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Old 10th August 2009, 08:25 AM   #101 (permalink)
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I did the Swanmay a while back.
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Old 10th August 2009, 12:06 PM   #102 (permalink)
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I have an alternate proposal for your Bone Dragon, depending on how much of a threat you want it to be. This is based off your design goal and Spormines creature.

From looking at your party set up they don’t seem to have much in the way of healing (I am used to a 6 man group containing a cleric, paladin, tac warlord and an infernal warlock that hands out lots of temp HPs), but only you can tell if a creature is too much for them to handle.

Bone Dragon Level 9 Solo Skirmisher
Huge Natural Magical Beast (undead) XP 2,000

Initiative +11 Senses Perception +11, darkvision
Aura of Cling Ice (cold, activates when first bloodied) aura 5; All undead
allies inside aura gain 15 resist against all damage except radiant
HP 376; Bloodied 188; see Explosion of Shattered Bone
AC 25; Fortitude 21, Reflex 24, Will 23
Immune disease, poison;
Resist 15 necrotic, 15 cold; Vulnerable 10 radiant
Saving Throws +5
Speed 6, fly 8 (clumsy)
Action Points 2

Raking Claws (Standard; at-will)
2 attack against the same target; attack +12 vs. AC; 1d6+5 damage

Chilling Bite (Standard; at-will) necrotic, cold
Reach 2; attack +14 vs. AC; 2d8+5 necrotic damage; on hit target is
slowed and takes 5 ongoing cold damage (save ends both)

Aggressive Assault (Standard; recharge )
Bone Dragon makes 2 raking claw attacks against different targets and a
Chilling Bite attack

Tail Slap (Immediate Reaction; at-will) hit by melee attack
When hit by a melee attack Bone Dragon may make the following attack
against its aggressor as an immediate reaction; reach 2; attack +12 vs.
Fortitude; 1d6+3 damage; on hit target is pushed 2 squares; hit or miss
Bone Dragon may shift 2 squares after making this attack

Unholy Fear (Standard; encounter) fear
Burst 5; attack +12 vs. Will; on hit target is stunned until the end of their
next turn, aftereffect target takes a -2 penalty to attack (save ends)

Breath of Cold Death (Standard; recharge 56) necrotic, cold
Close blast 5; attack +12 vs. Reflex; 3d8+5 necrotic and cold damage; on
miss half damage

Explosion of Shattered Bone (Immediate Reaction) when first bloodied
When first bloodied the Bone Dragons wings, tail and bone spines along its
back explode in a shower of necrotic energy and bone fragments as an
immediate free reaction; burst 10; attack +12 vs. Reflex; 2d6+3 necrotic
damage; hit or miss 10 Cold Claw Skeletons rise from the bone fragments
in any free space within burst (but cannot appear adjacent to a PC); after
this reaction Bone Dragon takes a -2 penalty to AC, cannot fly, loses the
use of its Tail Slap attack and gains its Aura of Clinging Ice

Headband of Resilience (Immediate Interrupt; encounter) necrotic
When Bone Dragon is subject to a status effect it may make a saving
throw to negate the effect as an immediate interrupt action

Alignment Chaotic Evil Languages common, draconic
Skills Arcana +10, Diplomacy +13, Dungeoneering +11, Intimidate +13
Str 16 (+7) Dex 20 (+9) Wis 14 (+6)
Con 14 (+6) Int 12 (+5) Cha 18 (+8)
Equipment Headband of Resilience

-----------------------------------------------------------------------------------

New item:-
Headband of Resilience (head slot, level 8)
Property: Gain a +1 bonus to Will defence
Power:
Resilient Resolve (encounter, immediate interrupt) necrotic
When subject to an ongoing status effect you may make a saving throw
to negate the effect as an immediate interrupt action, you still take any
damage as normal. Whenever you use this ability roll a d20 on the result of
a 1 or a 20 the Headband shatters and all its magics are lost.

