Monday, June 17, 2013

The Shadow of the PCs. Part 1

So, later than I expected, I'm back. And I have a lot to talk about. So I'll start...

Today's topic is inspired by one of my Favorite Video Game Series, the Shin Megami Tensei: Persona series. Specifically, the 4th installment of the series. Without spoiling too much of the plot, several High School Students end up gaining Mystical powers by facing the darker sides of themselves, their Shadows, and by first fighting then accepting this other side of themselves, they gain the Power of Personas that let them Investigate a great mystery. I wanted to try something like this in one of my current campaigns. So here is the first of that campaign's PC Shadows...

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Shadow Vorgh    Level 9 Solo Lurker
Medium shadow humanoid (undead, vampire, shadow)    XP 2,000
HP 376; Bloodied 188
AC 24; Fortitude 21; Reflex 23; Will 22
Speed 6, teleport 3
Immune poison; Resist 10 necrotic, 5 radiant
Saving Throws +5; Action Points 2
Initiative +13
Perception +6
Darkvision
Traits
Image of the Reaper
Vorgh grants combat advantage to Shadow Vorgh.
Reaper Man
Shadow Vorgh deals +5 damage whenever it makes an attack where it or its target are Bloodied.
Standard Actions
m Blood Sucker (implement, necrotic) • At-Will
Attack: +12 vs. Reflex
Hit: 2d8 + 6 Necrotic damage and Shadow Vorgh gains 10 Temporary HP.
r Radiant Eyes (implement, radiant) • At-Will
Attack: Range 10 (1 creature); +12 vs. Will
Hit: 1d10 + 7 Radiant damage and Ongoing 5 Radiant damage(Save Ends).
Double Trouble • At-Will
Effect: This creature makes two basic attacks and Teleports 3 squares in between the attacks.
Triggered Actions
C Bat Swarm (implement) • Encounter
Trigger: Shadow Vorgh is first Bloodied.
Attack (Immediate Reaction): Close Burst 1 (Creatures in Burst); +12 vs. Reflex
Hit: 4d8 + 6.
Miss: Half Damage.
Effect: Shadow Vorgh becomes Insubstantial until the end of its next turn.
Skills Bluff +12, Intimidate +12, Stealth +14, Streetwise +12
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 14 (+6)    Int 14 (+6)    Cha 17 (+7)
Alignment chaotic evil     Languages Common, Elven
Equipment scythe, cloth armor (basic clothing)

© 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.

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So, you most likely realized that real Vorgh is a Vampire class character. If not, well, Vorgh is a Vrylocka Vampire with a bit of Multi-Class Sorcerer in him. Now, why did I do what I did with this Monster? Let us go through all of these powers to so I can explain...

Image of the Reaper--In the VG, the person the Shadow belonged to was pretty much a Non-Combatant for that battle. I didn't want to exclude a player, but I wanted it to seem like they were still pretty freaked out by seeing another version of themselves and trying to fight it. I especially wanted this for the first fight vs a Shadow.

Reaper Man--This is simply a mostly minor buff that fits a vampire type creature.

Blood Sucker--Basic Melee with benifits.

Radiant Eyes--Okay, here is where it gets weird. Real Vorgh is a follower of Pelor the Sun God. Then he caught Vampirism from some random Vampire. So, In the interest of furthering his "Faith", I was going to give him a Divine Boon for defeating his Shadow, Pelor's Sun Blessing. This was a bit of forshadowing of that reward as well as a way to make Real Vorgh's Unlife a bit rough during the fight. He became a Twilight Vampire BECAUSE of this reward. I despise my life:P

Double Trouble--A basic ingredient for a Elite or Solo with a bit of a twist.

Bat Swarm--Most good Solos do something nasty when they become Bloodied. This is it.

Other Stuff- Take note of his Teleport Speed. Also, Resistance to Radiant due to the Reward I gave for beating it.


Well that is about it. Comments, suggestions, ect.


GF

Tuesday, March 12, 2013

Update on my Status and that of my Blog.

So, things have happened recently that kept me from my blog and pretty much everything else. There were Holidays, Getting the Plague and a bunch of things I will not mention. But, I'm getting ready to try again. I'm trying to get a buffer of posts ready ahead of time, so I do not have to worry about getting sick or busy as much. The Plan is to have everything ready for early April to relaunch my blogging. So, I hope you look forward to it.

GF

Wednesday, October 31, 2012

Halloween Monster #5

And finally, Some Ghostly Spirits.

