Fieari
Explorer
I'm posting this here because I thought I'd get an idea of how you guys think this creature is balanced, considering that it is in fact a level 39 solo. Please make comparisons with other similarly high level beings, as well as consider how difficult he'd be to a party of sufficiently high level adventurers... presumably level 30 at this point (so in other words, Alabaster should be pretty freaking hard).
Do note that he is being designed with higher than 30th level adventurers in mind, for Upper_Krust's Immortal's Handbook project, but since those rules aren't yet available, discount them for the moment. For "Quintessence Elemental", just assume a level appropriate normal monster.
So, here we go!
Alabaster, Vampire Amidah (Paragon of Paragons) Level 39 Solo Controller
Medium natural humanoid (undead) XP ???
Initiative Special, see Sextuple Actions, below Senses Perception +29
Evil Eye (Gaze) aura 20; all creatures Alabaster choose take -2 to AC, Fortitude, Reflex, and Will defenses. They also take -2 to attack, initiative, saving throws, and all skill checks.
HP 1760; Bloodied 880; see Mist Discorporation and Co-ordinated Strike
Regeneration 10
AC 55; Fortitude 55, Reflex 55, Will 50
Immunities Cold, Fire
Saving Throws +5
Speed 12 (see also Legendary Leap)
Action Points 2; all 6 swords gain an additional action upon spending an action point
Blood Drain (standard, encounter; recharges when any creature within aura becomes bloodied) * Healing
Requires combat advantage; +43 vs. Fortitude; 2d12+30 damage, the target is weakened (save ends), and Alabaster regains 440 hit points.
Dominating Gaze (minor, recharge
) * Charm
Ranged 5; +41 vs. Will; the target is dominated (save ends, with an additional –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). Alabaster can dominate only one creature at a time.
Mist Form (standard; encounter) * Polymorph
Alabaster becomes insubstantial and gains a fly speed of 12, but cannot make attacks. Alabaster can remain in mist form for up to 1 hour or end the effect as a minor action.
Mist Discorporation * Polymorph
When Alabaster becomes bloodied, he and his weapons become discorporate into intangible mist and gain a fly speed of 12. He cannot attack or be attacked by any means during this time. He can remain in this form without limit, but cannot reform until returning to his coffin, after which point this ability cannot be used again until Alabaster has slept there for 8 hours.
Co-ordinated Strike (Immediate reaction, when first bloodied; encounter)
Upon being bloodied, all six weapons immediately gain a move action, a standard action, and a minor action. Afterwards, they still activate as normal on their initiative counts. This ability only activates if Alabaster is not in mist form. At the end of the round, Alabaster regains any action points he has spent in the encounter so far.
Sextuple Actions
Alabaster does not roll initiative as normal. His swords have set initiative counts of 50, 45, 40, 35, 30, and 25 (Alabaster chooses the order each round). Each activation, Alabaster and the activated sword each gain (separate) move actions, as well as a shared standard and minor action that can be used by either Alabaster or his sword. Alabaster cannot delay, but can ready actions by forgoing all activations until the readied condition occurs. Alabaster’s ability to take immediate actions refreshes on each sword's activation.
Quick on the uptake
Each time Alabaster would become dazed or stunned, he loses his next sword activation instead. Multiple such effects do not stack.
Limited Range
Alabaster's swords cannot purposely fly more than 12 squares away from Alabaster. If forced to move farther, or if left behind, they must spend any available actions on their initiative in order to return to within 12 squares.
Legendary Leap (Move; encounter)
Alabaster moves up to 120 squares, including straight up (or down, for the purposes of negating fall damage).
Alignment Chaotic Evil Languages Supernal
Str 36 (+32) Dex 36 (+32) Wis 30 (+29)
Con 32 (+30) Int 30 (+29) Cha 32 (+30)
Dark Nemesis Only
Speed Fly 6
Basic Attack (standard; at-will) * Shadow, Necrotic
Reach 1; +44 vs AC; 3d12+13 damage plus damage equal to target's weapon damage, including all of target's bonuses (strength, enhancement, magic, etc).
Nemesis (standard; daily) * Summoning
Dark Nemesis summons its foe's greatest enemy ever faced, from beyond the grave if necessary (DM selects who). This summoned creature can use all his or her abilities, but uses Dark Nemesis' attack bonus (+44) if it would be lower. The summoned creature returns to where it came from 13 rounds after being summoned. The summoned creature uses Dark Nemesis' initiative count for all actions, wielding the sword if capable of doing so.
Godsend Only
Speed Fly 6
Basic Attack (standard; at-will) * Divine, Radiant
Reach 1; +43 vs Reflex; 3d12+13 damage, plus an additional 1d8 damage per level target possesses over 30 (ie, +3d8 for a level 33 target). Deities bloodied by Godsend cannot discorporate until damaged by another source. Upon a critical hit, target's divinity is sundered until the end of the encounter, creating an appropriately sized Quintessence Elemental for the duration. If the deity is killed before the end of the encounter, the elemental is permanent. This elemental is not under the command of Alabaster, nor is it under the command of the target.
