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Old 27th March 2008, 10:13 AM   #81 (permalink)
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Just playtested your goblins as a wilderness enc on the way to one of those free adventures.

Minions = cool. Love the 'victory dance' they can do if they hit...though, unfortunately, none of them hit

Pyros = very good feel for how Paizo painted those guys. Fight was in forest, so they set everything alight, inc each other . On that though, there is quite a bit to remember for misses and it made no sense when one ran forward and was well in front of his allies, yet a miss was supposed to target random ally. Waved that here, but could always target 'things' to blow up/catch fire. (I would try and roll the failed hits for melee and ranged into the one dynamic - slightly confusing the way it is). But they were FUN.

Warcaster with whip was genius. Not sure a whip should knock prone though. The crack could daze, but he has a spell? Or a trip, but that should at least be a grapple or something - couldn't see the little goblin pulling down larger, stronger foes that easily. Love the cracking whip on his minions spurring them on (and the players thought that was funny too).

I am REALLY enjoying DMing 4E monsters. Kobolds seem quite different to goblins whom seem to fight different to hobgoblins AND THE RULES BACK THIS UP.

Will have to check out some of your new critters. Playing again tomorrow night. Using the free adventures, but I have been sprinkling them with your critters for playtestting
C
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Old 27th March 2008, 03:51 PM   #82 (permalink)
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Could change the pyro to hit the closest goblin to the target... which would include itself in some cases. Takes away a 'random' step, which might be a good thing. I'll put that on my list of things to almost certainly change

In the module the warcaster trips with a whip and dazes with the cantrip... so yeah, got to be a little bit cooler in 4e terms. If the knocks prone strains too much credulity, it could be some other effect. For instance, it could slow... and on dazed targets knock prone. Making it more of a 1-2 punch.
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Old 27th March 2008, 04:43 PM   #83 (permalink)
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Tome of Terrors <gasp!>

Just did some fixes. Thanks for the heads up on the lavakin and Wind demon. I added a version changes list to help people out. The hound rocks and I am going to use him tomorrow evening!

I am planning on adding an index to the next update (probably 3 or more monsters from now since we've had several updates lately). I wanted to know if you want it done by level or what? I really love the idea of doing a couple of different tables, but am going to leave the decisions up to you, the creator.

Anyway, here's the new book.

Version 1.4

It won't work for a few, but I am going to add the link to my host before I log off.

Oh yeah, you said you take requests? Well I've got one and I'll send it to you just as soon as I work it out. Its an idea for another martial controller type that I may actually write up as a class once 4E comes out. Thought we might playtest my couple of ideas with a monster and who's better at writing them up than you? I'll send it, and you can tell me what you think and whether or not you'll have time to fool with the dumb thing.

I hate to go so low as to fall on the martial controller bandwagon, but the idea is mind-boggling (please gods, don't let this turn this thread into a MARTIAL CONTROLLER discussion thread! I'm begging ya)
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Old 27th March 2008, 05:15 PM   #84 (permalink)
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I was planning on making an index on gleemax this weekend, cause yeah it's getting to be pretty needed. I actually had one going for the first 50-100 monster ideas that was by level, role, and power level, but stopped due to space and sanity restrictions.

So... multiple tables sounds good. I'd say level is the most important, but I think one by role is particularly helpful. I mostly had the power level (minion, normal, elite, solo) going before so that I could make sure I did a reasonable number of each.

Tome of Terrors looks like it's already taken by a roleplaying product. I had originally dubbed it Random Monster Grab Bag - which I'll admit is not a very serious name, but fits the theme of reaching into a bag of minis and pulling one out and poof, it's a monster. I'd consider revising it if it bothers people, though.

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Old 27th March 2008, 07:20 PM   #85 (permalink)
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I'll work that name in on the next edit. I wouldn't want to use a name that is taken, I'll tinker with some ideas to throw at you.

