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Old 3rd April 2008, 09:08 AM   #121 (permalink)
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Young Ice Dragon (3 Controller Solo)

I'm not sure where the thread is anymore, myself.
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Old 3rd April 2008, 03:07 PM   #122 (permalink)
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Very nice, fun for the whole family: Icy Prison is spooktacular!

I'll have you an update ASAP (a little behind with my schoolwork ATM)

Expect a new and nicer index this time around.
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Old 3rd April 2008, 03:58 PM   #123 (permalink)
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Wiman Goblin Sharpshooter (Lvl 2)
Immediate reaction when hit by a melee attack, me like but me DM. At least the -5 to attack helps them learn from the folly of their ways.
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Old 3rd April 2008, 06:55 PM   #124 (permalink)
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Yep, basically their weapon and/or arm freeze when they hit it... and makes it harder for them to hit it two rounds in a row. Also lets it maneuver around to affect more folks.
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Old 3rd April 2008, 07:48 PM   #125 (permalink)
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keterys Gnoll Huntmaster (Lvl 5)
I think I'm tempted to switch icy prison to more like my original thought: have it have some hit points and block line of effect, instead of just being another save ends. Forces you to deal with it (or someone turns into a block of ice)
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Old 3rd April 2008, 10:10 PM   #126 (permalink)
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FitzTheRuke Goblin Sharpshooter (Lvl 2)
I really like it, but I think it's raw number of abilities make it suit a higher level.

I'm totally with you on the HP prison.

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Old 3rd April 2008, 10:34 PM   #127 (permalink)
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deathdonut Goblin Sharpshooter (Lvl 2)
A wall of ice formed by a breathweapon that could split the party up (push?) would synergize nicely with the movement imparing effects.

"Wait...I have to go around and have a movement of 2?!"

Might be a bit cumbersome to implement though.
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Old 3rd April 2008, 10:38 PM   #128 (permalink)
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keterys Gnoll Huntmaster (Lvl 5)
Yeah, I suspect the dragon will poof up to 5th-7th level when I get a monster manual, but for now 3rd at least makes it possible to try to test it out

I might also have to drop an ability or two and have them only on the higher level ones. For solo creatures, my instinct is to give more abilities so that the combat doesn't turn static, but I still probably need to reign things in.

I suspect a wall of ice like the wizard power would suit the ancient version well, assuming it's not over the top for number of abilities.
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Old 3rd April 2008, 10:47 PM   #129 (permalink)
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http://oz.games-workshop.com/games/w...og/default.htm

Some good minis here, should you need inspiration. I love the goblin fanatics. Found them on an image hunt...(erg!)
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Old 4th April 2008, 12:05 AM   #130 (permalink)
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Whoa.
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Old 4th April 2008, 12:10 AM   #131 (permalink)
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Originally Posted by keterys
Whoa.
Goblin hammer tosser?
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Old 4th April 2008, 12:15 AM   #132 (permalink)
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keterys Gnoll Huntmaster (Lvl 5)
Apparently it drinks potions to gain 'mad cap' strength so that it can swing the ball and chain that weighs more than it in a whirlwind of destruction.
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Old 4th April 2008, 01:02 AM   #133 (permalink)
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deathdonut Goblin Sharpshooter (Lvl 2)
So just as a first go-round...do you think these stats look reasonable?
I'm not quite sure how to write up the "Cyclone" portion to make it clear that it's only usable when the special ability is in action.

Goblin Madcapper
Level 2 Elite Brute
Small natural humanoid
XP: 250

Initiative +0
Senses: Perception -1
HP: 74; Bloodied: 37
AC: 15; Fortitude: 18; Reflex: 13; Will: 12
Speed 6

m Chain Hammer (standard; at-will) * Weapon
Reach 2; +10 vs AC; 1d10+5

C Madcap Cyclone (standard: recharge 5 6) * Weapon
Close Burst 1; +9 vs AC; 1d10 + 5 damage and target is pushed 1 square. Until start of its next turn, Goblin Madcapper may make a free secondary attack on any enemy that ends a movement action adjacent to it. Goblin Madcapper is slowed until the end of its next turn.