-----------------------------------------------------------------------------------

Cold Claw Skeleton Level 8 Minion
Small Natural Animate (undead) XP 0 (see Bone Dragon)

Initiative +9 Senses Perception +4, darkvision
HP 1; a missed attack never damages a minion.
AC 22; Fortitude 20, Reflex 21, Will 18
Immune disease, poison;
Resist 10 necrotic, also see Bone Dragon; Vulnerable 5 radiant
Speed 6

Cold Claw Swipe (Standard; at-will) cold
Attack +13 vs. AC; 10 cold damage; on hit if Skeleton has combat
advantage against the target it is also immobilised (save ends)

Speed of the Dead
Cold Claw Skeleton gains a +2 bonus to hit when making opportunity
attacks

Cold Cunning (Immediate Reaction; at-will) When missed by melee attack
When missed by a melee attack Cold Claw Skeleton may Slide its
aggressor 1 square and then may shift 1 square and an immediate reaction

Alignment Unaligned
Str 16 (+7) Dex 20 (+9) Wis 10 (+4)
Con 10 (+4) Int 3 (+0) Cha 3 (+0)

Last edited by Mesh Hong; 10th August 2009 at 01:28 PM.. Reason: formatting
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Old 10th August 2009, 05:50 PM   #103 (permalink)
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Looks good mesh, I dunno if 10 skeletons is going to slow down combat or not, especially with resist 15 all. Theres a good chance that'll negate area damage and make killing them a slowed mess.

Maybe 5 would be better and have another 5 released at death

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Old 11th August 2009, 01:45 AM   #104 (permalink)
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Sporemine Kobold Slinger (Lvl 1)
City Guard
Level 3 Brute
Medium Natural Humanoid
XP 150
Initiative +3
Senses Perception +8
HP 54; Bloodied 27
AC 15; Fortitude 15, Reflex 15, Will 15
Speed 6

Greatsword (Standard; at-will)
+6 Vs. AC, 1d10+3 damage

Hand Crossbow (Standard; at-will)
+4 Vs. Reflex, 1d10+3 damage

Hamstring (Standard; recharge )
The Guard makes a greatsword attack against the target. If it hits the target is also slowed.

Alignment Lawful Good
Languages Common
Skills Acrobatics +8, Athletics +8, Intimidate +8
Str 14 (+3) Dex 14 (+3) Wis 14 (+3) Con 14 (+3) Int 14 (+3) Cha 14 (+3)
Equipment Heavy sheild, Greatsword, Chainmail

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Old 11th August 2009, 08:43 AM   #105 (permalink)
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Quote:
Originally Posted by Sporemine View Post
I dunno if 10 skeletons is going to slow down combat or not, especially with resist 15 all. Theres a good chance that'll negate area damage and make killing them a slowed mess.

Maybe 5 would be better and have another 5 released at death
With solos I usually try and stay away from on death effects, but yes you could summon some skeletons on death. The problem with that would be that 5 minions wouldn't really be a threat at that point so it probably wouldn't be an exciting end to the combat.

I gave the dragon a range 5 aura that gives resisitance to the skeletons for the specific reason of making them more difficult to wipe out with area attacks, though single target attacks should kill them quite easily. Also they do not gain any resistance to radiant damage so radiant attacks will still cut them down. I also think it won't be that difficult to get the skeletons out of the dragons aura (or the dragon away from the skeleton) it will just require a quick change of tactics.

One thing I havn't done is allow any xp for the additional skeletons. If you wanted you could increase the encounter by one level (to level 10) for XP award only and stick with the same creature stats. Personally I don't think thats necessary, but it is something anyone running it could consider depending on their group.
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Old 11th August 2009, 03:19 PM   #106 (permalink)
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As I posted earlier, this villian was in Ravenloft - Jacqueline Montarri

She was "cursed" insofar as her actual head was gone but she could place another's head in it's place and could use the abilities/knowledge of the former owner of said head while she was wearing it.

I would guess that she could use abilities up to her level...but have no clue how to stat her I do believe she was a rouge...... and I plan on have her at level 15 or so

*edit* found out she started as a 5th fighter, but I still need her level 15 and don't see her as a defender.