Tables: yeah i like the idea of some role and level tables, and power level sounds very doable.

What about multiple tables separated by power level and categorized by role, in the order of level? Not real hard to implement and it would kind of cover all grounds.

Anyway let me know, I'm happy to do whatever sounds best.
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Old 27th March 2008, 10:20 PM   #86 (permalink)
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Dwarf Regnant

Me and a friend of mine were tinkering with this idea, and came up with a huge list of possible concepts for a martial controller. Now I don't know about actually making a class, but I think some of this stuff would make for a fine monster.

Anyway, as you seem to have the monster making mechanics pretty much down, I thought you might want to tinker with a few of our better ideas and maybe make a monster out of them.



DWARF REGNANT
  1. This fellow would be a dwarf, and he would use a spiked chain
  2. He would have the threatening reach ability
  3. He would have a basic attack with the chain
  4. He would have an at-will ability (using the chain) that allows him to grab an opponent, with the possibility of either pulling it prone or bowling it into another nearby (say within 2 squares) to do minor damage and either knock that creature down or at least slide it 1 square (on a miss?)
  5. He would have an immediate action that allows him to attack an enemy creature that just scored a hit or maybe a shift response, like the fighter's Combat Challenge. Call this one Turnabout
  6. He would have a rechargeable ability (5,6) that allows him to engage multiple creatures at once, kind of holding them up for a round, like a multi-mark engage
  7. He has a ranged rechargeable (or just at-will?) that allows him to throw firebombs which fill a burst (2x2) and remain for the encounter, dealing 1d6+int fire damage (with ongoing 5 damage) to struck creatures and creates difficult terrain that might catch creatures on fire (deals ongoing fire damage that requires a save to end?).
  8. In addition to these, there is probably some cool something or other that I have not thought of.

Anyway, let me know what you think. If this post incites the masses to discuss martial controllers, I'll delete it because I really just want a cool dwarf monster.
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Old 28th March 2008, 03:14 AM   #87 (permalink)
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FitzTheRuke Goblin Sharpshooter (Lvl 2)
I'd like to join Keterys in regularly posting monsters!

If you don't mind, I'd appreciate feedback, especially from Keterys and anyone else with a stronger understanding of the tricks.

Here's an Egolephant, a telepathic elephant race I invented 15 years ago.

I'd use the THASKOR figure from War Drums (Picture below, thanks VB)

Egolephant Level 6 Elite Brute
Large Natural Beast XP 500
Initiative +5 Senses Perception +7
HP 180; Bloodied 90 Speed 8
AC 17 Fort 20 Ref 13 Will 18
Action Point 1 Saving Throws +2
m Tusk Maul (Standard, At-Will)
+11 vs AC; 2D8+5 damage AND push the target 1 square
M Trunk Slap (Standard, At-Will) Reach 2
+11 vs AC; 1D10+5 damage AND slide the target 2 squares
Trample (Standard, Recharge 4, 5, 6 use when charging)
+11 vs Ref, 1D8+5 damage. May attack all smaller creatures in line of movement and may end the charge with a Tusk Maul Attack
C Mind Blast (Standard, Recharge 3, 4) Close Burst 2
+9 vs Will, 1D6+3 psychic damage AND target is Dazed until the end of the Egolephant’s next turn
Telepathic
May communicate silently with allies in immediate area. Line of sight is not neccessary.
Alignment Unaligned Languages Common
Skills Endurance +13, History +10
Str 20 (+8) Con 20 (+8) Dex 7 (+1) Int 11 (+3) Wis 14 (+5) Cha 16 (+6)


Thanks
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Edited to reflect suggestions

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Old 28th March 2008, 03:18 AM   #88 (permalink)
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here you go
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Old 28th March 2008, 03:43 AM   #89 (permalink)
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This is keterys' thread, but I say the more monsters the better.

