Saturday, October 4, 2014

Monster Mayhem Month 4

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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Berzerker Golem 2.0    Level 9 Elite Brute
Large natural animate (construct)    XP 800
HP 228; Bloodied 114
AC 24; Fortitude 25; Reflex 24; Will 23
Speed 6
Immune poison; Resist 5 radiant; Vulnerability 5 psychic
Saving Throws +2; Action Points 1
Initiative +6
Perception +3
Darkvision
Traits
Threatening Reach
Berzerker Golem can make opportunity attacks against enemies within 3 squares of him.
Unhinged Tactics
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.
Standard Actions
m Ball and Chain • At-Will
Attack: Reach 3; +14 vs. AC
Hit: 2d12 + 8.
C Roundhouse Swing • Encounter
Attack: Close Burst 3; +14 vs. AC
Hit: 2d12 + 8.
M Knockdown • Recharge 5 6
Attack: Reach 3; +12 vs. Fortitude
Hit: 4d12 + 5 and target is knocked prone.
Minor Actions
Swift Attack • At-Will
Effect: This makes a Basic Melee attack.
Skills Acrobatics +11, Athletics +14
Str 20 (+9)    Dex 15 (+6)    Wis 8 (+3)
Con 14 (+6)    Int 3 (+0)    Cha 1 (–1)
Alignment unaligned     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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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".

Friday, October 3, 2014

Monster Mayhem Month 3

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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Human Watch Sergeant    Level 5 Soldier (Leader)
Medium natural humanoid (human)    XP 200
HP 61; Bloodied 31
AC 21; Fortitude 18; Reflex 16; Will 17
Speed 5
Saving Throws +1
Initiative +5
Perception +3

Traits
Defend the Weak
This Creature has a +2 Bonus on Attack rolls when adjacent to a Lower Level Ally OR Any Non-Combatant.
O Protect the Weak • Aura 1
Lower level allies in aura get +2 AC and +2 Will.
Standard Actions
m Halberd (weapon) • At-Will
Attack: Reach 2; +10 vs. AC
Hit: 1d10 + 8 damage.
Effect: Marked(Save Ends).
Triggered Actions
Heroic Effort • Encounter
Trigger: You miss with an attack or fail a saving throw.
Effect (No Action): Personal; You gain a +4 racial bonus to the attack roll or the saving throw.
Skills Athletics +11, Intimidate +9
Str 18 (+6)    Dex 12 (+3)    Wis 12 (+3)
Con 13 (+3)    Int 12 (+3)    Cha 15 (+4)
Alignment unaligned     Languages Common, Deep Speech
Equipment halberd, scale 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 "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.

Thursday, October 2, 2014

Monster Mayhem Month 2

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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Generic Guardsman    Level 1 Minion Soldier
Medium natural humanoid (human)    XP 25
HP 1; a missed attack never damages a minion
AC 17; Fortitude 14; Reflex 13; Will 13
Speed 5
Initiative +2
Perception +0

Standard Actions
m Marking Strike (weapon) • At-Will
Attack: +6 vs. AC
Hit: 4 damage and marked until the end of the guardsman's next turn.
M Sword of Defending (weapon) • Encounter
Attack: +6 vs. AC
Hit: 5 damage and 1 ally next to the guardsman gains 5 temporary HP.
Skills Athletics +8, Streetwise +5
Str 16 (+3)    Dex 10 (+0)    Wis 10 (+0)
Con 10 (+0)    Int 10 (+0)    Cha 10 (+0)
Alignment good     Languages Common
Equipment longsword, chainmail

© 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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Yes another Minion. This time with a Support power.

Wednesday, October 1, 2014

Monster Mayhem Month 1

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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Dragonborn Spitter    Level 4 Minion Skirmisher
Medium natural humanoid (dragonborn)    XP 44
HP 1; a missed attack never damages a minion
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Resist 5 acid
Initiative +8
Perception +8

Standard Actions
m Sword (weapon) • At-Will
Attack: +9 vs. AC
Hit: 6.
r Spit Acid (acid) • At-Will
Attack: Range 5 (1 enemy in range); +7 vs. Reflex
Hit: 5 Acid Damage.
Minor Actions
C Acid Breath (acid) • Encounter
Attack: Close Blast 3 (Creatures in Blast); +7 vs. Reflex
Hit: 3 Acid Damage.
Skills Intimidate +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment evil     Languages Draconic
Equipment short sword, 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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A simple Minion with a couple neat tricks. A ranged attack and an area effect attack.

