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T O P I C    R E V I E W
Alisttair Posted - 07 Mar 2011 : 16:17:54
Does anyone know if 4e stats for Phaerimm exists out there (official or otherwise)? If not, any recommendations on how to best stat them out?
30   L A T E S T    R E P L I E S    (Newest First)
Alisttair Posted - 10 Mar 2011 : 13:47:36
quote:
Originally posted by Brimstone

I would like to see them built using all of the 4E Roles. Maybe with the Spellplague they had to evolve after the Weave was destroyed/damaged...



You're just trying to give me more work .
Brimstone Posted - 09 Mar 2011 : 21:57:47
I would like to see them built using all of the 4E Roles. Maybe with the Spellplague they had to evolve after the Weave was destroyed/damaged...
Alisttair Posted - 09 Mar 2011 : 14:55:40
quote:
Originally posted by Brimstone

Nice! They seem more like artillery than controller. But still...



yeah I just quickly gave them Wizard powers - maybe make some of both roles since they use all kinds of spells, so different roled Phaerimm with variaous powers perhaps?
Brimstone Posted - 09 Mar 2011 : 13:51:25
Nice! They seem more like artillery than controller. But still...
Christopher_Rowe Posted - 09 Mar 2011 : 13:26:52
Pretty cool, Alisttair. Thanks!
Alisttair Posted - 09 Mar 2011 : 11:24:27
Regarding some of those letters:
r Magic Missile - r = Ranged
M 6 claws - M = Melee
m Bite - m - Melee Basic Attack (the stinger probably shouldn't have this, those should only be M, it was tedious fixing it on all the different custom creatures)
A Fireball - A = Area Attack