He may want just his own creations in the PDFs, but a great collection of unique monsters, or new takes on old would be great. My thoughts only, but if I were converting monsters from a module I would start a new thread, so that you attract people who are playing that module/adventure too. I noticed some earlier in the thread, but whoever posted those may not reach intended audience.

BTW, that elephant beastie sounds like a good alternative for the mini...oh and you forgot the tusk attack stats

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Old 28th March 2008, 04:29 AM   #90 (permalink)
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I've been collecting powers, magical items, and monsters from everywhere, i plan on throwing a PDF together for them once I get time to get everyone's permission.

I think I'll start a thread to that effect.
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Old 28th March 2008, 04:43 AM   #91 (permalink)
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Just wanted to give you guys a sincere thank you. What an awesome thread and resource.

Question: m - regular melee attack (charges and opportunity attacks?), M - everything else melee, C - ?

Being a 4E newbie, is there anywhere I can look that gives me a rundown of the standard monster statblocks and describes the various components of info?

Thanks!

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On 4E: So far my initial concerns aren't justified. There is just as much roleplaying, just as much behind-the-scenes maneuvering, and just as much character interaction -- with far easier DM prep, faster and more tactically rich combat (now that the learning curve for each player's powers is diminishing), and a longer adventuring day. Yeah, I'm having a blast.
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Old 28th March 2008, 04:45 AM   #92 (permalink)
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C = close range, meaning an attack with a blast AoE. Does not provoke opportunity attacks.
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Old 28th March 2008, 06:30 AM   #93 (permalink)
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Great Job! I hope to be able to make an encounter with these to convince my friends that they want to switch to 4E! More 1st level brutes and mage-type controllers would be much appreciated!
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RANDOM THIEF ABILITY CHART
------------------------------
Roll 2d8:

1 - Climb | 1 - Languages
2 - Detect | 2 - Locks
3 - Find and Remove | 3 - Noise
4 - Hide In | 4 - Pockets
5 - Move | 5 - Shadows
6 - Open | 6 - Silently
7 - Pick | 7 - Traps
8 - Read | 8 - Walls
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Old 28th March 2008, 06:48 AM   #94 (permalink)
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m= basic attack (like OA and charge)
M=At-will melee attack
R=Ranged Attack
C=Close
A=Area (only one of these in all of them I think)

The PDF uses symbols in place of these, the exact ones used by ThirdWizard for that great "Monsters & More" anthology.

And yup, these are some great monsters here.
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Old 28th March 2008, 06:52 AM   #95 (permalink)
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Quote:
Originally Posted by FitzTheRuke
Here's an Egolephant, a telepathic elephant race I invented 15 years ago.
I'll admit - statements like that are just really cool. Here's the monster I made for D&D two or three editions and a generation ago... let's see how it would be in the new way

Anyhow, more monsters are cool. Let's see... nitty gritty stuff first:

Tusk Maul needs information.

So, we don't know for sure, but the stats from DDXP (and not DDM) suggest that it should have 180 hp - basically ((Level + 1) * Brute(10) + Con(20))*Elite(2)

It feels a little odd to have its Fort and Will both higher than its AC, but I don't have any reason to believe it's a deal breaker. It's just big and ponderous.

It should have saving throws +2.

Mind Blast should specify whether it ends at start or end of its turn (I'd suggest latter).

The overall design seems good - it's easy to compare to, say, the gnoll marauder for damage, defense, etc. Depending on how tusk maul turns out, it may need a slight damage boost but I'm guessing that's its main hitter power and all is well.

I considered doing a thaskor-based monster at some point and my initial thoughts were to have the tusk be its basic and its trunk let it slide creatures. I didn't make a decision on what angle to go with its evil look. My first thought was some kinda evil eye thing I think. Not really sure why I passed it by.
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Old 28th March 2008, 08:32 AM   #96 (permalink)
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Quote:
Originally Posted by keterys
Tusk Maul needs information.
I don't know where that went, it was on my version of it. Added it in, and swapped it for the trunk as a basic attack. I liked what you said.