Last edited by George1972; 11th August 2009 at 03:30 PM..
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Old 13th August 2009, 10:17 AM   #107 (permalink)
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Quote:
Originally Posted by Mesh Hong View Post
Raking Claws (Standard; at-will)
2 attack against the same target; attack +12 vs. AC; 1d6+5 damage

Aggressive Assault (Standard; recharge )
Bone Dragon makes 2 raking claw attacks against different targets and a
Chilling Bite attack
So, the Dragon makes 4 claw attacks (2 against 2 targets) or 2 attacks (1 against 2 targets)?
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Old 13th August 2009, 10:48 AM   #108 (permalink)
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Quote:
Originally Posted by Mesh Hong
Raking Claws (Standard; at-will)
2 attack against the same target; attack +12 vs. AC; 1d6+5 damage

Aggressive Assault (Standard; recharge )
Bone Dragon makes 2 raking claw attacks against different targets and a
Chilling Bite attack
Quote:
Originally Posted by Rechan View Post
So, the Dragon makes 4 claw attacks (2 against 2 targets) or 2 attacks (1 against 2 targets)?
Sorry if it isn't clear.

1: The Raking Claws attack is 2 attacks against the same target each at +12 vs. AC dealing 1d6+5 damage.

2: The Aggressive Assault attack is a Raking Claws attack against a primary and secondary target, then a Chilling Bite attack against any target. (so yes it is a total of 4 claw attacks, 2 each against 2 targets)

I hope that clear it up.
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Old 13th August 2009, 05:30 PM   #109 (permalink)
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Here are the unfinished monsters that were requested earlier in the thread. If anybody would like to try this with the monster builder, go ahead.

Unfinished

Quori:

(CR 20) Kalaraq "Eyebinder" quori - nobility and ruling elite [Secrets of Sarlona]
(CR 11) Usvapna "Dream Master" quori - assassins and inquisitors [Magic of Eberron]
(CR 11) Du'ulora "Blackfury" quori - warlords and tacticians [Secrets of Sarlona]
(CR 9) Hashalaq "Dream Stealer" quori - loremasters and judges [Secrets of Sarlona]
(CR 7) Tsucora quori - hunters and soldiers [Eberron Campaign Setting]
(CR 5) Tsoreva "Mind Blade" quori - grunts and enforcers [Magic of Eberron]

Centaur:
Centaur Archer (level 1 artillery)
Centaur Knight (level 2 brute)
Centaur Swordsman (level 1 Skirmisher)
Centaur Mastermind (Elite level 2 controller, Leader)

"Mental disease thingy"

Bird maidens

Pole arm guy

Aleax
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Old 17th August 2009, 04:01 PM   #110 (permalink)
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Let there be bump...
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Old 17th August 2009, 04:22 PM   #111 (permalink)
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Here's the first boss for my new campagain. Also, a murder of crows, just because.

Rhaspt the Puppet (Phase 1)
Level 1 Solo Artillery
Medium Shadow Humanoid
XP 500
Initiative +1
Senses Perception +6, Darkvision

Aura of the Master aura 1; Any creature that starts it's turn in the aura takes a -2 to will defense

HP 116; Bloodied 58
AC 13; Fortitude 13, Reflex 14, Will 13
Resist 5 Necrotic; Vulnerable 5 Radiant
Saving Throws +5
Speed 6, Fly 6
Action Points 2

Onyx Dagger (Standard; at-will)
+8 Vs. AC; 1d10+3 necrotic damage.

Shadow Bolt (Standard; at-will)
+6 Vs. Will;1d10+3 Necrotic damage.

Touch of Onyx Doom (recharge )
+6 Vs. Will; The target is slowed (save ends).
First failed save: The target is immobilized (save ends).
Second failed save: The target is petrified, turning into an onyx statue (no save).

Call of the Void (Standard; encounter)
+6 Vs. Will; 2d10+3 necrotic damage ongoing 5 necrotic damage (save ends) and Rhaspt can slide the target 5 squares

Alignment Chaotic Evil
Languages Common, Undercommon
Skills Acrobatics +8, Arcana +8, Bluff +6, Diplomacy +6, Heal +6, Stealth +8
Str 13 (+1)Dex 16 (+3)Wis 13 (+1)Con 13 (+1)Int 16 (+3)Cha 13 (+1)
Equipment Robes


Rhaspt the Puppet (Phase 1) Lore

A character knows the following information with a successful Arcana check.
DC 15: Rhaspt the puppet is a cultist that has been empowered by a powerful force of shadow, trading his soul for incredible power.
DC 20: Rhaspt has been given the power to expose living creatures to the powers of the void. This ends with either a withered shell or an onyx statue.
DC 25: Rhaspt's master acts as a sheild to most dark energies, while light sears his unholy flesh.

