Friday, June 12, 2015

Slowly, slowly catchy Bloggy.

So, I've returned. I have been up to many things since last time. First is my Live Show/Podcast type thing. I'm recording it via Twtch.tv and posting it on YouTube.

Watch live on Sundays starting at 7PM Eastern Time on...
http://www.twitch.tv/genericfighter

Find the uploaded and unedited recordings at the following...
https://www.youtube.com/channel/UCgLbNkHk2QDyilY_v61mPQw

I'm also hoping to post about once a week on my olde blog here. I'm gonna focus on my games and campaigns and stuff I'm using for them. I'm planning on putting the first of them up later today.

GF

Monday, October 13, 2014

Monster Mayhem Month 13

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Tiefling Sinblade    Level 9 Brute
Medium immortal humanoid (tiefling)    XP 400
HP 120; Bloodied 60
AC 21; Fortitude 22; Reflex 20; Will 21
Speed 6
Resist 9 fire
Initiative +6
Perception +6
Darkvision
Traits
Bloodhunt
The Tiefling gains a +1 racial bonus to hit against bloodied foes.
Standard Actions
m Sinblade • At-Will
Attack: Melee 1 (1 creature); +12 vs. Fortitude
Hit: 2d12 + 9.
M Sinblade's Wrath • Encounter
Effect: Make 2 Sinblade attacks against the same target.
Triggered Actions
C Infernal Wrath(New)  (fire) • Encounter
Trigger: An Enemy within 10 squares hits the Tiefling.
Effect (Free): Close Burst 10  (The Triggering Enemy in Burst); 1d6 + 12 Fire damage.
Sinner's Strike • At-Will
Trigger: The Tiefling hits with a Sinblade attack.
Effect (Free): Roll a d4 and apply the following effect. 1: Sloth: Target falls Prone. 2: Lust: Target is Charmed until the end of its next turn. 3: Pride: Target cannot heal HP until the end of the tiefling's next turn. 4: Gluttony:  Target uses its next Standard Action to eat something from its pack, wasting that action.
Skills Endurance +14, Intimidate +12
Str 14 (+6)    Dex 14 (+6)    Wis 14 (+6)
Con 20 (+9)    Int 14 (+6)    Cha 17 (+7)
Alignment chaotic evil     Languages Common, Primordial
Equipment rod implement, leather armor

© 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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This is an attempt at making a "Flavorful" Monster. I was going for a Evil Cultist Enforcer type of vibe. The Sinner's Strike power is my way of giving this that vibe.

Sunday, October 12, 2014

Monster Mayhem Month 12

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Half-Orc Revenger    Level 7 Solo Skirmisher
Medium natural humanoid (half-orc)    XP 1,500
HP 308; Bloodied 154
AC 21; Fortitude 19; Reflex 20; Will 18
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +4
Low-Light Vision
Traits
Bloodrage
This gets a +1d6 bonus to Damage rolls while Bloodied.
Oath of Recovery
The Half-Orc makes saves against Dazed, stunned and Dominated effects at the begining of its turn instead of at the end. It also can make saves against those effects even if no save is allowed. On a successful save, The Effect ends.
Standard Actions
m Revenge (weapon) • At-Will
Attack: +12 vs. AC; See Oath of Doom
Hit: 1d12 + 9.
C Blood Strike (weapon) • At-Will
Attack: Close burst 1; +10 vs. Fortitude; Any creature subject to the Oath of Doom or that is Bloodied. See Oath of Doom
Hit: 1d12 + 9.
Move Actions
No Escape (teleportation) • At-Will
Effect: The half-orc teleports to the nearest square adjacent to any target of Oath of Doom.
Minor Actions
C Oath of Doom • Recharge recharge when first bloodied or if no target of oath of doom is conscious. can have multiple uses at one time.
Effect: Burst 10, 1 Enemy in burst; Until the end of the encounter, the target is subject to the Half-Orc's "Oath of Doom". While the target is subject to the Oath of Doom, The Half-Orc makes attack rolls against the target twice and uses either result.
Free Actions
Oath of Transferance • Encounter
Requirements: The half-Orc is put under any Condition.
Effect: That Condition is transfered to any target of the Oath of Doom. The Condition has the same duration as before.
Oath of Hatred • At-Will
Effect: See Oath of Doom; Trigger: A target of the Oath of Doom starts a turn adjacent to the half-orc. The half-orc makes a basic melee attack vs the triggering enemy.
Triggered Actions
Furious Assault • Encounter
Trigger: When the Half-Orc damages an Enemy.
Effect (Immediate Interrupt): The Half-Orc’s attack deals 1d12 extra damage.
Half-Orc Resiliance • At-Will
Trigger: When the Half-Orc is first Bloodied.
Effect (No Action): The half-orc gains 5 temporary Hit Points.
Oath of Revenge • At-Will
Trigger: This is hit by an attack by an adjacent enemy.
Effect (Immediate Reaction): Make a basic melee attack vs the triggering enemy.
Skills Intimidate +9, Religion +9
Str 14 (+5)    Dex 19 (+7)    Wis 13 (+4)
Con 13 (+4)    Int 13 (+4)    Cha 13 (+4)
Alignment chaotic evil     Languages Common, Giant
Equipment fullblade, 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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This one is an early attempt at making an extremely dangerous Solo. Obviously, based loosely on the Avenger PC Class, this is also an attempt at making a Monster that mimics a PC Class. Like the Class it is based on, this monster is very dangerous to a single target but I wanted to make it at least slightly dangerous to other targets as well, partcularly since it is a Solo.