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Lesser Possesser Spirit    Level 19 Minion Controller
Medium shadow humanoid (shadow, undead)    XP 600
HP 1; a missed attack never damages a minion
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 15 necrotic, 10 psychic
Initiative +15
Perception +13

Traits
O Possession Enhancement • Aura 1
Dominated Creatures in aura gain a +2 bonus to damage. Multiple of this Aura Stack.
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 15 Necrotic Damage.
R Minor Possession • Encounter
Attack: Range 5 (1 creature); +23 vs. Will
Hit: Target makes a Basic Attack or Charge Attack as a Free Action against a Creature of the Spirit's choice. The Target is considered Dominated for this action.
Skills Intimidate +21, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 25 (+16)
Alignment chaotic evil     Languages Abyssal, Primordial

© 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.
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Possesser Spirit    Level 19 Controller
Medium shadow humanoid (shadow, undead)    XP 2,400
HP 152; Bloodied 76
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 15 necrotic, 10 psychic
Initiative +15
Perception +13

Traits
O Fear the Possessed • Aura 2
Enemies in Aura grant Combat Advantage to Dominated Creatures.
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 3d8 + 14 necrotic damage.
Minor Actions
R Possession (charm, psychic) • Recharge when no creature is effected by this power.
Attack: Range 5 (1 creature); +23 vs. Will
Hit: Ongoing 10 Psychic damage and Dominated(Save Ends Both).
Skills Intimidate +21, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 25 (+16)
Alignment chaotic evil     Languages Abyssal, Primordial

© 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.
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Greater Possesser Spirit    Level 19 Elite Controller (Leader)
Large shadow humanoid (shadow, undead)    XP 4,800
HP 304; Bloodied 152
AC 33; Fortitude 30; Reflex 31; Will 32
Speed 6, phasing 6 Insubstantial
Immune poison; Resist 10 necrotic, 10 psychic
Saving Throws +2; Action Points 1
Initiative +15
Perception +13
Blindsight 10
Standard Actions
m Necrotic Touch (necrotic) • At-Will
Attack: +23 vs. Fortitude
Hit: 3d8 + 14 necrotic damage.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Minor Actions
A Minor Possession • Recharge 5 6
Attack: Area Burst 1 in 5 (Enemies in burst); +23 vs. Will
Hit: Target makes a Basic Attack or Charge Attack as a Free Action against a Creature of the Spirit's choice. The Target is considered Dominated for this action.
Triggered Actions
Reverse Possession • Encounter
Trigger: This is first hit while Bloodied.
Effect (Immediate Reaction): (The creature that made the triggering attack.); The Spirit and the Soul of the Triggering Creature switch places. Other creatures need to succeed on a DC30 Insight check to realize what has happened.
Skills Intimidate +23, Stealth +20
Str 19 (+13)    Dex 22 (+15)    Wis 19 (+13)
Con 19 (+13)    Int 19 (+13)    Cha 28 (+18)
Alignment chaotic evil     Languages Abyssal, Primordial

© 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.
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Tuesday, October 30, 2012

Halloween Monsters #4

And now for something completely different, a Zombie!

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Hungry Zombie    Level 3 Brute
Medium natural animate (undead)    XP 150
HP 57; Bloodied 29
AC 15; Fortitude 16; Reflex 14; Will 15
Speed 4
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +0
Perception +6
Darkvision
Traits
Brains
The Zombie deals +5 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +10 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +8 vs. AC
Hit: 1d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +6 vs. Reflex
Hit: Target is Grabbed(Escape DC 15 Ends).
Str 11 (+1)    Dex 8 (+0)    Wis 11 (+1)
Con 17 (+4)    Int 2 (–3)    Cha 2 (–3)
Alignment evil     Languages —

© 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.
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Famished Zombie    Level 13 Brute
Medium natural animate (undead)    XP 800
HP 162; Bloodied 81
AC 25; Fortitude 26; Reflex 24; Will 25
Speed 4
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +7
Perception +14
Darkvision
Traits
Brains
The Zombie deals +10 damage on melee attacks against Grabbed Creatures.
Headshot
Any Critical Hit against the Zombie deals +20 Damage and permenently Blinds it.
Standard Actions
m Slam • At-Will
Attack: Touch (1 creature); +18 vs. AC
Hit: 3d12 + 7 damage and make a "Grab" attack against the target.
M Grab • At-Will
Attack: +16 vs. Reflex
Hit: Target is Grabbed(Escape DC 26 Ends).
Str 16 (+9)    Dex 13 (+7)    Wis 16 (+9)
Con 22 (+12)    Int 7 (+4)    Cha 7 (+4)
Alignment evil     Languages —

© 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.
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Monday, October 29, 2012

Halloween Monsters #3

Next on the List, an Artillery Skeleton!