I think that's the gist of it.
Alisttair Posted - 09 Mar 2011 : 11:21:22
Phaerimm - Revered Elder Level 26 Controller
Huge aberrant magical beast (psychic) XP 9,000
HP 269; Bloodied 135
AC 40; Fortitude 37; Reflex 39; Will 41
Speed 4, fly 6 Perfect
Immune polymorph; Resist 20 arcane
Saving Throws +2
Initiative +16
Perception +26
Blindsight 20, Truesight 20
Standard Actions
m Bite • At-Will
Attack: +31 vs. AC
Hit: 2d12 + 16 damage.
M 6 claws • At-Will
Attack: (One to Six creatures); +31 vs. AC
Hit: 1d10 + 11 damage.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 27 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +32 vs. Fortitude
Hit: 1d6 + 20 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +29 vs. Reflex
Hit: 4d6 + 19 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +31 vs. Reflex
Hit: 2d6 + 22 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +29 vs. Reflex
Hit: 1d6 + 15 lightning damage.
m Stinger (poison) • At-Will
Attack: +28 vs. AC
Hit: 2d8 + 16 damage. Also, the target is immobilized and takes ongoing 10 poison damage (save ends both).
M Implant • Encounter
Attack: +31 vs. AC
Hit: 2d8 + 16 damage. The Pharerimm lays eggs inside the paralyzed creature, which emerge 90 days later, devouring the host from inside. A skill challenge is required to rid the host of the eggs (see Phaerimm Eggs skill challenge).
Skills Arcana +33
Str 22 (+19) Dex 23 (+19) Wis 26 (+21)
Con 18 (+17) Int 30 (+23) Cha 26 (+21)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:20:51
Phaerimm - Elder Level 22 Controller
Large aberrant magical beast (psychic) XP 4,150
HP 230; Bloodied 115
AC 36; Fortitude 33; Reflex 35; Will 37
Speed 4, fly 6 Perfect
Immune polymorph; Resist 15 arcane
Saving Throws +2
Initiative +13
Perception +23
Blindsight 20, Truesight 15
Standard Actions
m Bite • At-Will
Attack: +27 vs. AC
Hit: 2d12 + 13 damage.
M 4 claws • At-Will
Attack: (One to Four creatures); +27 vs. AC
Hit: 1d10 + 9 damage.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 24 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +28 vs. Fortitude
Hit: 1d6 + 18 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +25 vs. Reflex
Hit: 4d6 + 16 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +27 vs. Reflex
Hit: 2d6 + 20 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +25 vs. Reflex
Hit: 1d6 + 13 lightning damage.
m Stinger (poison) • At-Will
Attack: +24 vs. AC
Hit: 2d8 + 14 damage. Also, the target is immobilized and takes ongoing 10 poison damage (save ends both).
M Implant • Encounter
Attack: +27 vs. AC
Hit: 2d8 + 14 damage. The Pharerimm lays eggs inside the paralyzed creature, which emerge 90 days later, devouring the host from inside. A skill challenge is required to rid the host of the eggs (see Phaerimm Eggs skill challenge).
Skills Arcana +30
Str 20 (+16) Dex 21 (+16) Wis 24 (+18)
Con 16 (+14) Int 28 (+20) Cha 24 (+18)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:20:17
Phaerimm - Mature Adult Level 18 Controller
Large aberrant magical beast (psychic) XP 2,000
HP 191; Bloodied 96
AC 32; Fortitude 29; Reflex 31; Will 33
Speed 4, fly 6 Perfect
Immune polymorph; Resist 5 arcane
Saving Throws +2
Initiative +10
Perception +20
Blindsight 20, Truesight 10
Standard Actions
m Bite • At-Will
Attack: +23 vs. AC
Hit: 2d12 + 11 damage.
M 4 claws • At-Will
Attack: (One to Four creatures); +23 vs. AC
Hit: 1d10 + 8 damage.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 19 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +24 vs. Fortitude
Hit: 1d6 + 16 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +21 vs. Reflex
Hit: 4d6 + 14 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +23 vs. Reflex
Hit: 2d6 + 18 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +21 vs. Reflex
Hit: 1d6 + 11 lightning damage.
m Stinger (poison) • At-Will
Attack: +20 vs. AC
Hit: 2d8 + 12 damage. Also, the target is immobilized and takes ongoing 10 poison damage (save ends both).
M Implant • Encounter
Attack: +23 vs. AC
Hit: 2d8 + 12 damage. The Pharerimm lays eggs inside the paralyzed creature, which emerge 90 days later, devouring the host from inside. A skill challenge is required to rid the host of the eggs (see Phaerimm Eggs skill challenge).
Skills Arcana +27
Str 18 (+13) Dex 19 (+13) Wis 22 (+15)