Saturday, October 11, 2014

Monster Mayhem Month 11

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Arsenal Golem 2.0    Level 9 Elite Artillery
Huge natural animate (construct)    XP 800
HP 154; Bloodied 77
AC 24; Fortitude 24; Reflex 25; Will 23
Speed 6, fly 5 Hover
Immune poison; Resist 5 fire, 5 lightning; Vulnerability 5 cold
Saving Throws +2; Action Points 1
Initiative +9
Perception +11
Truesight 10
Traits
Point Blank
The arsenal golem has a +3 bonus to all defences against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
m Slam • At-Will
Attack: Reach 2; +14 vs. AC
Hit: 1d10 + 9.
r Crossbow (weapon) • At-Will
Requirements: Crossbow.
Attack: Range 15/30; +14 vs. AC
Hit: 2d10 + 6.
C Rapid Fire • At-Will
Requirements: Crossbow.
Attack: Close Blast 5; +14 vs. AC
Hit: 2d10 + 6.
A Fireblaster (fire) • Recharge when both barrels recharges.
Attack: Burst 1 in 20 (Creatures in Burst); +12 vs. Fortitude
Hit: Ongoing 10 Fire Damage(Save Ends).
R Lightning Cannon (lightning) • Recharge when both barrels recharges.
Attack: Range 20; +12 vs. Reflex
Hit: 3d10 + 9 Lightning Damage.
R Both Barrels • Recharge 5 6
Effect: Recharge "Fireblaster" and "Lightning Cannon". Then, make a "Fireblaster" attack and a "Lightning Cannon" attack, each against a different target.
R Twin Shot • At-Will
Requirements: Crossbow.
Effect: Make 2 Basic Ranged Attacks.
Minor Actions
Swift Shot • At-Will
Effect: Make a "Crossbow" attack. Use only if the Golem does not use a standard action that requires a Crossbow this turn.
Triggered Actions
Both Bloody Barrels • At-Will
Trigger: The Golem is First Bloodied.
Effect (Free): Immediately Recharge Both Barrels and use it. If it is in range, one of the targets must be the creature that Bloodied the Golem.
Skills Athletics +11, Endurance +12
Str 14 (+6)    Dex 20 (+9)    Wis 14 (+6)
Con 17 (+7)    Int 14 (+6)    Cha 14 (+6)
Alignment unaligned     Languages —
Equipment crossbow

© 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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This is another "Gundam Golem" of mine. Based off of a Long Range Combat "Gundam", this Golem is an Artillery type monster. I gave this one a pair of Rechargable "Cannons", One that does a Crap-ton of damage, the other that sets targets on fire and a way that it can use "Both Barrels" at once.

