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Old 16th March 2008, 05:20 AM   #21 (permalink)
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Added
Chareet Trickster (3 Controller)

A melee controller is a wacky proposition, but I think it could work. I'll admit that for some groups it might be too over the top... but it looks like a ton of fun to me.
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Old 16th March 2008, 05:45 AM   #22 (permalink)
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Quote:
Originally Posted by Szatany
Can;'t be sure, but it looks like it might be from a computer game based off John Carpenter's Thing.
It is from Resident Evil 4.
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Old 16th March 2008, 07:37 AM   #23 (permalink)
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I've already transferred all of these to index cards, ready for post-June excitement!

Great work
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Old 16th March 2008, 08:05 AM   #24 (permalink)
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Cool. Well, there'll be plenty more coming in the days ahead.

Added one last one for today... granted, I hope you won't need to use it much:
Peasant Militia (1 Minion)
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Old 16th March 2008, 08:07 AM   #25 (permalink)
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Quote:
Originally Posted by keterys
Cool. Well, there'll be plenty more coming in the days ahead.

Added one last one for today... granted, I hope you won't need to use it much:
Peasant Militia (1 Minion)
That actually could be useful for one scenario I plan on using in my game. Where a whole town is under the mind-control of a Aboleth and the PCs have to escape (by rooftop) or fight their way through the town.
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Old 16th March 2008, 08:53 AM   #26 (permalink)
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Another winner. I just cant get enough of minions, greatest thing ever. I kinda hope summoned monsters are minions, but I doubt it.
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Old 16th March 2008, 09:36 AM   #27 (permalink)
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Plenty of errors in it, but this is the PDF I made of your monsters.

Just a real quick throw-together
Attached Files
File Type: pdf Keterys.pdf (115.4 KB, 127 views)
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Old 16th March 2008, 01:17 PM   #28 (permalink)
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Great thread and great idea.
I love the idea of 4e stats for minis I already own. Even if some creatures have changed or are outed for 4e, your unique write-ups might just mean that mini is no longer useless

I think I will have to start a 4e game now (Well a playtest of sorts anyways). Please continue I will be watching this thread closely.

Cheers and thanks.
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Old 16th March 2008, 01:47 PM   #29 (permalink)
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Can somebody give me the reference for all the special abilities letters which are put in front? I have seen them already in few places, I suppose that m/M stands for melee, with m being base melee attack, but what about the rest? Are these 'official' shortcuts, or just made up here on forums?
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Old 16th March 2008, 05:13 PM   #30 (permalink)
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Peasent Militia.....thank you so much......

Alot of my campaign's go a little "13th Warrior" pretty quick when characters decide they would rather stay in town making magic items then go out adventuring.

"The town of Attac-by-Monsters seems nice enough, it's fortifications seem impressive but there seems to be a shortage of fighting men and women holding the walls."

"I like this town, and will not be forewarned by the obvious clues of heavy fortifications, the largish grave yard which has a population of undead larger then the town's current living one....and the name those wacky villagers must have vivid imaginations, I have not seen a monster in at least 10 minutes"

"Do you want to help hold the walls from the impending invasion?"

"No, I think we'll go to the Inn and try to sell continual flame torches to the yokels for beer money."

"The Inn was burned down, actually you seem to see a lot of fire damage. OOG - Looks like the fantasy equivalent of the Chicago fire or even the Halifax port fire."

"Well you know what they say, make room for the new and all that. We have some extra coin - what it cost to make our own Inn?"

"You know what....roll initiative."
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Old 17th March 2008, 08:24 AM   #31 (permalink)
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Squid Dog (2 Skirmisher)

Fallen Seraph, let me know if that doesn't work out for you.

Tried out a few monsters today - wind sprite, earthen defender, and human captain. Earthen Defender seemed to work pretty well with its aura, though sadly the disarm missed. Wind Sprites seemed _very_ controllery, but it was easy for the party to deal with what they did, so I guess that's fine for level 1. That said, I think I'm going to change the whirlwind damage to a die roll instead of static.

The captain seemed very powerful (though, yes, it is higher level) - it definitely had the effect I was looking for in terms of being a leader, but I might have to tone down the bonus for coordinating strike. Maybe just drop the damage bonus. I'll wait for more feedback, though.
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Old 17th March 2008, 08:26 AM   #32 (permalink)
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I love it, thank you so much

I never thought about using the tentacles for climbing, tis awesome!
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Old 18th March 2008, 08:18 AM   #33 (permalink)
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Added
Goatfolk Slasher (3 Skirmisher)

Included a quick suggestion on using this one as a character race. Was surprisingly easy and doesn't seem too far off what I remember of the elf.
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Old 18th March 2008, 12:02 PM   #34 (permalink)
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These are great. Thought the goakfolk slasher's 2 sword attack seemed a bit much. Can shift 2 sq - not to forget it can make a move action with this as well...then again is a skirmisher on 4 fast legs.

Perhaps knockdowns should be limited to size? Are they in monsters from WotC that we have seen?

I really want to try some of these out
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Old 18th March 2008, 04:21 PM   #35 (permalink)
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I used to put 'within one size category higher' or 'Large or smaller' on alot of forced movement and knockdowns, but at this point I figured I'd just wait to see what the standard was.

At first I considered just not having two sword attacks at all, but you see two weapons, you expect it. It could be one is 1d8 and one is 1d4... but meh, feels like little gain in play. Probably easy to switch to 1d6 per swing, though. That puts its average damage if both hit at 9 instead of 11. Easy enough to make the change now and bump it back up later.
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Old 19th March 2008, 01:58 AM   #36 (permalink)
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No, I like the 2 sword atts, but getting more movement whilst doing them was the query (given this can already be combined with a move action) .
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Old 19th March 2008, 02:13 AM   #37 (permalink)
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Yep, but any tank in heavy armor can base the figure every round (even if it takes a charge every other round, worst case). Because everyone can move then standard, it's a whole new world for movement

A fighter is all kinds of problems for this guy, but if you don't have one put the ranger/wizard on him for 2 rounds.

For comparison, the gnoll claw fighter moves 4 squares without opportunity attack.
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Old 19th March 2008, 10:53 AM   #38 (permalink)
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All fair points
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Old 19th March 2008, 02:38 PM   #39 (permalink)
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You haven't made a bad one yet!

I'm going to tinker a bit and run my players against an adventure with these guys, the lowest level ones, some time in the next two weeks if I can. If things work out I'll post some feedback for you.
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Old 19th March 2008, 06:29 PM   #40 (permalink)
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Much appreciated. I should have at least another dozen up by then
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