Murder Of Crows
Level 4 Skirmisher
Large Natural Beast (Swarm)
XP 175
Initiative +6
Senses Perception +4

Swarm Attack aura 1; The Murder of Crows makes a basic attack as a free action against each enemy that begins it's turn in the aura.

HP 55; Bloodied 27
AC 18; Fortitude 16, Reflex 16, Will 16
Immune Fear; Resist Half damage from melee and ranged attacks; Vulnerable 5 against close and area attacks
Speed 2, Fly 8

Swarm of Beaks (Standard; at-will)
+9 Vs. AC; 1d10+4 damage.

Eye Peck (Standard; at-will)
+9 Vs. Fortitude; 1d6+4 damage and the target is blinded.

Alignment Unaligned
Languages None
Skills Acrobatics +9, Stealth +9
Str 15 (+4)Dex 15 (+4)Wis 15 (+4)Con 15 (+4)Int 15 (+4)Cha 15 (+4)Equipment None
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Last edited by Sporemine; 17th August 2009 at 04:30 PM..
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Old 17th August 2009, 10:17 PM   #112 (permalink)
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Quote:
Originally Posted by Mesh Hong View Post
I have an alternate proposal for your Bone Dragon, depending on how much of a threat you want it to be. This is based off your design goal and Spormines creature.

From looking at your party set up they don’t seem to have much in the way of healing (I am used to a 6 man group containing a cleric, paladin, tac warlord and an infernal warlock that hands out lots of temp HPs), but only you can tell if a creature is too much for them to handle.
Thank you for the alternate design. I will consider both versions and see what might work best - or combine elements of both. The group does not have much healing, especially compared to your party. There's only the taclord and a fighter who just multi-classed to cleric. They have a battle standard of healing, and I tend to give out enough potions that everyone has one or two available. Their relative lack of healing is something I have to keep in mind when running encounters for them.

As I recall, this fight is complicated by the need to avoid an enormous Raiders of the Lost Ark style stone ball that rolls around a path surrounding the area they are trying to get into. As I get closer to running that encounter, I'll review and modify it as needed. I specifically wanted to use an undead dragon for this rather than a living one for my own sense of verisimilitude. They have yet to actually face a real solo fight. I had set one up, but did too poor of a job in emphasizing the currently weakened state of what had been a very powerful spirit creature. They were afraid to fight it, and talked their way out, which was a viable choice. I'm hoping to get a couple of solo fights in soon.


Speaking of which, my other solo that I wanted to use is Phidias, the beholder who uses his telekinetic eye ray to create sculptures. Of course, the subject matter is often rather disturbing, but he is a beholder, and as they say, beauty is in the eye of the beholder. Phidias is quite insane, but has a true passion for art. He commands a currently somewhat depleted tribe of hobgoblins - they lost many in their last raid. The characters need to rescue the captured "models", as well as retrieve an important sculpture that was stolen from a religious caravan.

The issue I found when I looked up beholders is that they are mostly elites rather than solos. Perhaps that would work better, as I do want to include various hobgoblin henchmen and allies for him. They will not all be present immediately, but will come running as soon as they hear a fight. Upon seeing a beholder, I expect that the group is going to focus fire the heck out of him. They will try and lock him down with every control power they have. I want him to be the big tough guy in this battle, and to not go down in 2 rounds of heavy fire. The party will be level 5 or 6 when they meet up with him. The Gauth is the first thing I looked at, but it needs some ways to wriggle out of control effects, and maybe it should be a solo rather than an elite. Not having run an encounter with a solo, I'm not sure which way to go with that. Thanks for any ideas you may have.
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Old 17th August 2009, 11:49 PM   #113 (permalink)
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I have attempted to create the Centaur Archer, taking some pointers from existing creatures and changing it around for the Centaur Archer. Feedback is welcome.