Trap the Soul (free, upon dropping an opponent; encounter) * Arcane
Upon dropping an opponent, their soul is encased within the sword, preventing their resurrection until the soul is released. All souls trapped within Godsend become released immediately upon bloodying (or killing) its wielder.
Steel Hydra Only
Speed Fly 12
Basic Attack (minor; at-will) * Sonic
Reach 1; +44 vs AC; 3d12+13 damage. Upon scoring a critical hit, target loses their next standard action, and Steel Hydra immediately gains an additional standard action.
Sonic Blast (standard; at-will) * Sonic
Close Wall 5; +43 vs Fortitude; 4d10+13 damage, target is pushed 1 square and knocked prone.
Were-Sword Only
Speed Fly 6
Basic Attack (standard; at-will)
Reach 1; +44 vs AC; 3d12+13 damage.
Parry (standard; day-only at-will)
Reach 1; +43 vs Reflex; Target loses their next standard action.
Defensive Technique (standard; day-only encounter)
Alabaster selects one target adjacent to the Were-Sword. If the target moves away from the Were-Sword, the Were-Sword can spend an immediate action to move up to its speed to remain adjacent. As long as the Were-Sword remains adjacent to its target, the target recieves half damage it deals to Alabaster.
Blooddrinker (standard; night-only at-will)
The Were-Sword makes a Basic Attack and Alabaster gains hit points equal to that dealt.
Sacrificial Strike (standard; night-only encounter)
Reach 1; +49 vs AC; 3d12+13 damage. Upon hitting its target, Alabaster can sacrifice up to 39 hit points, dealing that much additional damage.
The Undersword Only
Speed Fly 6
Basic Attack (standard; at-will) * Void, Shadow
Reach 1; +43 vs Reflex; 3d12+13 damage, and drains 1 healing surge from the target. Upon dealing a critical hit, the Undersword deals an additional 3d12+13 damage, and drains an additional healing surge. If target has no healing surges to be drained, target's maximum hp is lowered by 1 point per healing surge that should have been drained. This permanent damage can only be removed after Alabaster is forced to discorporate or is killed.
Disjoin Magic (minor; recharge
) * Arcane
Reach 1; +43 vs Will; The enchantment bonus on target's weapon or implement is reduced by 1 and any magical features are disabled until the end of the encounter.
The Sword of a Thousand Names Only
Speed Fly 6
Basic Attack (standard; at-will) * Varies
Reach 1; +44 vs lowest of AC, Reflex, Fortitude, or Will; 4d10+13 damage of type least advantageous to target (ie, if target is vulnerable to fire, it deals fire damage).
Rename (minor; at-will) * Polymorph
The Sword of a Thousand Names gains any single magical enchanment (known to Alabaster) suitable for a weapon until the start of its next initiative.
Do note that he is being designed with higher than 30th level adventurers in mind, for Upper_Krust's Immortal's Handbook project, but since those rules aren't yet available, discount them for the moment. For "Quintessence Elemental", just assume a level appropriate normal monster.
So, here we go!
Alabaster, Vampire Amidah (Paragon of Paragons) Level 39 Solo Controller
Medium natural humanoid (undead) XP ???
Initiative Special, see Sextuple Actions, below Senses Perception +29
Evil Eye (Gaze) aura 20; all creatures Alabaster choose take -2 to AC, Fortitude, Reflex, and Will defenses. They also take -2 to attack, initiative, saving throws, and all skill checks.
HP 1760; Bloodied 880; see Mist Discorporation and Co-ordinated Strike
Regeneration 10
AC 55; Fortitude 55, Reflex 55, Will 50
Immunities Cold, Fire
Saving Throws +5
Speed 12 (see also Legendary Leap)
Action Points 2; all 6 swords gain an additional action upon spending an action point
Blood Drain (standard, encounter; recharges when any creature within aura becomes bloodied) * Healing
Requires combat advantage; +43 vs. Fortitude; 2d12+30 damage, the target is weakened (save ends), and Alabaster regains 440 hit points.
Dominating Gaze (minor, recharge

Ranged 5; +41 vs. Will; the target is dominated (save ends, with an additional –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). Alabaster can dominate only one creature at a time.
Mist Form (standard; encounter) * Polymorph
Alabaster becomes insubstantial and gains a fly speed of 12, but cannot make attacks. Alabaster can remain in mist form for up to 1 hour or end the effect as a minor action.
Mist Discorporation * Polymorph
When Alabaster becomes bloodied, he and his weapons become discorporate into intangible mist and gain a fly speed of 12. He cannot attack or be attacked by any means during this time. He can remain in this form without limit, but cannot reform until returning to his coffin, after which point this ability cannot be used again until Alabaster has slept there for 8 hours.
Co-ordinated Strike (Immediate reaction, when first bloodied; encounter)
Upon being bloodied, all six weapons immediately gain a move action, a standard action, and a minor action. Afterwards, they still activate as normal on their initiative counts. This ability only activates if Alabaster is not in mist form. At the end of the round, Alabaster regains any action points he has spent in the encounter so far.