Secondary: +9 vs. AC; 1d10 + 5 damage and target is pushed 1 square.

Alignment: Evil, Languages: Goblin
Str 18 (+5) Dex 8 (+0) Wis 6 (-1)
Con 17 (+4) Int 9 (+0) Cha 8 (+0)


edit: Thanks Keterys!

Last edited by deathdonut; 4th April 2008 at 04:09 PM..
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Old 4th April 2008, 01:22 AM   #134 (permalink)
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VBMEW-01 Goblin Sharpshooter (Lvl 2)
Your new pdf is up Keterys

Its in the first post of the OCC thread (the link in my sig will take you there)

And yeah, I thought you'd like the madcap
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Old 4th April 2008, 01:50 AM   #135 (permalink)
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Wiman Goblin Sharpshooter (Lvl 2)
keterys or deathdonut why don't one of you guys try a Goblin Warg Cavalry, to me it's one of the more iconic images of fantasy.

Have a few abilities like

Coward's Reward - If a Goblin Warg Cavalry attacks from behind (has combat advantage) the rider deals an extra 2d6 damage.

You killed my rider, prepare to die - If the Goblin rider is killed the Warg goes into a frenzy automatically striking all adjacent enemies and getting +2 attack +5 damage for rest of encounter....(if both creatures were put together into one block this could be a bloodied reaction for the loss of Goblin attacks)

Knock, Knock.....I'm a Warg....auto trip - Warg attack does damage and knocks opponent which the Warg portion has combat advantage on prone.

The Charge of the Fuzzy Green Brigade (Encounter Choice 1)
Move 5 squares with the rider taking an attack in the 1st,3rd and 5th and the Warg taking an attack in the 2nd and 4th.

The Retreat of the Fuzzy Green Brigade (Encounter Choice 2)
Get a quadruple move action, with the first double move free from attacks of opportunity.

I would say to make it elite because I like me my Goblin Warg Riders and don't like to see them die.
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Old 4th April 2008, 02:11 AM   #136 (permalink)
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FitzTheRuke Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by deathdonut
So just as a first go-round...do you think these stats look reasonable?
I'm not quite sure how to write up the "Cyclone" portion to make it clear that it's only usable when the special ability is in action.
I think that looks great.

Fitz
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Old 4th April 2008, 09:36 AM   #137 (permalink)
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I'd have probably done the cyclone as
C Madcap Cyclone (standard: recharge 5 6) * Weapon
Close Burst 1; +9 vs AC; 1d10 + 5 damage and target is pushed 1 square. Until start of its next turn, goblin madcapper may make a free secondary attack on any enemy that moves adjacent to it. Secondary: +9 vs. AC; 1d10 + 5 damage and target is pushed 1 square. Goblin Madcapper is slowed until the end of its next turn.

Though some of that is clearly judgement call With it as an immediate action (should be reaction instead of interrupt I suspect), it can only do it once per round. And slow until end of turn instead of save ends cause it's simpler and still has the flavor.

I've been avoiding cavalry a little cause we know... absolutely nothing... about the rules for mounted combat in 4e, especially for monsters. I also figure we're pretty likely to get a goblin worg rider in the monster manual.
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Old 4th April 2008, 04:02 PM   #138 (permalink)
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Wiman Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by keterys
I've been avoiding cavalry a little cause we know... absolutely nothing... about the rules for mounted combat in 4e, especially for monsters. I also figure we're pretty likely to get a goblin worg rider in the monster manual.

I know, I know....I was just tring to trick one of you guys into making one for me so I can use it with a playtest. June still feels like a long way away
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Old 5th April 2008, 05:48 PM   #139 (permalink)
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Bumping this badboy cause I can!

Hat to see you fall to the second or third page.

Too much good stuff here.
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Old 5th April 2008, 11:13 PM   #140 (permalink)
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Thank you sir, I went straight to sleep last night without updating this So, now...

Added:
Human Dreamblade (7 Elite Skirmisher)

Trying to see how odd I can make a pretty normal human figure.
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