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Skeleton Bone Tosser    Level 4 Artillery
Medium natural animate (undead)    XP 175
HP 42; Bloodied 21
AC 16; Fortitude 16; Reflex 17; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 1d6 + 7.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +7 vs. Reflex
Hit: 1d10 + 9.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge 5 6
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +11
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 6 (+0)    Cha 6 (+0)
Alignment evil     Languages —

© 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.
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Red Skeleton Bone Tosser    Level 14 Artillery
Medium natural animate (undead)    XP 1,000
HP 107; Bloodied 54
AC 26; Fortitude 26; Reflex 27; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +13
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 2d6 + 11.
r Bone Toss • At-Will
Attack: Range 10 (1 creature); +17 vs. Reflex
Hit: 2d10 + 11.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Rib Boomerang • Recharge
Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.
Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.
Skills Acrobatics +18
Str 20 (+12)    Dex 23 (+13)    Wis 17 (+10)
Con 17 (+10)    Int 11 (+7)    Cha 11 (+7)
Alignment evil     Languages —

© 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.
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Sunday, October 28, 2012

Halloween Monsters #2

Next up, a Minion!

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Broken Skeleton    Level 4 Minion Brute
Medium natural animate (undead)    XP 44
HP 1; a missed attack never damages a minion
AC 16; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic
Initiative +4
Perception +8
Darkvision
Standard Actions
m Claw • At-Will
Attack: +9 vs. AC
Hit: 6.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The Skeleton is destroyed by damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 12 (+3)    Dex 15 (+4)    Wis 12 (+3)
Con 18 (+6)    Int 2 (–2)    Cha 2 (–2)
Alignment      Languages —
Equipment none

© 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.
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And I have a higher level version too.

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Broken Red Skeleton    Level 14 Minion Brute
Medium natural animate (undead)    XP 250
HP 1; a missed attack never damages a minion
AC 26; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic
Initiative +12
Perception +15
Darkvision
Standard Actions
m Claw • At-Will
Attack: +19 vs. AC
Hit: 12.
r HandAxe (weapon) • Encounter
Attack: Range 5/10 (1 creature); +19 vs. AC
Hit: 9.
Triggered Actions
Broken But Not Buried • Encounter
Trigger: The skeleton is Destroyed by Damage of a type other than Radiant.
Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.
Str 17 (+10)    Dex 20 (+12)    Wis 17 (+10)
Con 23 (+13)    Int 7 (+5)    Cha 7 (+5)
Alignment      Languages —
Equipment handaxe

© 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.
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Saturday, October 27, 2012

Halloween Monsters #1

So, it is that time of year. When things go BUMP in the night and children disguise themselves and  journey into the darkness in search of treasure. Tasty treasure. So This week, I bring GM's a Treat and a few Tricks, too.
So, I'm sharing with all one of you that read my Blog some of my Halloween themed Monsters. Starting with a skeleton. Also, check back the next few days for new monsters, each day!

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Skeleton Lancer    Level 4 Soldier
Medium natural animate (undead)    XP 175
HP 52; Bloodied 26
AC 20; Fortitude 17; Reflex 16; Will 15
Speed 6
Immune poison; Resist 10 necrotic; Vulnerability 5 radiant
Initiative +6
Perception +8
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +9 vs. AC
Hit: 1d10 + 7.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +7 vs. Reflex
Hit: 1d10 + 1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 10 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +11
Str 18 (+6)    Dex 15 (+4)    Wis 12 (+3)
Con 12 (+3)    Int 6 (+0)    Cha 6 (+0)
Alignment evil     Languages —
Equipment longspear

© 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.
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And I have a higher level version too.

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Red Skeleton Lancer    Level 14 Soldier
Medium natural animate (undead)    XP 1,000
HP 137; Bloodied 69
AC 30; Fortitude 27; Reflex 26; Will 25
Speed 6
Immune poison; Resist 20 necrotic; Vulnerability 10 radiant
Initiative +14
Perception +15
Darkvision
Traits
Fall and Rise Again
The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.
Standard Actions
m Lance Strike (weapon) • At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d10 + 11.
Effect: The Target is Marked until the end of the skeleton's next turn.
M Multi-Thrust (weapon) • Encounter
Attack: Reach 2 (1 random creature in reach.); +17 vs. Reflex
Hit: 2d10 + -1.
Special: Make this attack 3 times.
Minor Actions
Reassemble • At-Will
Effect: The Skeleton stands up from prone.
Triggered Actions
Fall Apart • At-Will
Trigger: The Skeleton takes more than 20 damage from a single attack.
Effect (Immediate Reaction): The Skeleton Falls Prone.
Skills Athletics +18
Str 23 (+13)    Dex 20 (+12)    Wis 17 (+10)
Con 17 (+10)    Int 11 (+7)    Cha 11 (+7)
Alignment evil     Languages —
Equipment longspear

© 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.
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