tag:blogger.com,1999:blog-25425176479113599542024-03-12T19:41:32.776-07:00Random Stuff of Randomness by Generic FighterGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.comBlogger32125tag:blogger.com,1999:blog-2542517647911359954.post-35682365124209768182015-06-12T00:53:00.002-07:002015-06-12T00:53:43.663-07:00Slowly, 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.<br />
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Watch live on Sundays starting at 7PM Eastern Time on...<br />
<a href="http://www.twitch.tv/genericfighter">http://www.twitch.tv/genericfighter</a><br />
<br />
Find the uploaded and unedited recordings at the following...<br />
<a href="https://www.youtube.com/channel/UCgLbNkHk2QDyilY_v61mPQw">https://www.youtube.com/channel/UCgLbNkHk2QDyilY_v61mPQw</a><br />
<br />
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.<br />
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GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-42916408138780386542014-10-13T01:00:00.000-07:002014-10-13T01:00:00.089-07:00Monster Mayhem Month 13Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Tiefling Sinblade Level 9 Brute<br />Medium immortal humanoid (tiefling) XP 400<br />HP 120; Bloodied 60<br />AC 21; Fortitude 22; Reflex 20; Will 21<br />Speed 6<br />Resist 9 fire<br />Initiative +6<br />Perception +6<br />Darkvision<br />Traits<br />Bloodhunt<br />The Tiefling gains a +1 racial bonus to hit against bloodied foes.<br />Standard Actions<br />m Sinblade • At-Will<br />Attack: Melee 1 (1 creature); +12 vs. Fortitude<br />Hit: 2d12 + 9.<br />M Sinblade's Wrath • Encounter<br />Effect: Make 2 Sinblade attacks against the same target.<br />Triggered Actions<br />C Infernal Wrath(New) (fire) • Encounter<br />Trigger: An Enemy within 10 squares hits the Tiefling.<br />Effect (Free): Close Burst 10 (The Triggering Enemy in Burst); 1d6 + 12 Fire damage.<br />Sinner's Strike • At-Will<br />Trigger: The Tiefling hits with a Sinblade attack.<br />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.<br />Skills Endurance +14, Intimidate +12<br />Str 14 (+6) Dex 14 (+6) Wis 14 (+6)<br />Con 20 (+9) Int 14 (+6) Cha 17 (+7)<br />Alignment chaotic evil Languages Common, Primordial<br />Equipment rod implement, leather armor<br /><br />© 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.<br />-----<br /><br />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.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-64230204185930179702014-10-12T01:00:00.000-07:002014-10-12T01:00:04.814-07:00Monster Mayhem Month 12Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Half-Orc Revenger Level 7 Solo Skirmisher<br />Medium natural humanoid (half-orc) XP 1,500<br />HP 308; Bloodied 154<br />AC 21; Fortitude 19; Reflex 20; Will 18<br />Speed 6<br />Saving Throws +5; Action Points 2<br />Initiative +9<br />Perception +4<br />Low-Light Vision<br />Traits<br />Bloodrage<br />This gets a +1d6 bonus to Damage rolls while Bloodied.<br />Oath of Recovery<br />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.<br />Standard Actions<br />m Revenge (weapon) • At-Will<br />Attack: +12 vs. AC; See Oath of Doom<br />Hit: 1d12 + 9.<br />C Blood Strike (weapon) • At-Will<br />Attack: Close burst 1; +10 vs. Fortitude; Any creature subject to the Oath of Doom or that is Bloodied. See Oath of Doom<br />Hit: 1d12 + 9.<br />Move Actions<br />No Escape (teleportation) • At-Will<br />Effect: The half-orc teleports to the nearest square adjacent to any target of Oath of Doom.<br />Minor Actions<br />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.<br />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.<br />Free Actions<br />Oath of Transferance • Encounter<br />Requirements: The half-Orc is put under any Condition.<br />Effect: That Condition is transfered to any target of the Oath of Doom. The Condition has the same duration as before.<br />Oath of Hatred • At-Will<br />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.<br />Triggered Actions<br />Furious Assault • Encounter<br />Trigger: When the Half-Orc damages an Enemy.<br />Effect (Immediate Interrupt): The Half-Orc’s attack deals 1d12 extra damage.<br />Half-Orc Resiliance • At-Will<br />Trigger: When the Half-Orc is first Bloodied.<br />Effect (No Action): The half-orc gains 5 temporary Hit Points.<br />Oath of Revenge • At-Will<br />Trigger: This is hit by an attack by an adjacent enemy.<br />Effect (Immediate Reaction): Make a basic melee attack vs the triggering enemy.<br />Skills Intimidate +9, Religion +9<br />Str 14 (+5) Dex 19 (+7) Wis 13 (+4)<br />Con 13 (+4) Int 13 (+4) Cha 13 (+4)<br />Alignment chaotic evil Languages Common, Giant<br />Equipment fullblade, cloth armor (basic clothing)<br /><br />© 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.<br />-----<br /><br />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.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-1791874036248124622014-10-11T20:10:00.002-07:002014-10-11T20:10:43.487-07:00Monster Mayhem Month 11Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Arsenal Golem 2.0 Level 9 Elite Artillery<br />Huge natural animate (construct) XP 800<br />HP 154; Bloodied 77<br />AC 24; Fortitude 24; Reflex 25; Will 23<br />Speed 6, fly 5 Hover<br />Immune poison; Resist 5 fire, 5 lightning; Vulnerability 5 cold<br />Saving Throws +2; Action Points 1<br />Initiative +9<br />Perception +11<br />Truesight 10<br />Traits<br />Point Blank<br />The arsenal golem has a +3 bonus to all defences against opportunity attacks triggered by using ranged attacks when threatened.<br />Standard Actions<br />m Slam • At-Will<br />Attack: Reach 2; +14 vs. AC<br />Hit: 1d10 + 9.<br />r Crossbow (weapon) • At-Will<br />Requirements: Crossbow.<br />Attack: Range 15/30; +14 vs. AC<br />Hit: 2d10 + 6.<br />C Rapid Fire • At-Will<br />Requirements: Crossbow.<br />Attack: Close Blast 5; +14 vs. AC<br />Hit: 2d10 + 6.<br />A Fireblaster (fire) • Recharge when both barrels recharges.<br />Attack: Burst 1 in 20 (Creatures in Burst); +12 vs. Fortitude<br />Hit: Ongoing 10 Fire Damage(Save Ends).<br />R Lightning Cannon (lightning) • Recharge when both barrels recharges.<br />Attack: Range 20; +12 vs. Reflex<br />Hit: 3d10 + 9 Lightning Damage.<br />R Both Barrels • Recharge 5 6<br />Effect: Recharge "Fireblaster" and "Lightning Cannon". Then, make a "Fireblaster" attack and a "Lightning Cannon" attack, each against a different target.<br />R Twin Shot • At-Will<br />Requirements: Crossbow.<br />Effect: Make 2 Basic Ranged Attacks.<br />Minor Actions<br />Swift Shot • At-Will<br />Effect: Make a "Crossbow" attack. Use only if the Golem does not use a standard action that requires a Crossbow this turn.<br />Triggered Actions<br />Both Bloody Barrels • At-Will<br />Trigger: The Golem is First Bloodied.<br />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.<br />Skills Athletics +11, Endurance +12<br />Str 14 (+6) Dex 20 (+9) Wis 14 (+6)<br />Con 17 (+7) Int 14 (+6) Cha 14 (+6)<br />Alignment unaligned Languages —<br />Equipment crossbow<br /><br />© 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.<br />-----<br /><br />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.