Con 14 (+11) Int 26 (+17) Cha 22 (+15)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:19:38
Phaerimm - Adult Level 14 Controller
Large aberrant magical beast (psychic) XP 1,000
HP 152; Bloodied 76
AC 28; Fortitude 25; Reflex 27; Will 29
Speed 4, fly 6 Perfect
Immune polymorph
Saving Throws +2
Initiative +7
Perception +17
Blindsight 20, Truesight 5
Standard Actions
m Bite • At-Will
Attack: +19 vs. AC
Hit: 2d10 + 8.
M 4 claws • At-Will
Attack: (One to Four creatures); +19 vs. AC
Hit: 1d10 + 6 damage.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 16 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +20 vs. Fortitude
Hit: 1d6 + 14 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +17 vs. Reflex
Hit: 4d6 + 11 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +19 vs. Reflex
Hit: 2d6 + 16 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +17 vs. Reflex
Hit: 1d6 + 9 lightning damage.
m Stinger (poison) • At-Will
Attack: +16 vs. AC
Hit: 2d8 + 10 damage. Also, the target is immobilized and takes ongoing 10 poison damage (save ends both).
M Implant • Encounter(can only be used on immobilized target)
Attack: +19 vs. AC
Hit: 2d8 + 10 damage. The Pharerimm lays eggs inside the paralyzed creature, which emerge 90 days later, devouring the host from inside. A skill challenge is required to rid the host of the eggs (see Phaerimm Eggs skill challenge).
Skills Arcana +24
Str 16 (+10) Dex 17 (+10) Wis 20 (+12)
Con 12 (+8) Int 24 (+14) Cha 20 (+12)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:18:58
Phaerimm - Young Adult Level 10 Controller
Medium aberrant magical beast (psychic) XP 500
HP 113; Bloodied 57
AC 24; Fortitude 21; Reflex 23; Will 25
Speed 4, fly 6 Perfect
Immune polymorph
Saving Throws +2
Initiative +7
Perception +14
Blindsight 20
Standard Actions
m Bite • At-Will
Attack: +15 vs. AC
Hit: 2d8 + 4 damage.
M 4 Claws • At-Will
Attack: (One to Four Creatures); +15 vs. AC; The Phaerimm attacks with 4 claws
Hit: 1d8 + 6 damage.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 13 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +16 vs. Fortitude
Hit: 1d6 + 12 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +13 vs. Reflex
Hit: 4d6 + 9 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +15 vs. Reflex
Hit: 2d6 + 14 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +13 vs. Reflex
Hit: 1d6 + 7 lightning damage.
M Stinger (poison) • At-Will
Attack: +12 vs. AC
Hit: 2d8 + 8 damage. Also, the target is immobilized and takes ongoing 5 poison damage (save ends both).
Skills Arcana +21
Str 14 (+7) Dex 15 (+7) Wis 18 (+9)
Con 10 (+5) Int 22 (+11) Cha 18 (+9)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:18:02
Phaerimm - Juvenile Level 6 Controller
Small aberrant magical beast (psychic) XP 250
HP 74; Bloodied 37
AC 20; Fortitude 17; Reflex 19; Will 21
Speed 4, fly 6 Perfect
Immune polymorph
Saving Throws +2
Initiative +7
Perception +11
Blindsight 20
Standard Actions
m Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 4 damage.
M 2 Claws • At-Will
Attack: (One or Two Creatures); +11 vs. AC; The Phaerimm makes two claw attacks
Hit: 1d10 + 6.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 10 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +12 vs. Fortitude
Hit: 1d6 + 10 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +9 vs. Reflex
Hit: 3d6 + 10 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +11 vs. Reflex
Hit: 2d6 + 12 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +9 vs. Reflex
Hit: 1d6 + 5 lightning damage.
Skills Arcana +18
Str 12 (+4) Dex 13 (+4) Wis 16 (+6)
Con 8 (+2) Int 20 (+8) Cha 16 (+6)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:17:28
Here is a list of Phaerimm I adapted from Lost Empires of Faerun over to 4E. I didn’t make any of them elite or solo, but that can easily be altered. Also, I currently left them all with the same spells/powers but I plan on either changing that a bit and/or giving them more. So does anyone have any recommendations for powers that would be good for them (perhaps deriving from other creatures). The copy into text format from the Adventure Tools may have a few errors here and there so bear with me. Any other recommendations let me know. (domination/psionic powers perhaps?)