Sunday, May 4, 2014

Making Modular Monsters

So, been awhile. I will not bore you with details of what and why. On with the Post...

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. 

Anywho, I made a basic Sailor and added Racial Abilities to it to make four different "Sailors". And here they are...

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Dwarf Sailor    Level 4 Skirmisher
Medium natural humanoid (dwarf)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Stand Your Ground
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.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Dwarven Resiliance (healing) • Encounter
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.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Dwarven
Equipment scimitar, 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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Dragonborn Sailor    Level 4 Skirmisher
Medium natural humanoid (dragonborn)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Dragonborn Fury
While Bloodied, A dragonborn gains a +1 racial bonus to attack rolls.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
C Dragon Breath (cold) • Encounter
Attack: Close Blast 3 (creatures in blast); +7 vs. Reflex
Hit: 1d6 + 3 Cold damage.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Draconic
Equipment scimitar, 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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Elf Sailor    Level 4 Skirmisher
Medium natural humanoid (elf)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 7
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Wild Step
An elf ignores difficult terrain when it shifts.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Free Actions
Elven Accuracy • Encounter
Effect: An elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common, Elven
Equipment scimitar, 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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Warforged Sailor    Level 4 Skirmisher
Medium natural humanoid (warforged, living construct)    XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Saving Throws +2 vs Ongoing Damage
Initiative +8
Perception +3

Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Warforged Resolve (healing) • Encounter
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.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4)    Dex 18 (+6)    Wis 12 (+3)
Con 12 (+3)    Int 12 (+3)    Cha 12 (+3)
Alignment unaligned     Languages Argon, Common
Equipment scimitar, 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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Sunday, September 22, 2013

Shadows of the PCs #3: Shadow Sheska

So, back again later than I thought. So I'll just get on with the article.

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!

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Shadow Sheska    Level 10 Solo Soldier
Medium shadow humanoid (human, shadow)    XP 2,500
HP 412; Bloodied 206
AC 26; Fortitude 23; Reflex 21; Will 22
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +14

Traits
O Anti-Magic Field • Aura 1
Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.
Standard Actions
m B.F.S. • At-Will
Attack: +15 vs. AC
Hit: 2d12 + 6.
C B.F.S. Sweep (weapon) • Recharge 5 6
Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex
Hit: 3d12 + 6.
Double Trouble • At-Will
Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.
Minor Actions
Curse of the Broken Wand • Daily
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..
Skills Athletics +15
Str 21 (+10)    Dex 15 (+7)    Wis 18 (+9)
Con 15 (+7)    Int 15 (+7)    Cha 15 (+7)
Alignment chaotic evil     Languages Common, Elven
Equipment fullblade, scale 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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So details about the Powers...

--Anti-Magic Field--
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!

--B.F.S. & B.F.S. Sweep--
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.

--Curse of the Broken Wand--
This is how Sheska the Swordmage became Sheska the Brawler Fighter.

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:)


GF

Saturday, August 10, 2013

GenCon 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....

--Section #1: Things for the Trip to and from the Con.

Portable Entertainment(Portable Video Game System, Smart Phone, Tablet Computer, a Big Fat Book, ect.)
MP3 Player(iPod, Zune, ect.)
GPS(If driving)
Copy of your Flight Information(If Flying)
Wallet
ID Card

--Section #2: Things to take along for at the Con.

Cell phone/Smart Phone
Camera(If you don't have a Phone that can take good Pictures)
Backpack(For carrying stuff)
Dice
Snacks
Personal Health related things(Eye Glasses, Hearing Aid, Dentures and Adhesive, Medications, ect.)
Credit or Debit Card/s
Padlock and Key
Collapsible Bags(for purchases)
Money for the Dealer Hall

 --Section #3: Things to Wear at the Con

Comfortable Shoes!(Very Important! You WILL be Walking a LOT!)
Funny or Clever T-Shirts
Costume and extra Material for it(If CosPlaying)
Extra Shirts(In case of Food Accidents)
Antiperspirant
Sunscreen
Long Sleeved Shirt/Hoodie(Some areas of the Con will be significantly colder than others.)

--Section #4: Thing to Do at the Con

Play An Old Favorite Game
Play The most recent thing to peak your interest
Play The Game you never know you would Love
Kill Orcs
Play as an Orc
Buy awesome stuff for your home games
Get Inspiration for a New Game/Campaign
Learn new Painting/GMing/Playing Techniques
Run a Game or two
GET SOME SLEEP!

So, there they are. See you at the Con:)

GF