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-50393317294235543332014-10-10T01:00:00.000-07:002014-10-10T01:00:09.838-07:00Monster Mayhem Month 10Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Liquidform Elemental Level 3 Soldier<br />Medium elemental magical beast (aquatic, water) XP 150<br />HP 43; Bloodied 22<br />AC 19; Fortitude 15; Reflex 16; Will 14<br />Speed 6, swim 8<br />Resist 10 fire, 5 weapon; Vulnerability 5 lightning<br />Initiative +6<br />Perception +6<br />Darkvision<br />Traits<br />Threatening Reach<br />The elemental can make opportunity attacks against all enemies within its reach (2 squares).<br />Knock Down<br />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.<br />Standard Actions<br />m Liquidform Whip • At-Will<br />Attack: Reach 2; +8 vs. AC<br />Hit: 1d10 + 6.<br />Effect: Marked until the end of the Liquidform Elemental's next turn.<br />C Whiplash • Encounter<br />Attack: Close Burst 2 (Creatures in burst); +6 vs. Reflex<br />Hit: 1d10 + 6 damage and the target is knocked prone.<br />Triggered Actions<br />Liquidform Defence • Recharge first bloodied<br />Trigger: An attack is made against the Liquidform Elemental's AC or Reflex Defence.<br />Effect (Immediate Interrupt): The attacker rolls the attack twice and uses the lower result.<br />Skills Acrobatics +9, Athletics +8<br />Str 14 (+3) Dex 17 (+4) Wis 11 (+1)<br />Con 11 (+1) Int 11 (+1) Cha 11 (+1)<br />Alignment unaligned Languages Primordial<br /><br />© 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.<br />-----<br /><br />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.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-80760610947341511362014-10-09T01:00:00.000-07:002014-10-09T01:00:10.101-07:00Monster Mayhem Month 9Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Fire Eater Level 8 Soldier<br />Large elemental magical beast (fire) XP 350<br />HP 86; Bloodied 43<br />AC 24; Fortitude 21; Reflex 20; Will 20<br />Speed 6<br />Immune fire Vulnerability 5 cold<br />Initiative +8<br />Perception +11<br />Darkvision<br />Traits<br />O Fire is So Pretty • Aura 2 <br />Enemies in aura take 5 damage whenever it takes ongoing fire damage.<br />Fire Eating<br />When the fire eater would take fire damage, it instead gains 5 temporary hit points or heals 5 Hit Points, its choice.<br />Standard Actions<br />m Burn (fire) • At-Will<br />Attack: Reach 2; +13 vs. AC<br />Hit: 2d8 + 7 fire damage and marked until the end of the fire eater's next turn.<br />C Flame Burst (fire) • Encounter<br />Attack: Close burst 1 (Enemies in Burst.); +11 vs. Fortitude<br />Hit: 3d8 + 11 fire damage and marked(save ends).<br />Triggered Actions<br />Ignite (fire) • Recharge 5 6<br />Trigger: The elemental hits a creature with an attack.<br />Attack (Free): (The Triggering Creature); +11 vs. Reflex<br />Hit: Ongoing 5 Fire Damage(Save Ends).<br />Skills Intimidate +11<br />Str 20 (+9) Dex 14 (+6) Wis 14 (+6)<br />Con 14 (+6) Int 14 (+6) Cha 14 (+6)<br />Alignment chaotic evil Languages Primordial<br /><br />© 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.<br />-----<br /><br />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. Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-89797555786122911532014-10-08T01:00:00.000-07:002014-10-08T01:00:08.396-07:00Monster Mayhem Month 8Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Poison Fog Elemental Level 10 Elite Brute<br />Huge elemental animate (air, poison) XP 1,000<br />HP 262; Bloodied 131<br />AC 22; Fortitude 23; Reflex 22; Will 21<br />Speed 6, phasing 8 Insubstantial, fly 8 Hover<br />Immune poison<br />Saving Throws +2; Action Points 1<br />Initiative +9<br />Perception +12<br />Darkvision<br />Traits<br />Vaporous Form<br />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.<br />Shielding Vapors<br />The Elemental has +3 to all Defences against the attacks of any creature that is not Adjacent to it or in its Space.<br />Standard Actions<br />M Poisonous Breath • At-Will<br />Attack: Melee 1 (1 creature); +13 vs. Fortitude<br />Hit: 2d12 + 9 Poison Damage.<br />Special: This Attack can also be used on any creature in the Elemental's Space.<br />Double Strike • At-Will<br />Effect: Make 2 Basic Melee Attacks.<br />Skills Arcana +12<br />Str 15 (+7) Dex 18 (+9) Wis 15 (+7)<br />Con 21 (+10) Int 15 (+7) Cha 15 (+7)<br />Alignment unaligned Languages Primordial<br /><br />© 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.<br />-----<br /><br />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.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-20590041482294721552014-10-07T01:00:00.000-07:002014-10-07T01:00:05.029-07:00Monster Mayhem Month 7Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Rain Cloud Level 9 Minion Controller<br />Small elemental animate (air) XP 100<br />HP 1; a missed attack never damages a minion<br />AC 23; Fortitude 21; Reflex 22; Will 20<br />Speed 6, fly 6 Hover<br />Resist 15 acid<br />Initiative +9<br />Perception +11<br />Darkvision<br />Standard Actions<br />r Acid Rain (acid) • At-Will<br />Attack: Range 5 (1 creature directly below the Cloud.); +12 vs. Reflex<br />Hit: 8 Acid Damage.<br />Skills Acrobatics +14, Nature +11<br />Str 14 (+6) Dex 20 (+9) Wis 14 (+6)<br />Con 17 (+7) Int 14 (+6) Cha 14 (+6)<br />Alignment unaligned Languages Primordial<br /><br />© 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.<br />-----<br /><br />-----<br />Acid Rain Elemental Level 9 Controller<br />Medium elemental animate (air) XP 400<br />HP 94; Bloodied 47<br />AC 23; Fortitude 20; Reflex 22; Will 21<br />Speed 6, fly 6 Hover, overland flight 9<br />Resist 25 acid<br />Initiative +9<br />Perception +11<br />Darkvision<br />Traits<br />Acid Rain<br />Acid Rain falls from the Elemental at all times.Creatures directly below the Elemental take 10 Acid damage when it starts its turn there. Creatures directly below the Elemental take a -4 penalty to all attacks against the Elemental.<br />Standard Actions<br />C Conjure Acid Rain Cloud (acid, conjuration) • At-Will<br />Effect: Close Burst 10 (1 enemy in burst); The Elemental Conjures a "Rain Cloud" 5 squares above the Target. The "Rain Cloud" makes the Following attack against the target.<br />Attack: 5 squares below the "Rain Cloud" (1 Enemy directly below the Conjured Rain Cloud.); +12 vs. Reflex<br />Hit: 3d6 + 1 Acid damage and Ongoing 5 Acid damage (Save Ends).<br />Skills Acrobatics +14, Nature +11<br />Str 14 (+6) Dex 20 (+9) Wis 14 (+6)<br />Con 14 (+6) Int 14 (+6) Cha 17 (+7)<br />Alignment unaligned Languages Primordial<br /><br />© 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.<br />-----<br /><br />Welcome to the First Two For Tuesday! This time we have a Combonation of a Minion and a normal Monster that Summons that Minion. These are two of my Air Elementals, the Small and Medium sized ones. Both Fly and hover. They can only attack creatures directly below them, by raining acid on them. And that is their trick, they rain acid.