Oh and any ideas for the Phaerimm Eggs skill challenge let me know (yes I think a skill challenge to remove the incubated eggs would be a good system – let me know if y’all think otherwise and have a better idea). Cheers!

Phaerimm - Hatchling Level 2 Controller
Tiny aberrant magical beast (psychic) XP 125
HP 35; Bloodied 18
AC 16; Fortitude 13; Reflex 15; Will 17
Speed 4, fly 6 Perfect
Immune polymorph
Saving Throws +2
Initiative +4
Perception +8
Blindsight 10
Standard Actions
M 2 Claws • At-Will
Attack: (One or Two Creatures); +7 vs. AC; The Phaerimm makes two claw attacks
Hit: 1d10 + 4.
r Magic Missile (force, implement) • At-Will
Effect: Ranged 20 (One Enemy); 7 Force Damage.
M Ray of Frost (arcane, cold, implement) • At-Will
Attack: Ranged 10; +8 vs. Fortitude
Hit: 1d6 + 8 damage, and the target is slowed until the end of the Phaerimm's next turn.
A Fireball (fire) • Encounter
Attack: Area burst 3 within 20; +5 vs. Reflex
Hit: 3d6 + 8 fire damage. Miss: Half damage.
R Lightning Bolt (arcane, implement, lightning) • Encounter
Attack: Ranged 10; +7 vs. Reflex
Hit: 2d6 + 10 lightning damage, and make a secondary attack against two creatures within 10 squares of the primary target.
Attack: +5 vs. Reflex
Hit: 1d6 + 3 lightning damage.
Skills Arcana +15
Str 10 (+1) Dex 11 (+1) Wis 14 (+3)
Con 6 (–1) Int 18 (+5) Cha 14 (+3)
Alignment evil Languages Common, Supernal, Netherese, Deep Speech

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
Alisttair Posted - 09 Mar 2011 : 11:16:57
quote:
Originally posted by The Sage

quote:
Originally posted by Alisttair

quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.

The concept of additional forged arms on a phaeforged is certainly a frightening prospect.



Now that is a good one
The Sage Posted - 09 Mar 2011 : 04:15:43
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Arik

It grows and feeds parasitically, no doubt about that. But the fact that it can infest a host while remaining entirely undetected for years suggests that it probably stays small and unobtrusive for most of that time (the parasite does not benefit from harming the host) ... followed by a large growth surge shortly before hatching (which probably incapacitates the host while consuming biomass from within).

[Edit]

It's possible I read about this in one of the original Undermountain or Underdark boxes, FR13 Anauroch, Netheril, or even that unmemorable novel trilogy. It's also possible that my mind is hazed over with concepts from SG-1 or a thousand other Fantasy/SF sources, ie: it's possible I'm totally wrong.



I'm not sure where this idea that the egg lasts for years comes from... So far as I know, the phaerimm were intro'ed in FR13 Anauroch, an Ed sourcebook. And that book says this (referring to whether or not the implanted egg is fertile), on page 94:

quote:
If it is, it begins to grow in 1d6 days, eating the victim internally for a loss of 1 hp/day thereafter, until death occurs or a cure disease spell kills the Phaerimm larva. During this time, the victim's attack, armor class, and ability scores are all penalized by 4 points, due to debilitating, gnawing pain. An egg or larva can be cut out of a victim, who must survive a system shock roll, and typically suffers 2d4 points of damage during the process.


So unless the host is unable to feel pain and has some serious regenerative abilities, the egg won't be undetected for years.

Not only that, but depending upon what exactly the larvae feeds on internally for sustenance, could have both an immediate and deleterious effect upon the host.
Wooly Rupert Posted - 09 Mar 2011 : 03:50:08
quote:
Originally posted by Arik

It grows and feeds parasitically, no doubt about that. But the fact that it can infest a host while remaining entirely undetected for years suggests that it probably stays small and unobtrusive for most of that time (the parasite does not benefit from harming the host) ... followed by a large growth surge shortly before hatching (which probably incapacitates the host while consuming biomass from within).

[Edit]

It's possible I read about this in one of the original Undermountain or Underdark boxes, FR13 Anauroch, Netheril, or even that unmemorable novel trilogy. It's also possible that my mind is hazed over with concepts from SG-1 or a thousand other Fantasy/SF sources, ie: it's possible I'm totally wrong.



I'm not sure where this idea that the egg lasts for years comes from... So far as I know, the phaerimm were intro'ed in FR13 Anauroch, an Ed sourcebook. And that book says this (referring to whether or not the implanted egg is fertile), on page 94:

quote:
If it is, it begins to grow in 1d6 days, eating the victim internally for a loss of 1 hp/day thereafter, until death occurs or a cure disease spell kills the Phaerimm larva. During this time, the victim's attack, armor class, and ability scores are all penalized by 4 points, due to debilitating, gnawing pain. An egg or larva can be cut out of a victim, who must survive a system shock roll, and typically suffers 2d4 points of damage during the process.


