Dominions 4 Conversion: Melqart


Homebrew and House Rules


"There are several races of giants in the land of Hinnom. The Rephaim are the sons of the Nephilim and the rulers of the land. They are huge of stature and deathly pale. Horns grow from their foreheads and their hands have six fingers. They have been taught all kinds of secrets by their fathers and are born with magical powers. A Melqart is a king and ruler of a city and a descendant of Azazel. Azazel revealed the secrets of war, weapons and cosmetics to the Avvim, and his legacy runs strong in the blood of the Melqarts. The Melqarts have gruesome appetites and many of them feast on the flesh of their smaller kin. Some cities have actually been destroyed in horrible blood feasts at the whim of a Melqart. With the Nephilim-worship, the Melqarts became sons of gods and they have deluded themselves that they are strengthened by the sacrifice of blood. They have started to demand blood sacrifices to keep their hideous banquets overflowing with fresh flesh."

(Referenced elephants/mammoths as a comparison in putting this together, as it looked like the nearest thing that exists in both settings. There are some sticky points with that though; elephants are listed as huge at a height of about 10ft. Large creatures are 8-16ft. Melqarts are slightly smaller than elephants. However, I believe that is overall dimensions, not height; Melqarts would be taller? And they're rather thin. They're much larger than a mounted horseman. They're either very large Large creatures or very small Huge creatures. Probably the former. Created a nerfed version of Phoenix Pyre as the level 4 spell for Fire Melqarts)

CR 12 XP 19.2k
NE Large Humanoid(Giant)
Init +7; Perception +16
Aura Frightful Presence (60ft, DC 19)

AC 27; touch 12; flat-footed 24 (+9 Armor, +2 Shield, +3 Dex, +4 Natural, -1 Size)
HP 138 (12d8+72)
Fort +10, Ref +7, Will +11
Resist Fire 15, SR 23

Speed 50ft (armored 40ft)
Melee +1 Longsword +22/+17 (2d6+14, 17/x2), Gore +16 (2d6+6, 20/x2)
Space 10ft; Reach 10ft

Str 37, Dex 16, Con 22, Int 14, Wis 13, Cha 17
BAB +9, CMB +23, CMD 36
Feats: Iron Will, Improved Initiative, Power Attack, Combat Reflexes, Eschew Materials, Imp.Crit.(Longsword)
Skills: Perception +16, Acrobatics +12, Climb +25, Sense Motive +16
Languages: Common, Giant, Draconic

Cursed Gluttony: The Melqarts are cursed with a great hunger for humanoid flesh, and will usually eat eighty humans (or equivalent) per month to satisfy this hunger. This compulsion can be resisted, and they are capable of living without any food at all, but Melqarts are rarely inclined to do so.

CL 9, spontaneous casting, cha-based, Blood + One other category
1:7/day 2:7/day 3:7/day 4:4/day
Spells/Blood
0: Bleed, Detect Poison
1: Protection from Good, Infernal Healing
2: Blood Armor, Blood Blaze
3: Waves of Blood
4: Summon Monster IV
Spells/Fire
0: Light, Flare
1: Burning Hands, Snapdragon Fireworks
2: Burning Arc, Molten Orb
3: Fireball
4: Lesser Phoenix Pyre
Spells/Earth
0: Mending, Mage Hand
1: Stone Shield, Stone Fist
2: Stone Call, Tremor Blast
3: Blast Barrier
4: Stoneskin
Spells/Astral
0: Message, Detect Magic
1: Magic Missile, Disguise Self
2: Mirror Image, Darkvision
3: Dispel Magic
4: Greater Invisibility

Lesser Phoenis Pyre: Standard action, range Self, lasts one minute per level or until triggered. The next time the caster would die, they instead explode for 1d6 fire damage per 2 caster levels in a 15ft radius, then regain half their hit points, teleport to a location 30ft away in a random direction and become fatigued. If they are already fatigued, they become exhausted. If they are already exhausted, they fall unconscious. This spell is cancelled if the caster falls unconscious for one full round.

Dominions 4 Melqart Stats:

HP: 69 (average trained human soldier is 10, mammoth is 72)
Size: 5 (human is 2, mammoth is 6)
Protection: 19 (damage reduction; light armor goes up to 7, very heavy armor goes up to 21, mammoth hide is 13)
Magic Resistance: 18 (average human is 10, mammoth is 5)
Morale: 15 (average human soldier is 10, mammoth is 10)
Strength: 24 (average human soldier is 10; mammoth is 21)
Attack: 15 (hit chance; average human soldier is 10, mammoth is 10)
Defense: 18 (miss chance; average human soldier is 10, mammoth is 5)
Precision: 12 (hit chance with missiles and spells, average is 10)
Encumbrance: 5 (fatigue build-up in combat; unencumbered is ~2. 5 is light/medium)
Movement/Strategic: 3 (1 is heavy infantry, 2 is average, 3 is cavalry)
Movement/Tactical: 15 (average is 12, cavalry is 18)
Leadership/Basic: 160 (number of soldiers they can lead at a time. Irrelevant here)
Leadership/Magic: 15
Leadership/Undead: 15
Leadership/Morale Bonus: +3 (morale bonus to troops)
Optimal Squad Number: 5 (number of separate squads before morale penalties)
Special: 100%FES2/B3/P1, Fear 5, FRes8, Popkill 80, Unrest 8, Gluttony 20, Sacred, Blood Searcher 3, Blood Sacrificer 3, Wasteland Survival, Need not Eat
Attack/Sword: Length 3/Attack 17/Damage 33 Magic
Attack/Gore: Length 0/Attack 14/Damage 24
Shield: Protection 19/Defense -1/Parry 5/Encumbrance 1

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