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-39468452584569012002014-10-06T20:15:00.000-07:002014-10-06T20:15:24.404-07:00Monster Mayhem Month 6Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Big Boulder Boy Level 7 Elite Artillery<br />Huge elemental humanoid (earth) XP 600<br />HP 122; Bloodied 61<br />AC 19; Fortitude 21; Reflex 19; Will 18<br />Speed 8<br />Vulnerability 5 thunder<br />Saving Throws +2; Action Points 1<br />Initiative +6<br />Perception +9<br />Tremorsense 10<br />Traits<br />Crushing Grip<br />Enemies grabbed by the elemental take a -4 penalty to checks to escape its grab and must do so against the elementals Fortitude defence, even if using Acrobatics.<br />Standard Actions<br />m Slam • At-Will<br />Attack: Reach 3; +12 vs. AC<br />Hit: 2d8 + 6.<br />M Pick Up • At-Will<br />Attack: Reach 3; ; +10 vs. Reflex; One medium or smaller Creature in Reach<br />Hit: Grabbed and picked up(Escape Ends).<br />Miss: Make a "Slam" attack against the missed target.<br />M You are a finely honed Weapon • At-Will<br />Requirements: The Elemental must have a creature Grabbed.<br />Attack: Reach 3 (one Enemy in reach.); +10 vs. Reflex<br />Hit: 4d6 + 6 Damage to the target and the Grabbed Creature on Hit.<br />Miss: Only Grabbed Enemy takes Half Damage.<br />R I Don't Like Being a Ranged Weapon • At-Will<br />Requirements: The Elemental must have a creature Grabbed.<br />Attack: Range 10 (One Enemy in range.); +10 vs. Reflex<br />Hit: 5d6 + 6 Damage to the target and the Grabbed Creature on Hit. .<br />Miss: Only Grabbed Enemy takes Half Damage. .<br />Effect: The Grabbed Creature is no longer Grabbed and is moved to any square adjacent to the other target.<br />Minor Actions<br />Crunch • At-Will<br />Requirements: The Elemental must have a creature Grabbed.<br />Effect: (Grabbed enemy only); Target takes 12 damage.<br />Skills Athletics +12<br />Str 19 (+7) Dex 16 (+6) Wis 13 (+4)<br />Con 13 (+4) Int 8 (+2) Cha 13 (+4)<br />Alignment unaligned Languages Primordial<br /><br />© 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.<br />-----<br /><br />So, I was going to be Writing an article for a 4E Fanzine about Elementals at one point. Unfortunately, those plans fell through due to a combination of me getting sick for a week and the Orgnizer falling off the face of the earth, appearantly. So this Week, I'm releasing the most interesting of them on this blog. Starting with the "Big Boulder Boy"!<br /><br />So, my inspiration for this is three fold. First I wanted to make a "Big" Monster that wasn't all about Melee. Second was I wanted to Really Scare my Players with an Unusual Monster Tactic. And Lastly, I wanted to do something with Scale in a very different way. To put it simplely, this is a very, very Big Kid and the PCs are his New Toys"! And He is not very careful with his toys. Mechanically Speaking, this guy is all about Shock Value. Reach out a Grab someone, then throw them at another PC! For More Shock Value, have this fight on a Mountain or Cliff face or another dangerous location. Also, Don't expect him to last long after He throws someone, either.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-63586114356653311632014-10-05T01:00:00.000-07:002014-10-05T01:00:03.960-07:00Monster Mayhem Month 5Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Snowdrift White Dragon Level 3 Solo Controller<br />Large elemental magical beast (cold, dragon) XP 750<br />HP 184; Bloodied 92<br />AC 17; Fortitude 15; Reflex 14; Will 16<br />Speed 6, fly 8, overland flight 10<br />Resist 5 cold; Vulnerability 5 fire<br />Saving Throws +5; Action Points 2<br />Initiative +1<br />Perception +1<br />Darkvision<br />Traits<br />Instinctive Spittle<br />At Snowdrift's Initiative roll +10, Snowdrift Flies its speed and makes a "Freezing Spittle" attack at any time during the movement. She does not provoke Opportunity Attacks from this Movement. If Snowdrift cannot do this do to an enemies effect, that effect ends immediately instead.<br />Bloodied Brutality<br />While Snowdrift is bloodied, any attack it makes also Knocks the target/s prone on a hit.<br />Standard Actions<br />m Bite • At-Will<br />Attack: +8 vs. AC<br />Hit: 1d10 + 6 Cold damage and the target is pushed 2 squares.<br />Double Strike • At-Will<br />Effect: Make 2 Basic Melee Attacks.<br />r Freezing Spittle (cold) • At-Will<br />Attack: Range 5 (1 creature); +6 vs. Fortitude<br />Hit: Target has Ongoing 5 Cold damage and Immobilized(Save Ends Both).<br />C Breath Weapon (cold) • Recharge 4 5 6<br />Attack: Close Blast 5 (Creatures in Blast); +6 vs. Reflex<br />Hit: 2d8 + 6 Cold damage and push the target 2 Squares.<br />Minor Actions<br />A Snowdrift (cold, zone) • Encounter<br />Effect: Burst 1 in 5 (Creatures in Burst); Creates a Zone of Deep Snow. Zone is Difficult Terrain. Any creature that starts its turn in the Zone takes 5 Cold damage.<br />Sustain Minor: The Dragon may move the Zone up to 3 squares whenever it Sustain the Zone.<br />Skills Arcana +6, Bluff +9, Intimidate +9<br />Str 11 (+1) Dex 11 (+1) Wis 11 (+1)<br />Con 14 (+3) Int 11 (+1) Cha 17 (+4)<br />Alignment chaotic evil Languages Common, Draconic<br /><br />© 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.<br />-----<br /><br />It's SOLO SUNDAY!!! So a Solo White Dragon. Normally a Brute, I wanted to do a more Intelligent Icy Dragon so I went with a Controller as my Role for this beasty. I gave her a nice movable Zone, an Instinctive Action that Imobilizes and made its Breath and melee attacks push targets around. Best possible situation is Snowdrift Pushes a foe into its Zone then Spits and Immobilizes it. Also, She is Weak to Fire, unlike Ordinary White Dragons.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-14041317557467041952014-10-04T01:00:00.000-07:002014-10-04T01:00:02.695-07:00Monster Mayhem Month 4Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Berzerker Golem 2.0 Level 9 Elite Brute<br />Large natural animate (construct) XP 800<br />HP 228; Bloodied 114<br />AC 24; Fortitude 25; Reflex 24; Will 23<br />Speed 6<br />Immune poison; Resist 5 radiant; Vulnerability 5 psychic<br />Saving Throws +2; Action Points 1<br />Initiative +6<br />Perception +3<br />Darkvision<br />Traits<br />Threatening Reach<br />Berzerker Golem can make opportunity attacks against enemies within 3 squares of him.<br />Unhinged Tactics<br />The berzerker golem must make opportunity attacks whenever it is given the choice to. When the berzerker is bloodied, its allies provoke Opportunity Attacks from the berzerker as though they were enemies. The Berzerker also gains a +2 bonus to Opportunity attack rolls while Bloodied.<br />Standard Actions<br />m Ball and Chain • At-Will<br />Attack: Reach 3; +14 vs. AC<br />Hit: 2d12 + 8.<br />C Roundhouse Swing • Encounter<br />Attack: Close Burst 3; +14 vs. AC<br />Hit: 2d12 + 8.<br />M Knockdown • Recharge 5 6<br />Attack: Reach 3; +12 vs. Fortitude<br />Hit: 4d12 + 5 and target is knocked prone.<br />Minor Actions<br />Swift Attack • At-Will<br />Effect: This makes a Basic Melee attack.<br />Skills Acrobatics +11, Athletics +14<br />Str 20 (+9) Dex 15 (+6) Wis 8 (+3)<br />Con 14 (+6) Int 3 (+0) Cha 1 (–1)<br />Alignment unaligned Languages —<br /><br />© 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.