So unless the host is unable to feel pain and has some serious regenerative abilities, the egg won't be undetected for years.
The Sage Posted - 09 Mar 2011 : 00:40:54
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Alisttair

Yeah...thanks Christopher. This is giving me an idea for one of the characters. On a side, it's giving me a much separate idea/question as well.

One of the characters is a Warforged. What would happen if a Phaerimm attempted to and/or succeeded in implanting an egg in him? Would it make sense to have him be some kind of carrier that would survive the hatching of the egg (thus making it so I can have a Phaerimm hatch from a PC without killing a PC)...I won't do it if it can't be explained (even for fantasy ). ANy recommendations on this?



I'd imagine that the purpose of implantation would be to allow the egg to properly gestate/grow/feed... And I don't see that happening in a construct.

In this scenario, I'd have the phaerimm implant eggs in one or more of the PCs, and then geas the warforged to guard them.

Of course, I don't recall any lore saying that phaerimm implanting did anything to prolong someone's life -- quite the opposite would occur, I'd expect.

The implanted phaerimm egg does indeed begin to eat away internally at the victim, and I assume the egg gains sustenance from that as a result.

Of course, the implantation of an egg in a phaeforged is an intriguing concept. I'd say that depending on how involved the forged process has become in the individual phaerimm, an egg could very well starve... simply because there may not be enough biological elements left for the egg to suitably feed.
The Sage Posted - 09 Mar 2011 : 00:37:00
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Diffan

quote:
Originally posted by Alisttair

quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.



This reminds me of the movie/sci-fi comics called Guyvers. They're symbiants that fuse with another organism (possibly a the collective symbiosis of a Phaerimm and Warforged) and give them super human abilities.



And given 2E stats as bionoids, in Spelljammer.

Always wanted to use those in a campaign. They kind of remind me of the biods from the Dark Reign PC game.
The Sage Posted - 09 Mar 2011 : 00:36:20
quote:
Originally posted by Alisttair

quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.

The concept of additional forged arms on a phaeforged is certainly a frightening prospect.
Ayrik Posted - 09 Mar 2011 : 00:08:00
It grows and feeds parasitically, no doubt about that. But the fact that it can infest a host while remaining entirely undetected for years suggests that it probably stays small and unobtrusive for most of that time (the parasite does not benefit from harming the host) ... followed by a large growth surge shortly before hatching (which probably incapacitates the host while consuming biomass from within).

[Edit]

It's possible I read about this in one of the original Undermountain or Underdark boxes, FR13 Anauroch, Netheril, or even that unmemorable novel trilogy. It's also possible that my mind is hazed over with concepts from SG-1 or a thousand other Fantasy/SF sources, ie: it's possible I'm totally wrong.
Wooly Rupert Posted - 08 Mar 2011 : 23:05:26
quote:
Originally posted by Arik

I recall reading somewhere that the implanted embryo has a dormant intelligence which is nurtured by the host's activities and experiences, especially those relating to magic. This might explain why the gestation period is so variable. The unborn phaerimm probably doesn't actually grow/feed all that much since it's small enough to remain undetected prior to the approach of hatching.



I'll have to dig out the old Anauroch book when I get home... But I have to wonder, why would a creature implant an egg for gestation in another creature if the egg didn't grow and feed on its host?
Brimstone Posted - 08 Mar 2011 : 22:47:05
I would like to see 4E write ups for Phaerimm. Brute write ups, lurker write ups, soldier write ups, even minion write ups.
Ayrik Posted - 08 Mar 2011 : 19:48:24
I recall reading somewhere that the implanted embryo has a dormant intelligence which is nurtured by the host's activities and experiences, especially those relating to magic. This might explain why the gestation period is so variable. The unborn phaerimm probably doesn't actually grow/feed all that much since it's small enough to remain undetected prior to the approach of hatching.
Wooly Rupert Posted - 08 Mar 2011 : 18:24:47
quote:
Originally posted by Alisttair

Yeah...thanks Christopher. This is giving me an idea for one of the characters. On a side, it's giving me a much separate idea/question as well.

