; darkvision
Shadow Ward aura 2; the death knight and its allies within the aura gain concealment.
Hit Points 52; Bloodied 26
AC 15; Fortitude 18; Reflex 20; Will 15
Resist necrotic 20
Speed 6; shadow teleport 6
Sly Blade (standard; at-will)
+6 vs. AC; 2d4+5 damage.
Sly Blade (standard; at-will)
Ranged 5/10; +6 vs. AC; 2d4+5 damage.
Hungry Blade (standard; encounter)
+6 vs. AC; 2d6+10 damage and ongoing 5 necrotic damage (save ends).
Combat Advantage
The Death Knight deals an extra 4 damage to foes against which it has combat advantage.
Alignment Evil
Languages Common
Skills Stealth +14
Str +4 Dex +6 Wis +0
Con +0 Int +0 Cha +1
Equipment Jagged Blade, Leather ArmorLast edited by Tequila Sunrise; 2009-09-15 at 05:59 PM.
-
2009-09-13, 11:49 AM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: [4e] Exalted Conversion
I don't really have anything to add... but I just wanted to say that not 5 minutes ago I was pondering the exact opposite of what you're pondering. The first time my players cause a lot of collateral damage (shouldn't take long, not when the first major conflict is going to be a giant battle crab the size of the Juggernaut) soon afterwards they're going to be engaged by a 4th Edition characters yelling about how Pelor's might will strike them down.
-
2009-09-13, 12:21 PM (ISO 8601)
- Join Date
- Jan 2008
Re: [4e] Exalted Conversion
Know that for your transgressions against the Unconquered Sun and the rest of the Celestines, your hun shall never find Lethe nor Oblivion.
I use black for sarcasm.
Call me Rose, or The Rose Dragon. Rose Dragon is someone else entirely.
If you need me for something, please PM me about it. I am having difficulty keeping track of all my obligations.
-
2009-09-13, 03:51 PM (ISO 8601)
- Join Date
- Jun 2007
-
2009-09-14, 08:25 AM (ISO 8601)
- Join Date
- Nov 2006
Re: [4e] Exalted Conversion
I don't think that a split between the kinds of exalt needs reflect the kind of monster.
A very powerful dragon-blooded could be a level 3 solo opponent, or a level 9 elite opponent, or a level 14 normal opponent, or a level 20 minion. Which mechanics you use for that very powerful dragon-blooded opponent would depend on what dramatic use the dragon-blooded is being put to.
Instead of splitting opponents by type of monster, opponents should be split by what tiers they are considered worthy opponents.
New solar players (fresh exalts) can start out at level 1 PCs, and gain levels from there. Using D&D advancement speed at 4 encounters/day, they are only 2 months(!) away from being level 30 -- that more than reflects "solars have insane potential".
The biggest changes I'd make is maybe use some "attributes increase faster, magic items slower" rules, maybe hand out more of the PHB3 skill powers, and have high-DC skill checks scale in more crazy ways.
6. The 1/2 level standard will be replaced with the following rules, in regards to combat stats but not skills. At most levels beyond 1st, PCs get +1 to all attacks and defenses. Exceptions include 6th, 16th and 26th, when PCs add +1 to two abilities of their choice, and 11th and 21st, when PCs add +1 to all their abilities. At those five levels, PCs only get +1 AC if they wear heavy armor. (This rule is to make up for the fact that enhancement bonuses don't exist in my game, and to fix the game's math glitch.)
More later.
...
Keep the "attributes are modifiers".
At 4/14/24 add +1 to three modifiers.
At 8/18/28 add +2 to two modifiers and +1 to two others.
At 11/21 add +1 to all modifiers.
New modifiers:
+11/+11/+8/+5/+2/+2
Standard D&D modifiers from leveling:
+4/+4/+1/+1/+1
Difference:
+7/+7/+7/+3/+1/+1
Magic items are a +6 gap. Masterwork/Feat patches is a ~+3 gap.
That is a +9 gap. Which leaves +2 unaccounted for.
Roll that +2 into magic items.
A magic tool adds +1 to hit or +1 to AC or +1 to NADs.
A legendary magic tool adds +2 to hit or +2 to AC or +2 to NADs.
Allow characters to add 1/2 their Strength or Constitution modifier to their AC (round down) instead of their Dex/Int, in or out of heavy armor (in light or no, it is instead of dex/int). This fills the gap that heavy armor left behind.
The only big remaining hole is "secondary" modifiers to powers. Powers that add more than 1 attribute to damage are now better under the above system, or that do things like "add int to someone else's attack roll". You could just ignore it -- or you could change it to "1/2 attribute modifier +2" or the like.
But your system also works.Last edited by Yakk; 2009-09-14 at 08:54 AM.
-
2009-09-14, 11:13 AM (ISO 8601)
- Join Date
- Jun 2007
Re: [4e] Exalted Conversion
PHB3 is out already? I'm so out of the loop.
Keep in mind that there are no enhancement bonuses. And though I didn't mention it, I'm very strict about feats that add to attacks or defenses -- I don't even allow Armor Spec, let alone Expertise and NAD boosters. Effectively my PCs get the same +1 to everything per level that monsters get.