<br />-----<br /><br />So, this is a Golem loosely based off of the Giant Robot Anime "Mobile Suit Gundam". I was inspired to create this and several other Golems due to being a fan of that Anime series. The main insperation for this one, though, comes from the Offshoot series "Gundam Seed". In that series, there was a "Team" of three Gundams whos pilots didn't work well together, to the point of attacking each other instead of their enemies! The "Unhinged Tactics" trait is based off this "Effective Tactic".Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-42285101093221174482014-10-03T01:00:00.000-07:002014-10-03T01:00:04.108-07:00Monster Mayhem Month 3Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Human Watch Sergeant Level 5 Soldier (Leader)<br />Medium natural humanoid (human) XP 200<br />HP 61; Bloodied 31<br />AC 21; Fortitude 18; Reflex 16; Will 17<br />Speed 5<br />Saving Throws +1<br />Initiative +5<br />Perception +3<br /><br />Traits<br />Defend the Weak<br />This Creature has a +2 Bonus on Attack rolls when adjacent to a Lower Level Ally OR Any Non-Combatant.<br />O Protect the Weak • Aura 1 <br />Lower level allies in aura get +2 AC and +2 Will.<br />Standard Actions<br />m Halberd (weapon) • At-Will<br />Attack: Reach 2; +10 vs. AC<br />Hit: 1d10 + 8 damage.<br />Effect: Marked(Save Ends).<br />Triggered Actions<br />Heroic Effort • Encounter<br />Trigger: You miss with an attack or fail a saving throw.<br />Effect (No Action): Personal; You gain a +4 racial bonus to the attack roll or the saving throw.<br />Skills Athletics +11, Intimidate +9<br />Str 18 (+6) Dex 12 (+3) Wis 12 (+3)<br />Con 13 (+3) Int 12 (+3) Cha 15 (+4)<br />Alignment unaligned Languages Common, Deep Speech<br />Equipment halberd, scale armor<br /><br />© 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.<br />-----<br /><br />This "Monster" is actually doublely useful. It can be used as an ally or a foe, depending on the needs of the campaign. It was also an early experiment at seeing how making the "Marked" condition would feel if it was a lasting effect sometimes.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-79096687688611712462014-10-02T01:00:00.000-07:002014-10-02T01:00:07.589-07:00Monster Mayhem Month 2Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Generic Guardsman Level 1 Minion Soldier<br />Medium natural humanoid (human) XP 25<br />HP 1; a missed attack never damages a minion<br />AC 17; Fortitude 14; Reflex 13; Will 13<br />Speed 5<br />Initiative +2<br />Perception +0<br /><br />Standard Actions<br />m Marking Strike (weapon) • At-Will<br />Attack: +6 vs. AC<br />Hit: 4 damage and marked until the end of the guardsman's next turn.<br />M Sword of Defending (weapon) • Encounter<br />Attack: +6 vs. AC<br />Hit: 5 damage and 1 ally next to the guardsman gains 5 temporary HP.<br />Skills Athletics +8, Streetwise +5<br />Str 16 (+3) Dex 10 (+0) Wis 10 (+0)<br />Con 10 (+0) Int 10 (+0) Cha 10 (+0)<br />Alignment good Languages Common<br />Equipment longsword, chainmail<br /><br />© 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.<br />-----<br /><br />Yes another Minion. This time with a Support power.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-39922539805995467542014-10-01T20:41:00.000-07:002014-10-01T20:41:50.996-07:00Monster Mayhem Month 1Greetings and Welcome to Monster Mayhem Month here at my blog. Everyday in October I will release a 4E Custom Monster of my design here!<br />Today the Monster is...<br /><br />-----<br />Dragonborn Spitter Level 4 Minion Skirmisher<br />Medium natural humanoid (dragonborn) XP 44<br />HP 1; a missed attack never damages a minion<br />AC 18; Fortitude 16; Reflex 17; Will 15<br />Speed 6<br />Resist 5 acid<br />Initiative +8<br />Perception +8<br /><br />Standard Actions<br />m Sword (weapon) • At-Will<br />Attack: +9 vs. AC<br />Hit: 6.<br />r Spit Acid (acid) • At-Will<br />Attack: Range 5 (1 enemy in range); +7 vs. Reflex<br />Hit: 5 Acid Damage.<br />Minor Actions<br />C Acid Breath (acid) • Encounter<br />Attack: Close Blast 3 (Creatures in Blast); +7 vs. Reflex<br />Hit: 3 Acid Damage.<br />Skills Intimidate +8<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 12 (+3) Cha 12 (+3)<br />Alignment evil Languages Draconic<br />Equipment short sword, leather armor<br /><br />© 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.<br />-----<br /><br />A simple Minion with a couple neat tricks. A ranged attack and an area effect attack.Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-5198460214732982532014-05-04T20:20:00.000-07:002014-05-04T20:20:52.784-07:00Making Modular MonstersSo, been awhile. I will not bore you with details of what and why. On with the Post...<br /><br />I've mentioned before about Making Custom Monsters that can be reskinned and Refluffed easily. Recently, I've needed several types of NPCs that share similar ability sets but are of different PC/NPC races. In this case, I needed Pira... I mean Sailors! Yeah, that is right. Sailors. <br /><br />Anywho, I made a basic Sailor and added Racial Abilities to it to make four different "Sailors". And here they are...<br /><br />-----<br />Dwarf Sailor Level 4 Skirmisher<br />Medium natural humanoid (dwarf) XP 175<br />HP 52; Bloodied 26<br />AC 18; Fortitude 16; Reflex 17; Will 15<br />Speed 6<br />Initiative +8<br />Perception +3<br />Low-Light Vision<br />Traits<br />Combat Advantage<br />This deals +1d6 damage to targets granting it Combat Advantage.<br />Stand Your Ground<br />When an effect pulls, pushes, or slides an Dwarf, the Dwarf moves 1 square less than the effect specifies. Also, a Dwarf can make a saving throw to avoid being knocked prone.<br />Standard Actions<br />m Cutlas (weapon) • At-Will<br />Attack: Melee 1 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />r Crossbow • At-Will<br />Attack: Range 10/20 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />Move Actions<br />Shifting Seas • At-Will<br />Effect: This creature shifts, climbs or swims 3 squares.<br />Minor Actions<br />Dwarven Resiliance (healing) • Encounter<br />Effect: The Dwarf spends a Healing Surge and regains 10HP. If the Dwarf is bloodied when it uses this, it can use "Shifting Seas" as a free action.<br />Skills Acrobatics +11, Athletics +9, Nature +8<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 12 (+3) Cha 12 (+3)<br />Alignment unaligned Languages Argon, Common, Dwarven<br />Equipment scimitar, leather armor<br /><br />© 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.<br />-----<br />-----<br />Dragonborn Sailor Level 4 Skirmisher<br />Medium natural humanoid (dragonborn) XP 175<br />HP 52; Bloodied 26<br />AC 18; Fortitude 16; Reflex 17; Will 15<br />Speed 6<br />Initiative +8<br />Perception +3<br />Low-Light Vision<br />Traits<br />Combat Advantage<br />This deals +1d6 damage to targets granting it Combat Advantage.<br />Dragonborn Fury<br />While Bloodied, A dragonborn gains a +1 racial bonus to attack rolls.<br />Standard Actions<br />m Cutlas (weapon) • At-Will<br />Attack: Melee 1 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />r Crossbow • At-Will<br />Attack: Range 10/20 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />Move Actions<br />Shifting Seas • At-Will<br />Effect: This creature shifts, climbs or swims 3 squares.