Centaur Archer
Level 1 Artillery
Large fey humanoid
XP: 100
Initiative: +3
Senses: Perception +1; low-light vision

HP: 25 Bloodied:12
AC: 13; Fortitude: 13, Reflex: 14, Will: 13
Speed: 8

Bastard Sword (standard; at-will) Weapon
+6 vs. AC; 1d10 + 2 damage, plus 1d6 damage when charging

Longbow (standard; at-will) Weapon
Ranged 20/40; +6 vs. AC; 1d10 + 4 damage
*Note: this is also a Ranged Basic Attack

Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage

Rain of Arrows (standard; recharge ) Weapon
The centaur archer makes three longbow attacks, each with a -2 penalty to the attack roll.

Alignment: Unaligned
Languages: Elven
Skills: Athletics +6, Nature +6
Str: 13 (+1) Dex: 16 (+3) Wis: 13 (+1) Con: 13 (+1) Int: 10 (---) Cha: 10 (---)
Equipment: Bastard sword, Longbow, Arrow x40

Last edited by Delak; 18th August 2009 at 02:00 AM..
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Old 18th August 2009, 12:57 AM   #114 (permalink)
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Quote:
Originally Posted by Delak View Post
I have attempted to create the Centaur Archer, taking some pointers from existing creatures and changing it around for the Centaur Archer. Feedback is welcome.


Centaur Archer
Level 1 Artillery
Large fey humanoid
XP: 100
Initiative: +3
Senses: Perception +1; low-light vision

HP: 25 Bloodied:12
AC: 13; Fortitude: 13, Reflex: 14, Will: 13
Speed: 8

Bastard Sword (standard; at-will) Weapon
+6 vs. AC; 1d10 + 2 damage, plus 1d6 damage when charging

Longbow (standard; at-will) Weapon
Ranged 20/40; +6 vs. AC; 1d10 + 4 damage
*Note: this is also a Ranged Basic Attack

Quick Kick (immediate reaction, when a creature moves into a space where it flanks the centaur hunter; at-will)
Targets the triggering creature; +6 vs. AC; 1d6 + 2 damage

Rain of Arrows (standard; recharge 5) Weapon
The centaur archer makes three longbow attacks, each with a -2 penalty to the attack roll.

Alignment: Unaligned
Languages: Elven
Skills: Athletics +6, Nature +6
Str: 13 (+1) Dex: 16 (+3) Wis: 13 (+1) Con: 13 (+1) Int: 10 (---) Cha: 10 (---)
Equipment: Bastard sword, Longbow, Arrow x40
Well done, I think this is great. One thing though, I would make rain of arrows an encounter power and eliminate the -2 penalty. BTW, there's an emote for recharge dice

Also, what monster maker did you use?

Kudos

-Sporemine
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Old 18th August 2009, 01:26 AM   #115 (permalink)
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Jacqueline Montarri
Level 15 Solo Skirmisher
Medium Natural Humanoid (Undead)
XP 6,000
Initiative +14
Senses Perception +17, blindsense

Dread Aura aura 5;
All creatures in the aura take a -2 to AC

HP 740; Bloodied 370
Regeneration 5
AC 29; Fortitude 27, Reflex 27, Will 27
Resist 15 Necrotic; Vulnerable 15 Radiant
Saving Throws +5
Speed 8
Action Points 2

Lifedrinker (Standard; at-will)
+20 Vs. AC; 2d8+6 Damage and Jacqueline regains 10 hit points

Running Stab (Move; recharge )
Jacqueline Montarri shifts 8 squares and makes a Lifedrinker attack at any point during the movement.

Steal Head (Standard; at-will)
Jacqueline Montarri can put on a severed head that has been dead for no longer than 24 hours. It grants her one at will one encounter and one daily power that the creature knew in life (she starts any encounter with a random head). she can remove the head, losing it's powers, as a free acton.

Snicker-Snack (Free, 1 per turn)
Jacqueline Montarri can deliver a coup de grace as a free action against a helpless creature or character. If the coup de grace kills it's target, the head is removed and Jacqueline Montarri can use Steal Head as a free action.

All around senses
Jacqueline Montarri cannot be flanked

Combat advantage
Jacqueline Montarri deals an extra 2d6 damage when she has combat advantage against the target.