Friday, October 10, 2014

Monster Mayhem Month 10

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Liquidform Elemental    Level 3 Soldier
Medium elemental magical beast (aquatic, water)    XP 150
HP 43; Bloodied 22
AC 19; Fortitude 15; Reflex 16; Will 14
Speed 6, swim 8
Resist 10 fire, 5 weapon; Vulnerability 5 lightning
Initiative +6
Perception +6
Darkvision
Traits
Threatening Reach
The elemental can make opportunity attacks against all enemies within its reach (2 squares).
Knock Down
When the Liquidform Elemental makes an Opportunity Attack , it get a +2 bonus to the attack roll and the target is Knocked Prone on a hit.
Standard Actions
m Liquidform Whip • At-Will
Attack: Reach 2; +8 vs. AC
Hit: 1d10 + 6.
Effect: Marked until the end of the Liquidform Elemental's next turn.
C Whiplash • Encounter
Attack: Close Burst 2 (Creatures in burst); +6 vs. Reflex
Hit: 1d10 + 6 damage and the target is knocked prone.
Triggered Actions
Liquidform Defence • Recharge first bloodied
Trigger: An attack is made against the Liquidform Elemental's AC or Reflex Defence.
Effect (Immediate Interrupt): The attacker rolls the attack twice and uses the lower result.
Skills Acrobatics +9, Athletics +8
Str 14 (+3)    Dex 17 (+4)    Wis 11 (+1)
Con 11 (+1)    Int 11 (+1)    Cha 11 (+1)
Alignment unaligned     Languages 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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This Water Elemental, was an early experiment with Threatening Reach. I wanted it to be dangerous to get near it but hard to take down with common attacks. Also, this monster was made long before the Next playtest was even announced, so I had made "Disadvantage" before them too.

Thursday, October 9, 2014

Monster Mayhem Month 9

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Fire Eater    Level 8 Soldier
Large elemental magical beast (fire)    XP 350
HP 86; Bloodied 43
AC 24; Fortitude 21; Reflex 20; Will 20
Speed 6
Immune fire Vulnerability 5 cold
Initiative +8
Perception +11
Darkvision
Traits
O Fire is So Pretty • Aura 2
Enemies in aura take 5 damage whenever it takes ongoing fire damage.
Fire Eating
When the fire eater would take fire damage, it instead gains 5 temporary hit points or heals 5 Hit Points, its choice.
Standard Actions
m Burn (fire) • At-Will
Attack: Reach 2; +13 vs. AC
Hit: 2d8 + 7 fire damage and marked until the end of the fire eater's next turn.
C Flame Burst (fire) • Encounter
Attack: Close burst 1 (Enemies in Burst.); +11 vs. Fortitude
Hit: 3d8 + 11 fire damage and marked(save ends).
Triggered Actions
Ignite (fire) • Recharge 5 6
Trigger: The elemental hits a creature with an attack.
Attack (Free): (The Triggering Creature); +11 vs. Reflex
Hit: Ongoing 5 Fire Damage(Save Ends).
Skills Intimidate +11
Str 20 (+9)    Dex 14 (+6)    Wis 14 (+6)
Con 14 (+6)    Int 14 (+6)    Cha 14 (+6)
Alignment chaotic evil     Languages 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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So, Fire Elemental. This was an experiment to see how problematic Immunity could be. I agree that Most creatures shouldn't have Immunities. Most, not All though. Immunity is something that should be rare and Dangerous. I wanted to do that with this monster.

Wednesday, October 8, 2014

Monster Mayhem Month 8

Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!
Today the Monster is...

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Poison Fog Elemental    Level 10 Elite Brute
Huge elemental animate (air, poison)    XP 1,000
HP 262; Bloodied 131
AC 22; Fortitude 23; Reflex 22; Will 21
Speed 6, phasing 8 Insubstantial, fly 8 Hover
Immune poison
Saving Throws +2; Action Points 1
Initiative +9
Perception +12
Darkvision
Traits
Vaporous Form
Creatures can occupy the Elemental's space or part of it. Non-Elemental creatures take 10 Poison damage when they start thier turn in the Elemental's space. Creature's in the Elemental's Space have concealment against all creatures except this Elemental.
Shielding Vapors
The Elemental has +3 to all Defences against the attacks of any creature that is not Adjacent to it or in its Space.
Standard Actions
M Poisonous Breath • At-Will
Attack: Melee 1 (1 creature); +13 vs. Fortitude
Hit: 2d12 + 9 Poison Damage.
Special: This Attack can also be used on any creature in the Elemental's Space.
Double Strike • At-Will
Effect: Make 2 Basic Melee Attacks.
Skills Arcana +12
Str 15 (+7)    Dex 18 (+9)    Wis 15 (+7)
Con 21 (+10)    Int 15 (+7)    Cha 15 (+7)
Alignment unaligned     Languages 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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Another "Air" Elemental. The Huge Elementals I made are all Elites. This one is a Brute of a different type. This Monster was a challenge to create simply due to the fact that other creatures needed to be able to be "Inside" it and have a good reason to risk doing so due to the danger inside it. The only other problem I have had with this monster is how to represent it on the Tabletop! The best idea I came up with was to use a three by three Dungeon Tile as its "Miniature". That way, you can place PCs Minis on the tile when they are inside it.