<br />Minor Actions<br />C Dragon Breath (cold) • Encounter<br />Attack: Close Blast 3 (creatures in blast); +7 vs. Reflex<br />Hit: 1d6 + 3 Cold damage.<br />Skills Acrobatics +11, Athletics +9, Nature +8<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 12 (+3) Cha 12 (+3)<br />Alignment unaligned Languages Argon, Common, Draconic<br />Equipment scimitar, leather armor<br /><br />© 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.<br />-----<br />-----<br />Elf Sailor Level 4 Skirmisher<br />Medium natural humanoid (elf) XP 175<br />HP 52; Bloodied 26<br />AC 18; Fortitude 16; Reflex 17; Will 15<br />Speed 7<br />Initiative +8<br />Perception +3<br />Low-Light Vision<br />Traits<br />Combat Advantage<br />This deals +1d6 damage to targets granting it Combat Advantage.<br />Wild Step<br />An elf ignores difficult terrain when it shifts.<br />Standard Actions<br />m Cutlas (weapon) • At-Will<br />Attack: Melee 1 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />r Crossbow • At-Will<br />Attack: Range 10/20 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />Move Actions<br />Shifting Seas • At-Will<br />Effect: This creature shifts, climbs or swims 3 squares.<br />Free Actions<br />Elven Accuracy • Encounter<br />Effect: An elf can reroll an attack roll. It must use the second roll, even if it’s lower.<br />Skills Acrobatics +11, Athletics +9, Nature +8<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 12 (+3) Cha 12 (+3)<br />Alignment unaligned Languages Argon, Common, Elven<br />Equipment scimitar, leather armor<br /><br />© 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.<br />-----<br />-----<br />Warforged Sailor Level 4 Skirmisher<br />Medium natural humanoid (warforged, living construct) XP 175<br />HP 52; Bloodied 26<br />AC 18; Fortitude 16; Reflex 17; Will 15<br />Speed 6<br />Saving Throws +2 vs Ongoing Damage<br />Initiative +8<br />Perception +3<br /><br />Traits<br />Combat Advantage<br />This deals +1d6 damage to targets granting it Combat Advantage.<br />Standard Actions<br />m Cutlas (weapon) • At-Will<br />Attack: Melee 1 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />r Crossbow • At-Will<br />Attack: Range 10/20 (1 creature); +9 vs. AC<br />Hit: 2d6 + 5.<br />Move Actions<br />Shifting Seas • At-Will<br />Effect: This creature shifts, climbs or swims 3 squares.<br />Minor Actions<br />Warforged Resolve (healing) • Encounter<br />Effect: The Warforged gains 5 temporary hit points and can make a saving throw against an ongoing damage effect. If it uses this power while bloodied, it also regains 5 hit points.<br />Skills Acrobatics +11, Athletics +9, Nature +8<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 12 (+3) Cha 12 (+3)<br />Alignment unaligned Languages Argon, Common<br />Equipment scimitar, leather armor<br /><br />© 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.<br />-----<br />Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-76076879881179464742013-09-22T07:02:00.001-07:002013-09-22T07:02:17.927-07:00Shadows of the PCs #3: Shadow SheskaSo, back again later than I thought. So I'll just get on with the article.<br />
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So, continuing my list of articles on bringing my PC's Shadows to life, well, continues. Up this time is Shadow Sheska. Sheska was the Swordmage PC mentioned in an earlier article. Her Shadow was created the way it was due to the fact that Sheska's Player was starting to get bored of the Swordmage Class and was seeing the limitations of it as well. So, that is why her Shadow has an Anti-Magic theme to it. So on with the statblock!<br />
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Shadow Sheska Level 10 Solo Soldier<br />Medium shadow humanoid (human, shadow) XP 2,500<br />HP 412; Bloodied 206<br />AC 26; Fortitude 23; Reflex 21; Will 22<br />Speed 6<br />Saving Throws +5; Action Points 2<br />Initiative +9<br />Perception +14<br /><br />Traits<br />O Anti-Magic Field • Aura 1 <br />Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.<br />Standard Actions<br />m B.F.S. • At-Will<br />Attack: +15 vs. AC<br />Hit: 2d12 + 6.<br />C B.F.S. Sweep (weapon) • Recharge 5 6<br />Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex<br />Hit: 3d12 + 6.<br />Double Trouble • At-Will<br />Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.<br />Minor Actions<br />Curse of the Broken Wand • Daily<br />Effect: Sheska is Weakened until the end of the encounter. When Shadow Sheska is Bloodied, Sheska has Ongoing 10 Damage. When Shadow Sheska is destroyed, Sheska loses all Arcane Powers if she is still weakened by this power..<br />Skills Athletics +15<br />Str 21 (+10) Dex 15 (+7) Wis 18 (+9)<br />Con 15 (+7) Int 15 (+7) Cha 15 (+7)<br />Alignment chaotic evil Languages Common, Elven<br />Equipment fullblade, scale armor<br /><br />© 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.<br />
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So details about the Powers...<br />
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--Anti-Magic Field--<br />
Basically, this Shadow sucks the Magic from the World just by her presence. Mechanically, this is represented by giving a penalty to Arcane attacks against her and things near her. This was bad for two of the PCs, Sheska and Vorgh. Vorgh had regained his Humanity and Living status after his last Level Up and was now a Chaos Sorcerer. However, this pretty much never came up in the fight since their players rolled like bosses for the whole battle!<br />
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--B.F.S. & B.F.S. Sweep--<br />
the abbreviation stands for "Big Freaking Sword". :P An early Build of Sheska used a Fullblade so I did these as a throwback to that.<br />
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--Curse of the Broken Wand--<br />
This is how Sheska the Swordmage became Sheska the Brawler Fighter.<br />
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So, next on the List will be Shadows of the Parties Elven Sentinel Druid, Dara Silverleaf, and Her Bear Companion, Peevo. See you next time:)<br />
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<br />GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-21421141775045224492013-08-10T01:00:00.001-07:002013-08-10T01:00:48.195-07:00GenCon 2013 is coming. And I'm going there! You should too! And if you are, you need to know some basic things for Convention Goers. So here are some of the more important things....<br />
<br />
--Section #1: Things for the Trip to and from the Con.<br />
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Portable Entertainment(Portable Video Game System, Smart Phone, Tablet Computer, a Big Fat Book, ect.)<br />
MP3 Player(iPod, Zune, ect.)<br />
GPS(If driving)<br />
Copy of your Flight Information(If Flying)<br />
Wallet<br />
ID Card<br />
<br />
--Section #2: Things to take along for at the Con.<br />
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Cell phone/Smart Phone<br />
Camera(If you don't have a Phone that can take good Pictures)<br />
Backpack(For carrying stuff)<br />
Dice<br />
Snacks<br />
Personal Health related things(Eye Glasses, Hearing Aid, Dentures and Adhesive, Medications, ect.)<br />