Alignment Chaotic Evil
Languages Common
Skills Acrobatics +17, Athletics +17, Bluff +17, Diplomacy +17, Dungeoneering +17, Intimidate +17, Stealth +17
Str 20 (+12)Dex 20 (+12)Wis 20 (+12)Con 20 (+12)Int 20 (+12)Cha 20 (+12)
Equipment "Lifedrinker" Greatsword

I'm leaving what lifedrinker does for you to decide

Kudos

-Sporemine
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Last edited by Sporemine; 18th August 2009 at 01:30 AM..
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Old 18th August 2009, 01:44 AM   #116 (permalink)
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This is for annoyance and dissappearing weapons, potions and gems.

Kobold Pickpocket
Level 3 Lurker
Medium Natural Humanoid (Reptile)
XP 150
Initiative +7
Senses Perception +6
HP 19; Bloodied 9
AC 17; Fortitude 15, Reflex 15, Will 15
Speed 12

Dagger (Standard; at-will)
+8 Vs. AC, 1d10+3 damage

Stealthy
In areas of darkness or low-light, the kobold pickpocket gains concealment and a +4 to stealth and theivery checks.

Shifty (Minor; at-will)
The Kobold pickpocket shifts 1 square

Alignment Unaligned
Languages Common, Draconic, beggar's cant, Theives cant, Drow hand code
Skills Stealth +16, Thievery +16
Str 14 (+3)Dex 14 (+3)Wis 14 (+3)Con 14 (+3)Int 14 (+3)Cha 14 (+3)
Equipment Dagger, Loincloth

Kudos

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Last edited by Sporemine; 18th August 2009 at 01:49 AM..
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Old 18th August 2009, 01:50 AM   #117 (permalink)
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SkidAce Goblin Sharpshooter (Lvl 2)
I have been taking the monsters I requested and you folks provided (THANKS AGAIN) and putting them into the Wizard's monster builder.

Can't find a place to enter immune: fear or other immunities. Checking the monsters already in the database for an example, and I can't find one of them with it either.

Am I missing something? Could someone direct me to a monster who has an immunity that I can look to for an example?

Thanks.
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Old 18th August 2009, 01:54 AM   #118 (permalink)
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Delak Goblin Sharpshooter (Lvl 2)
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Originally Posted by Sporemine View Post
Well done, I think this is great. One thing though, I would make rain of arrows an encounter power and eliminate the -2 penalty. BTW, there's an emote for recharge dice

Also, what monster maker did you use?

Kudos

-Sporemine
Thank you, I will need to think about that for a bit. I modeled it after a few other level 1 artillery monsters and I think it's pretty balanced. I will update the monster stats shortly for the dice roll, I had forgot about that.

I used the WotC Monster Builder to create the Centaur Archer.
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Old 18th August 2009, 01:58 AM   #119 (permalink)
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Sporemine Kobold Slinger (Lvl 1)
Pole Arm Guard
Level 2 Elite Soldier
Medium Natural Humanoid
XP 250
Initiative +5
Senses Perception +3
HP 76; Bloodied 38
AC 18; Fortitude 14, Reflex 14, Will 14
Saving Throws +2
Speed 6
Action Points 1

Polearm (Standard; at-will)
Reach 2; +9 Vs. AC; 1d10+3 Damage.

Spinning blade (Standard; recharge )
The Pole Arm Guard makes a basic attack against every enemy within reach.

Stabbing Defence
If the pole arm guard does not move during it's turn, it gains a +2 to all defenses.

Alignment Lawful Good
Languages Common
Str 14 (+3)Dex 14 (+3)Wis 14 (+3)Con 14 (+3)Int 14 (+3)Cha 14 (+3)
Equipment Polearm, Chainmail
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Old 18th August 2009, 01:59 AM   #120 (permalink)
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Delak Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by SkidAce View Post
I have been taking the monsters I requested and you folks provided (THANKS AGAIN) and putting them into the Wizard's monster builder.

Can't find a place to enter immune: fear or other immunities. Checking the monsters already in the database for an example, and I can't find one of them with it either.

Am I missing something? Could someone direct me to a monster who has an immunity that I can look to for an example?

Thanks.
When you edit the monster click on the HP & DEFENSES section on the left hand side. You should then get in middle the details of that section. It starts with Initiative, etc... Starting after the section that contains the AC, Fort, Will, Ref, AP etc... you will see Auras, Senses, Weakness, etc... You may need to scroll down to see them. To add a new one just click on the plus sign and it will expand that section and give you a drop down list.
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