-
2009-09-15, 03:13 PM (ISO 8601)
- Join Date
- Jan 2007
Re: [4e] Exalted Conversion
A few points on this.
First, animas are basically a type of halo. I'd make the light a burst, not a blast.
Secondly, Dragon-Blood animas can deal damage (because their auras manifest as literally raging elements, fire, shards of ice, etc). Just an FYI, in case you're thinking of any ideas for Solo DB abilities - ongoing damage auras could work just fine.
Note also that Exalts aren't just awesome at combat - they're almost always awesome out of combat, even without trying (you have to really specialize in Exalted to be bad out of combat).
You might want an ability houserule to reflect that.
-
2009-09-15, 03:45 PM (ISO 8601)
- Join Date
- Jun 2008
- Location
- Nexus
- Gender
-
2009-09-15, 04:41 PM (ISO 8601)
- Join Date
- Nov 2006
Re: [4e] Exalted Conversion
Another flaw with your system is that it takes the already dead levels of 4/8/14/18/24/28 and makes them more dead.
So to reflect the "utility awesomeness" of exalts, one approach would be to poach the PHB3 skill powers.
There are skill power for level 2, 6, 10, 16, and 22.
Hand out skill powers at level 1, 4, 6, 8, 12, 14, 18, 20, 24, 28. With the exception of the level 1 skill power (which is picked from 2nd level utility powers), the skill power you gain is of that level or lower.
You end up with 3 level 2 skill powers, and 2 level 6, 10, 16 and 22 skill powers.
It also does something small to help make up for the 'holes' at 4/8/14/18/24/28 you have in your progression.
I still find your "gain +1 modifiers, except when I give you something else that gives you +1" very clunky. It will work, but it is very clunky. The 4e system where PCs had a myriad of ways to get their defence/attack/etc modifiers increased that "just happened" to hit +1 per level is a quite neat feature of 4e -- players get a mechanical system to play with when building characters, and the game remains balanced.
Yours is ... well, sort of like removing the paint on a car. Sure, it still drives, but... :)
This is, however, a matter of taste.
(And yes, I agree that the expertise feats should be exiled -- they are blatantly too good.)
-
2009-09-15, 05:18 PM (ISO 8601)
- Join Date
- Jun 2008
Re: [4e] Exalted Conversion
I don't really see a need to tweak the game mechanics that are supposingly already balanced.
I prefer the add stuff and ban stuff aproach.
For example,
-you say superior weapons are encouraged. I would give one superior weapon proficiency instead of a bonus feat to humans.
-humans are the only race. You do well to give them a +2 on stats, since most classes use 2 stats. You could also give them more choices. Instead of +1 on defenses choose one defense and choose a +2 boost on a skill.
Stuff to add,
-More superior weapons. Feats that specialize on superior weapons unique abilities. Like 19-20 critical when firing with a superior crossbow. Or -2 on attacks for an extra [W] when using a huge spiked hammer. That will give more variety on attacks which is really good.
-More powers. Instead of replacing powers with skill powers, you can just take skill powers for free, as already noted
-Add more daily powers, but only use one per encounter. This won't unbalance the game, just make characters be awesome more than once per day.
-Optional class features
-Paragon/Epic paths
I believe you want characters not to depend on weapons and armors. Remove enchantment as you do. Add that to attack/defenses.
+1 on 1-5
+2 on 6-10
etc etc
If you still use masterwork armors then there will be absolutely no need for enchantment bonuses.
Adding more character daily powers can also replace weapon daily powers.
They are awesome outside the battle? Tweak the skills so you can do more awesome things. Like walking on walls with a high Acrobatic skill check.
-
2009-09-15, 05:58 PM (ISO 8601)
- Join Date
- Jun 2007
Re: [4e] Exalted Conversion
Originally Posted by Indon
Originally Posted by Indon
Originally Posted by Yakk
Originally Posted by Yakk
Originally Posted by Waargh!
Originally Posted by Waargh!
Originally Posted by Waargh!
I like a lot of your suggestions, but I don't want to overwhelm my players with options; two of them take literally hours just to make a 1st level character. *sigh*Last edited by Tequila Sunrise; 2009-09-15 at 06:00 PM.
-
2009-09-16, 04:34 PM (ISO 8601)
- Join Date
- Jan 2007
Re: [4e] Exalted Conversion
At lower levels of power expenditure, yes.
At higher levels, animas look more like this, and at the highest levels they manifest like the combat scene here.
-
2009-09-16, 05:26 PM (ISO 8601)
- Join Date
- Jun 2007
Re: [4e] Exalted Conversion
In the interest of following Waaargh!'s advice, I've compiled the existing superior weapons, made a couple of changes, added seven superior implements and a couple of new weapons here. I'd appreciate help with the implements: I've assigned what I think are cool properties to five of them, but can't think of anything for the other two -- the Silver Symbol and the Darkwood Totem.
Here's the rundown if you don't like pdfs:
Bloodiron Dagger: Brutal 1 (works for both implement and weapon powers)
Crystal Orb: User can add 2 squares to area powers and 5 squares to ranged powers
Darkwood Staff: Defensive
Jade Wand: Grants +1 prof. bonus to implement powers
Ivory Rod: High Crit
Silver Symbol: ???
Darkwood Totem: ???