Credit or Debit Card/s<br />
Padlock and Key<br />
Collapsible Bags(for purchases)<br />
Money for the Dealer Hall<br />
<br />
--Section #3: Things to Wear at the Con<br />
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Comfortable Shoes!(Very Important! You WILL be Walking a LOT!)<br />
Funny or Clever T-Shirts<br />
Costume and extra Material for it(If CosPlaying)<br />
Extra Shirts(In case of Food Accidents)<br />
Antiperspirant <br />
Sunscreen<br />
Long Sleeved Shirt/Hoodie(Some areas of the Con will be significantly colder than others.)<br />
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--Section #4: Thing to Do at the Con<br />
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Play An Old Favorite Game<br />
Play The most recent thing to peak your interest<br />
Play The Game you never know you would Love<br />
Kill Orcs<br />
Play as an Orc<br />
Buy awesome stuff for your home games<br />
Get Inspiration for a New Game/Campaign<br />
Learn new Painting/GMing/Playing Techniques<br />
Run a Game or two<br />
GET SOME SLEEP!<br />
<br />
So, there they are. See you at the Con:)<br />
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GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-64322399316588593822013-07-02T00:30:00.000-07:002013-07-02T00:30:04.921-07:00Random Warforged Names So this is set up as a Random table to make it easy to pick a name on the fly. Enjoy:)<br />
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Roll a d6 and a d20 and use the following table to pick a random name for your warforged PC or NPC. If the d6 comes up as an Odd Number use the Odd Table. Otherwise use the Even Table.<br /><br />--Odd Table--<br /><br />1: Copper<br />2: Boomer<br />3: Torch<br />4: Threeseventhreethreeone<br />5: Ate<br />6: Blues<br />7: Johnathan Five<br />8: Better Tom<br />9: Arsenal<br />10: Drum<br />11: Shield<br />12: Finder<br />13: Brother<br />14: Noonian<br />15: Thursday<br />16: Clockwork<br />17: Wheels<br />18: Legion<br />19: Prometheus<br />20: Shovel<br /><br />--Even Table--<br /><br />1: Crowbar<br />2: Spike<br />3: Gems<br />4: Shiney<br />5: Rusty<br />6: One-Eyed Jack<br />7: Lefty<br />8: First<br />9: Last<br />10: Off-Switch<br />11: Iron-Jaw<br />12: Painter<br />13: Tinker<br />14: Pace<br />15: Chestnut<br />16: Maple<br />17: Club<br />18: Mr. 288<br />19: Medal<br />20: PrimeGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-27669345723912442562013-06-28T04:37:00.000-07:002013-06-28T04:37:30.935-07:00Shadow of the PCs: Part 2So, time for the second of my PCs Shadows, Shadow Adiah. Well, Adiah is a Deva Avenger. Devas reincarnate when they die and the current version of Adiah has no memory of his last two "Lifetimes". So, I'm foreshadowing the reasons why that is so. And that is what most influenced my design for his Shadow. so, let us get on with the Statblock, then?<br />
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Shadow Adiah Level 10 Solo Brute<br />
Medium shadow humanoid (deva, shadow) XP 2,500<br />
HP 436; Bloodied 218<br />
AC 22; Fortitude 23; Reflex 22; Will 22<br />
Speed 6<br />
Immune poison; Resist 10 necrotic, 10 radiant<br />
Saving Throws +5; Action Points 2<br />
Initiative +7<br />
Perception +7<br />
Darkvision<br />
Traits<br />
Betrayer of Friends<br />
Whenever Shadow Adiah makes an attack against its Oath of Destruction target, each of the target's allies adjacent to it or Shadow Adiah take 10 Poison damage.<br />
O Void of the Soul • Aura 1 <br />
Enemies in the aura lose all resistances.<br />
Standard Actions<br />
m Death Blade (poison, weapon) • At-Will<br />
Attack: Melee 1 (1 creature.); +15 vs. AC<br />
Hit: 2d10 + 6 Damage and Ongoing 5 Poison damage(Save ends).<br />
r Ray of Noxiousness (implement) • At-Will<br />
Attack: Range 5 (1 creature); +13 vs. Fortitude<br />
Hit: 3d6 + 5 Poison damage. The Target is also pulled adjacent to Shadow Adiah or Falls Prone, the targets choice. If the target is Shadow Adiah's Oath of Destruction target, both happen instead.<br />
C Poison Death Shroud (implement, poison, zone) • Encounter<br />
Attack: Close Burst 1 (Enemies in Burst); +13 vs. Fortitude<br />
Hit: 2d10 + 6 Poison Damage and Ongoing 5 Poison damage(Save Ends).<br />
Miss: 5 Poison damage.<br />
Effect: A zone is made in a Burst 1 centered on Shadow Adiah. The Zone lasts until the start of Shadow Adiah's next turn. The Zone provides total Concealment and Blocks Line of sight.<br />
Double Trouble • At-Will<br />
Effect: Shadow Adiah makes a Basic attack, then teleports to any square adjacent to one of its Oath of Destruction targets and makes a basic Melee attack against it.<br />
Minor Actions<br />
C Oath of Destruction • Recharge first bloodied<br />
Effect: Close Burst 10 (1 Enemy in Burst); Until the end of the encounter, the target is subject to Shadow Adiah's Oath of Destruction. While under Shadow Adiah's Oath of Destruction, the target has Vulnerable 5 All to all damage dealt by Shadow Adiah's attacks.<br />
Triggered Actions<br />
Memory of A Thousand Lifetimes • Encounter<br />
Trigger: When the Deva makes an attack roll, skill roll or saving throw and dislikes the result.<br />
Effect (Free): The Deva adds 1d6 to the triggering roll.<br />
Str 15 (+7) Dex 15 (+7) Wis 15 (+7)<br />
Con 21 (+10) Int 15 (+7) Cha 15 (+7)<br />
Alignment chaotic evil Languages Supernal<br />
Equipment greatsword, cloth armor (basic clothing)<br />
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© 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.<br />
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Going through this Shadows abilities out of order is counter intuitive but necessary for it.<br />
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Oath of Destruction-- So Avengers have an ability that makes it better against a certain foe. This is his version of it. Also, Shadow Adiah recharges this when he becomes Bloodied, allowing him to have multiple targets under the Oath. Of course, the first thing he did in the battle was make real Adiah his first oath target.<br />
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Betrayer of Friends-- This trait serves two purposes: 1: Foreshadowing that Adiah Betrayed his friends in a previous life. And 2: Allowing Shadow Adiah to Spread the damage around even while concentrating on his Oath target.<br />
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Void of the Soul-- Several PCs had Poison resistance at the time of this encounter, so I put this in to make him a bit more of a threat to the whole party.<br />
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Ray of Noxiousness-- I like giving my Players a choice between two very bad things. This was also a way of dealing with the Parties Swordmage's Mark. At the time i designed this, that PC had the Shielding Aegis. That PC retrained in to the Assult Aegis at 8th level. In other words, just before this was encountered. So, I made a bad choice by giving them a choice between being pulled around and falling down. BUT it was a learning experience and I learned from it.<br />
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Everything else-- is pretty much self explanatory, I think.<br />