Quote:
Originally Posted by keterys
So, we don't know for sure, but the stats from DDXP (and not DDM) suggest that it should have 180 hp - basically ((Level + 1) * Brute(10) + Con(20))*Elite(2)
Ah. That's the formula. Could someone post the full version here?

Quote:
Originally Posted by keterys
It feels a little odd to have its Fort and Will both higher than its AC, but I don't have any reason to believe it's a deal breaker. It's just big and ponderous.
That's my feelings on it. I know we're all a little unused to seeing AC be lower, but I see this creature as being tougher of mind and body than it is armored, and it sure isn't spry.

I was going to make it much higher level (the creatures were pretty tough in my old campaigns) but I wanted it to be more useful right away. I think this is an example of a rather mundane member of the race.

Anyway, I plan to post a new monster every few days right here if I'm not stepping on your toes! I hope you don't mind giving me some feedback. I read the PDF today of your monsters and had a good evil laugh. I love the goblins. I find it all inspiring. Thanks!

Fitz
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Old 28th March 2008, 08:56 AM   #97 (permalink)
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Added:
Kobold Arcanist (1 Controller)

I'll work on the dwarf request sometime this weekend - very busy until sunday I think, but sounds fun.

HP formula was posted somewhere on these boards, but...

(Con Score + (Level + 1) *
Brute: 10
Lurker: 6
Everything Else: 8) *
Normal : 1
Elite: 2
Solo: 5
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Old 28th March 2008, 01:15 PM   #98 (permalink)
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Awespme Kobold Keterys, he'll fit in good with skirmishers, slingers and minions <insertevillaugh>

Fitz that sounds pretty cool, but its up to Keterys. If you want I'll compile them for you once you've gotten a few. I keep just about every monster I see anyway, so I'd probably do it anyway.
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Old 28th March 2008, 03:07 PM   #99 (permalink)
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Great thread guys. We started stats for a Feral Troll elsewhere, maybe you can incorporate these into your "tome of terror" or Grab Bag of Nastiness.

Quote:
Feral Troll, Level 6 Elite Brute
Large natural humanoid (giant)
Initiative +3, Senses Perception +4, low-light vision
HP 100, Bloodied 50
AC 18; Fort 21, Ref 13, Will 14
Vulnerable 10 fire, saves +2
Speed 6
Action Points: 1
m Claw (standard; at-will) reach 2
. +9 vs AC, 1d8+6 damage
M Double attack and rend (standard; at-will) reach 2
. two claw attacks. If both hit the same target, see follow-up.
Follow-up: +9 vs Reflex, +1d8+6 damage and 5 ongoing damage (save ends)
M Feral Surge (move; at-will)
. charge as move action.
Feral Regeneration (reaction to attack, usable only when bloodied, recharge 5,6)
. heal 20 hp.
Humanoid Killer
. -2 penalty to attack if it targets a non-humanoid and a
. humanoid is within 2 squares
Skills: Endurance +15
Str 22(+9), Dex 10(+3), Wis 13(+4)
Con 20(+8), Int 6(+1), Cha 9(+2)
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Old 28th March 2008, 03:18 PM   #100 (permalink)
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Original Creations Compilation

Actually, I was going to ask Fitz, you (Nebulous), and Campbell if any of you wanted to contribute to another project I am putting together, the OCC (working title only)

The thread is HERE, just reply in it, and maybe repost your monster to make it official; you'll get credit of course.

The only difference, with this one and the one for Keterys, is that I am going to include homebrew items of any type (monsters, races, powers, spells, etc).

Anyway, just let me know.


EDIT-the reason I was going to do it as a separate project was due to the fact that Keterys would have about 5 times as much content as anyone else, which might seem daunting to some. His stuff works great in its own book, though I would of course ask if he had anything to contribute to the new one, a few favorites maybe?
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