One of the characters is a Warforged. What would happen if a Phaerimm attempted to and/or succeeded in implanting an egg in him? Would it make sense to have him be some kind of carrier that would survive the hatching of the egg (thus making it so I can have a Phaerimm hatch from a PC without killing a PC)...I won't do it if it can't be explained (even for fantasy ). ANy recommendations on this?



I'd imagine that the purpose of implantation would be to allow the egg to properly gestate/grow/feed... And I don't see that happening in a construct.

In this scenario, I'd have the phaerimm implant eggs in one or more of the PCs, and then geas the warforged to guard them.

Of course, I don't recall any lore saying that phaerimm implanting did anything to prolong someone's life -- quite the opposite would occur, I'd expect.
Wooly Rupert Posted - 08 Mar 2011 : 18:21:57
quote:
Originally posted by Diffan

quote:
Originally posted by Alisttair

quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.



This reminds me of the movie/sci-fi comics called Guyvers. They're symbiants that fuse with another organism (possibly a the collective symbiosis of a Phaerimm and Warforged) and give them super human abilities.



And given 2E stats as bionoids, in Spelljammer.
Alisttair Posted - 08 Mar 2011 : 15:35:19
Like Iron Man if he had the black spider man suit
Diffan Posted - 08 Mar 2011 : 14:40:49
quote:
Originally posted by Alisttair

quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.



This reminds me of the movie/sci-fi comics called Guyvers. They're symbiants that fuse with another organism (possibly a the collective symbiosis of a Phaerimm and Warforged) and give them super human abilities.
Alisttair Posted - 08 Mar 2011 : 13:46:00
quote:
Originally posted by Christopher_Rowe
What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?



Hmmm, a Phaeforged. Phaerimm with Warforged properties. This has interesting potential.
Super sci-fy stuff with this.
It could have warforged components attached, so like some kind of attached weapon (repeating crossbow) to go along with its super magic. I'm trying to picture a semi-mechanical Phaerimm.
Christopher_Rowe Posted - 08 Mar 2011 : 13:37:16
quote:
Originally posted by Alisttair
[br
One of the characters is a Warforged. What would happen if a Phaerimm attempted to and/or succeeded in implanting an egg in him? Would it make sense to have him be some kind of carrier that would survive the hatching of the egg (thus making it so I can have a Phaerimm hatch from a PC without killing a PC)...I won't do it if it can't be explained (even for fantasy ). ANy recommendations on this?



Hmmm, I think in pure game terms that whatever happened to other races so "implanted" would happen to the warforged as well. However, I'm a writer, not a writer/designer, and I'll happily speculate that yeah, the warforged could survive the hatching (maybe with some significant debilitation like a permanent lost of 2 Constitution or something like that).

What's even more interesting to me is what, if anything, would be the effect on the newborn phaerimm of having gestated in a non-biological (or quasi-biological, maybe) host? Would it be some kind of hybrid phaeforged creature?
Alisttair Posted - 08 Mar 2011 : 11:35:58
Yeah...thanks Christopher. This is giving me an idea for one of the characters. On a side, it's giving me a much separate idea/question as well.

One of the characters is a Warforged. What would happen if a Phaerimm attempted to and/or succeeded in implanting an egg in him? Would it make sense to have him be some kind of carrier that would survive the hatching of the egg (thus making it so I can have a Phaerimm hatch from a PC without killing a PC)...I won't do it if it can't be explained (even for fantasy ). ANy recommendations on this?

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