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So, that was part two of this series. Part three is coming soon, but first I'm doing a List type thing. I'll be sharing lists of NPC Names regularly and first up is names for "Warforged/Gearforged/Robotfolk!" So, I'm hoping to have that up sometime on Tuesday.<br />
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GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-87544664477462801482013-06-17T23:37:00.001-07:002013-06-17T23:37:05.555-07:00The Shadow of the PCs. Part 1So, later than I expected, I'm back. And I have a lot to talk about. So I'll start...<br />
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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...<br />
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Shadow Vorgh Level 9 Solo Lurker<br />Medium shadow humanoid (undead, vampire, shadow) XP 2,000<br />HP 376; Bloodied 188<br />AC 24; Fortitude 21; Reflex 23; Will 22<br />Speed 6, teleport 3<br />Immune poison; Resist 10 necrotic, 5 radiant<br />Saving Throws +5; Action Points 2<br />Initiative +13<br />Perception +6<br />Darkvision<br />Traits<br />Image of the Reaper<br />Vorgh grants combat advantage to Shadow Vorgh.<br />Reaper Man<br />Shadow Vorgh deals +5 damage whenever it makes an attack where it or its target are Bloodied.<br />Standard Actions<br />m Blood Sucker (implement, necrotic) • At-Will<br />Attack: +12 vs. Reflex<br />Hit: 2d8 + 6 Necrotic damage and Shadow Vorgh gains 10 Temporary HP.<br />r Radiant Eyes (implement, radiant) • At-Will<br />Attack: Range 10 (1 creature); +12 vs. Will<br />Hit: 1d10 + 7 Radiant damage and Ongoing 5 Radiant damage(Save Ends).<br />Double Trouble • At-Will<br />Effect: This creature makes two basic attacks and Teleports 3 squares in between the attacks.<br />Triggered Actions<br />C Bat Swarm (implement) • Encounter<br />Trigger: Shadow Vorgh is first Bloodied.<br />Attack (Immediate Reaction): Close Burst 1 (Creatures in Burst); +12 vs. Reflex<br />Hit: 4d8 + 6.<br />Miss: Half Damage.<br />Effect: Shadow Vorgh becomes Insubstantial until the end of its next turn.<br />Skills Bluff +12, Intimidate +12, Stealth +14, Streetwise +12<br />Str 14 (+6) Dex 20 (+9) Wis 14 (+6)<br />Con 14 (+6) Int 14 (+6) Cha 17 (+7)<br />Alignment chaotic evil Languages Common, Elven<br />Equipment scythe, cloth armor (basic clothing)<br /><br />© 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.<br />
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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...<br />
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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.<br />
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Reaper Man--This is simply a mostly minor buff that fits a vampire type creature.<br />
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Blood Sucker--Basic Melee with benifits.<br />
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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<br />
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Double Trouble--A basic ingredient for a Elite or Solo with a bit of a twist.<br />
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Bat Swarm--Most good Solos do something nasty when they become Bloodied. This is it.<br />
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Other Stuff- Take note of his Teleport Speed. Also, Resistance to Radiant due to the Reward I gave for beating it.<br />
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Well that is about it. Comments, suggestions, ect.<br />
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<br />GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-89052393695952155392013-03-12T05:05:00.002-07:002013-03-12T05:05:35.640-07:00Update 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.<br />
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GFGeneric Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-48438254602451388352012-10-31T00:00:00.000-07:002012-10-31T00:00:20.896-07:00Halloween Monster #5And finally, Some Ghostly Spirits.<br /><br />-----<br />Lesser Possesser Spirit Level 19 Minion Controller<br />Medium shadow humanoid (shadow, undead) XP 600<br />HP 1; a missed attack never damages a minion<br />AC 33; Fortitude 30; Reflex 31; Will 32<br />Speed 6, phasing 6 Insubstantial<br />Immune poison; Resist 15 necrotic, 10 psychic<br />Initiative +15<br />Perception +13<br /><br />Traits<br />O Possession Enhancement • Aura 1 <br />Dominated Creatures in aura gain a +2 bonus to damage. Multiple of this Aura Stack.<br />Standard Actions<br />m Necrotic Touch (necrotic) • At-Will<br />Attack: +23 vs. Fortitude<br />Hit: 15 Necrotic Damage.<br />R Minor Possession • Encounter<br />Attack: Range 5 (1 creature); +23 vs. Will<br />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.<br />Skills Intimidate +21, Stealth +20<br />Str 19 (+13) Dex 22 (+15) Wis 19 (+13)<br />Con 19 (+13) Int 19 (+13) Cha 25 (+16)<br />Alignment chaotic evil Languages Abyssal, Primordial<br /><br />© 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.<br />-----<br />Possesser Spirit Level 19 Controller<br />Medium shadow humanoid (shadow, undead) XP 2,400<br />HP 152; Bloodied 76<br />AC 33; Fortitude 30; Reflex 31; Will 32<br />Speed 6, phasing 6 Insubstantial<br />Immune poison; Resist 15 necrotic, 10 psychic<br />Initiative +15<br />Perception +13<br /><br />Traits<br />O Fear the Possessed • Aura 2 <br />Enemies in Aura grant Combat Advantage to Dominated Creatures.<br />Standard Actions<br />m Necrotic Touch (necrotic) • At-Will<br />Attack: +23 vs. Fortitude<br />Hit: 3d8 + 14 necrotic damage.<br />Minor Actions<br />R Possession (charm, psychic) • Recharge when no creature is effected by this power.<br />Attack: Range 5 (1 creature); +23 vs. Will<br />Hit: Ongoing 10 Psychic damage and Dominated(Save Ends Both).<br />Skills Intimidate +21, Stealth +20<br />Str 19 (+13) Dex 22 (+15) Wis 19 (+13)<br />Con 19 (+13) Int 19 (+13) Cha 25 (+16)<br />Alignment chaotic evil Languages Abyssal, Primordial<br /><br />© 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.<br />-----<br />Greater Possesser Spirit Level 19 Elite Controller (Leader)<br />Large shadow humanoid (shadow, undead) XP 4,800<br />HP 304; Bloodied 152<br />AC 33; Fortitude 30; Reflex 31; Will 32<br />Speed 6, phasing 6 Insubstantial<br />Immune poison; Resist 10 necrotic, 10 psychic<br />Saving Throws +2; Action Points 1<br />Initiative +15<br />Perception +13<br />Blindsight 10<br />Standard Actions<br />m Necrotic Touch (necrotic) • At-Will<br />Attack: +23 vs. Fortitude<br />Hit: 3d8 + 14 necrotic damage.<br />Double Strike • At-Will<br />Effect: Make 2 Basic Melee Attacks.<br />Minor Actions<br />A Minor Possession • Recharge 5 6<br />Attack: Area Burst 1 in 5 (Enemies in burst); +23 vs. Will<br />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.<br />Triggered Actions<br />Reverse Possession • Encounter<br />Trigger: This is first hit while Bloodied.<br />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.