Sextuple Actions
Alabaster does not roll initiative as normal. His swords have set initiative counts of 50, 45, 40, 35, 30, and 25 (Alabaster chooses the order each round). Each activation, Alabaster and the activated sword each gain (separate) move actions, as well as a shared standard and minor action that can be used by either Alabaster or his sword. Alabaster cannot delay, but can ready actions by forgoing all activations until the readied condition occurs. Alabaster’s ability to take immediate actions refreshes on each sword's activation.
Quick on the uptake
Each time Alabaster would become dazed or stunned, he loses his next sword activation instead. Multiple such effects do not stack.
Limited Range
Alabaster's swords cannot purposely fly more than 12 squares away from Alabaster. If forced to move farther, or if left behind, they must spend any available actions on their initiative in order to return to within 12 squares.
Legendary Leap (Move; encounter)
Alabaster moves up to 120 squares, including straight up (or down, for the purposes of negating fall damage).
Alignment Chaotic Evil Languages Supernal
Str 36 (+32) Dex 36 (+32) Wis 30 (+29)
Con 32 (+30) Int 30 (+29) Cha 32 (+30)
Dark Nemesis Only
Speed Fly 6
Basic Attack (standard; at-will) * Shadow, Necrotic
Reach 1; +44 vs AC; 3d12+13 damage plus damage equal to target's weapon damage, including all of target's bonuses (strength, enhancement, magic, etc).
Nemesis (standard; daily) * Summoning
Dark Nemesis summons its foe's greatest enemy ever faced, from beyond the grave if necessary (DM selects who). This summoned creature can use all his or her abilities, but uses Dark Nemesis' attack bonus (+44) if it would be lower. The summoned creature returns to where it came from 13 rounds after being summoned. The summoned creature uses Dark Nemesis' initiative count for all actions, wielding the sword if capable of doing so.
Godsend Only
Speed Fly 6
Basic Attack (standard; at-will) * Divine, Radiant
Reach 1; +43 vs Reflex; 3d12+13 damage, plus an additional 1d8 damage per level target possesses over 30 (ie, +3d8 for a level 33 target). Deities bloodied by Godsend cannot discorporate until damaged by another source. Upon a critical hit, target's divinity is sundered until the end of the encounter, creating an appropriately sized Quintessence Elemental for the duration. If the deity is killed before the end of the encounter, the elemental is permanent. This elemental is not under the command of Alabaster, nor is it under the command of the target.
Trap the Soul (free, upon dropping an opponent; encounter) * Arcane
Upon dropping an opponent, their soul is encased within the sword, preventing their resurrection until the soul is released. All souls trapped within Godsend become released immediately upon bloodying (or killing) its wielder.
Steel Hydra Only
Speed Fly 12
Basic Attack (minor; at-will) * Sonic
Reach 1; +44 vs AC; 3d12+13 damage. Upon scoring a critical hit, target loses their next standard action, and Steel Hydra immediately gains an additional standard action.
Sonic Blast (standard; at-will) * Sonic
Close Wall 5; +43 vs Fortitude; 4d10+13 damage, target is pushed 1 square and knocked prone.
Were-Sword Only
Speed Fly 6
Basic Attack (standard; at-will)
Reach 1; +44 vs AC; 3d12+13 damage.
Parry (standard; day-only at-will)
Reach 1; +43 vs Reflex; Target loses their next standard action.
Defensive Technique (standard; day-only encounter)
Alabaster selects one target adjacent to the Were-Sword. If the target moves away from the Were-Sword, the Were-Sword can spend an immediate action to move up to its speed to remain adjacent. As long as the Were-Sword remains adjacent to its target, the target recieves half damage it deals to Alabaster.
Blooddrinker (standard; night-only at-will)
The Were-Sword makes a Basic Attack and Alabaster gains hit points equal to that dealt.
Sacrificial Strike (standard; night-only encounter)
Reach 1; +49 vs AC; 3d12+13 damage. Upon hitting its target, Alabaster can sacrifice up to 39 hit points, dealing that much additional damage.
The Undersword Only
Speed Fly 6
Basic Attack (standard; at-will) * Void, Shadow
Reach 1; +43 vs Reflex; 3d12+13 damage, and drains 1 healing surge from the target. Upon dealing a critical hit, the Undersword deals an additional 3d12+13 damage, and drains an additional healing surge. If target has no healing surges to be drained, target's maximum hp is lowered by 1 point per healing surge that should have been drained. This permanent damage can only be removed after Alabaster is forced to discorporate or is killed.
Disjoin Magic (minor; recharge

Reach 1; +43 vs Will; The enchantment bonus on target's weapon or implement is reduced by 1 and any magical features are disabled until the end of the encounter.
The Sword of a Thousand Names Only
Speed Fly 6
Basic Attack (standard; at-will) * Varies
Reach 1; +44 vs lowest of AC, Reflex, Fortitude, or Will; 4d10+13 damage of type least advantageous to target (ie, if target is vulnerable to fire, it deals fire damage).
Rename (minor; at-will) * Polymorph
The Sword of a Thousand Names gains any single magical enchanment (known to Alabaster) suitable for a weapon until the start of its next initiative.
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