<br />Skills Intimidate +23, Stealth +20<br />Str 19 (+13) Dex 22 (+15) Wis 19 (+13)<br />Con 19 (+13) Int 19 (+13) Cha 28 (+18)<br />Alignment chaotic evil Languages Abyssal, Primordial<br /><br />© 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.<br />-----Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-59820835790796832782012-10-30T00:00:00.000-07:002012-10-30T00:00:11.990-07:00Halloween Monsters #4And now for something completely different, a Zombie!<br /><br />-----<br />Hungry Zombie Level 3 Brute<br />Medium natural animate (undead) XP 150<br />HP 57; Bloodied 29<br />AC 15; Fortitude 16; Reflex 14; Will 15<br />Speed 4<br />Immune poison; Resist 10 necrotic; Vulnerability 5 radiant<br />Initiative +0<br />Perception +6<br />Darkvision<br />Traits<br />Brains<br />The Zombie deals +5 damage on melee attacks against Grabbed Creatures.<br />Headshot<br />Any Critical Hit against the Zombie deals +10 Damage and permenently Blinds it.<br />Standard Actions<br />m Slam • At-Will<br />Attack: Touch (1 creature); +8 vs. AC<br />Hit: 1d12 + 7 damage and make a "Grab" attack against the target.<br />M Grab • At-Will<br />Attack: +6 vs. Reflex<br />Hit: Target is Grabbed(Escape DC 15 Ends).<br />Str 11 (+1) Dex 8 (+0) Wis 11 (+1)<br />Con 17 (+4) Int 2 (–3) Cha 2 (–3)<br />Alignment evil Languages —<br /><br />© 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.<br />-----<br />Famished Zombie Level 13 Brute<br />Medium natural animate (undead) XP 800<br />HP 162; Bloodied 81<br />AC 25; Fortitude 26; Reflex 24; Will 25<br />Speed 4<br />Immune poison; Resist 20 necrotic; Vulnerability 10 radiant<br />Initiative +7<br />Perception +14<br />Darkvision<br />Traits<br />Brains<br />The Zombie deals +10 damage on melee attacks against Grabbed Creatures.<br />Headshot<br />Any Critical Hit against the Zombie deals +20 Damage and permenently Blinds it.<br />Standard Actions<br />m Slam • At-Will<br />Attack: Touch (1 creature); +18 vs. AC<br />Hit: 3d12 + 7 damage and make a "Grab" attack against the target.<br />M Grab • At-Will<br />Attack: +16 vs. Reflex<br />Hit: Target is Grabbed(Escape DC 26 Ends).<br />Str 16 (+9) Dex 13 (+7) Wis 16 (+9)<br />Con 22 (+12) Int 7 (+4) Cha 7 (+4)<br />Alignment evil Languages —<br /><br />© 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.<br />-----Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-45932461644242631642012-10-29T00:00:00.000-07:002012-10-29T00:00:17.287-07:00Halloween Monsters #3Next on the List, an Artillery Skeleton!<br /><br />-----<br />Skeleton Bone Tosser Level 4 Artillery<br />Medium natural animate (undead) XP 175<br />HP 42; Bloodied 21<br />AC 16; Fortitude 16; Reflex 17; Will 15<br />Speed 6<br />Immune poison; Resist 10 necrotic; Vulnerability 5 radiant<br />Initiative +6<br />Perception +8<br />Darkvision<br />Traits<br />Fall and Rise Again<br />The Skeleton has Resist 5 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.<br />Standard Actions<br />m Claw • At-Will<br />Attack: +9 vs. AC<br />Hit: 1d6 + 7.<br />r Bone Toss • At-Will<br />Attack: Range 10 (1 creature); +7 vs. Reflex<br />Hit: 1d10 + 9.<br />Minor Actions<br />Reassemble • At-Will<br />Effect: The Skeleton stands up from prone.<br />Triggered Actions<br />Fall Apart • At-Will<br />Trigger: The Skeleton takes more than 10 damage from a single attack.<br />Effect (Immediate Reaction): The Skeleton Falls Prone.<br />Rib Boomerang • Recharge 5 6<br />Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.<br />Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.<br />Skills Acrobatics +11<br />Str 15 (+4) Dex 18 (+6) Wis 12 (+3)<br />Con 12 (+3) Int 6 (+0) Cha 6 (+0)<br />Alignment evil Languages —<br /><br />© 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.<br />-----<br />Red Skeleton Bone Tosser Level 14 Artillery<br />Medium natural animate (undead) XP 1,000<br />HP 107; Bloodied 54<br />AC 26; Fortitude 26; Reflex 27; Will 25<br />Speed 6<br />Immune poison; Resist 20 necrotic; Vulnerability 10 radiant<br />Initiative +13<br />Perception +15<br />Darkvision<br />Traits<br />Fall and Rise Again<br />The Skeleton has Resist 10 All while Prone. When the Skeleton Stands up,it has Combat Advantage on its next attack that turn.<br />Standard Actions<br />m Claw • At-Will<br />Attack: +19 vs. AC<br />Hit: 2d6 + 11.<br />r Bone Toss • At-Will<br />Attack: Range 10 (1 creature); +17 vs. Reflex<br />Hit: 2d10 + 11.<br />Minor Actions<br />Reassemble • At-Will<br />Effect: The Skeleton stands up from prone.<br />Triggered Actions<br />Fall Apart • At-Will<br />Trigger: The Skeleton takes more than 20 damage from a single attack.<br />Effect (Immediate Reaction): The Skeleton Falls Prone.<br />Rib Boomerang • Recharge<br />Trigger: The Skeleton makes a Ranged attack roll and dislikes the result.<br />Effect (Free): The Skeleton Rerolls the Attack roll and has Combat Advantage for the Reroll.<br />Skills Acrobatics +18<br />Str 20 (+12) Dex 23 (+13) Wis 17 (+10)<br />Con 17 (+10) Int 11 (+7) Cha 11 (+7)<br />Alignment evil Languages —<br /><br />© 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.<br />-----Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0tag:blogger.com,1999:blog-2542517647911359954.post-67794174823409901462012-10-28T00:00:00.000-07:002012-10-28T00:00:00.299-07:00Halloween Monsters #2Next up, a Minion!<br /><br />-----<br />Broken Skeleton Level 4 Minion Brute<br />Medium natural animate (undead) XP 44<br />HP 1; a missed attack never damages a minion<br />AC 16; Fortitude 17; Reflex 16; Will 15<br />Speed 6<br />Immune poison; Resist 10 necrotic<br />Initiative +4<br />Perception +8<br />Darkvision<br />Standard Actions<br />m Claw • At-Will<br />Attack: +9 vs. AC<br />Hit: 6.<br />Triggered Actions<br />Broken But Not Buried • Encounter<br />Trigger: The Skeleton is destroyed by damage of a type other than Radiant.<br />Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.<br />Str 12 (+3) Dex 15 (+4) Wis 12 (+3)<br />Con 18 (+6) Int 2 (–2) Cha 2 (–2)<br />Alignment Languages —<br />Equipment none<br /><br />© 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.<br />-----<br /><br />And I have a higher level version too.<br /><br />-----<br />Broken Red Skeleton Level 14 Minion Brute<br />Medium natural animate (undead) XP 250<br />HP 1; a missed attack never damages a minion<br />AC 26; Fortitude 27; Reflex 26; Will 25<br />Speed 6<br />Immune poison; Resist 20 necrotic<br />Initiative +12<br />Perception +15<br />Darkvision<br />Standard Actions<br />m Claw • At-Will<br />Attack: +19 vs. AC<br />Hit: 12.<br />r HandAxe (weapon) • Encounter<br />Attack: Range 5/10 (1 creature); +19 vs. AC<br />Hit: 9.<br />Triggered Actions<br />Broken But Not Buried • Encounter<br />Trigger: The skeleton is Destroyed by Damage of a type other than Radiant.<br />Effect (Immediate Interrupt): The Skeleton takes no damage and Falls Prone. The Skeleton is considered Bloodied until the end of the Encounter.<br />Str 17 (+10) Dex 20 (+12) Wis 17 (+10)<br />Con 23 (+13) Int 7 (+5) Cha 7 (+5)<br />Alignment Languages —<br />Equipment handaxe<br /><br />© 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.<br />-----Generic Fighterhttp://www.blogger.com/profile/05250549185907897879noreply@blogger.com0