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Old 7th November 2009, 12:59 AM   #1 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Tatter Boggle

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Old 7th November 2009, 02:33 AM   #2 (permalink)
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chronoplasm Goblin Sharpshooter (Lvl 2)
I like the basic idea. Some suggestions:

1) Take out the Burrowing Escape power and just give it a burrowing speed of 6.
2) Needs a basic melee attack!
3) "Leaders" should have powers that buff allies. If that's what Lucky Charm does, you should mention that.
4) Lucky Charm needs more details.
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Old 10th November 2009, 06:06 PM   #3 (permalink)
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Also, by the book, this guy should have 37 hps ([level +1]*6 = 24; + Con score [13] = 37.)

Cool creature, by the way!
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Old 11th November 2009, 08:35 PM   #4 (permalink)
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Camelot Kobold Slinger (Lvl 1)
What's the story behind this creation?
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Old 11th November 2009, 10:50 PM   #5 (permalink)
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Thanks for the feedback. This is one of the monsters I am creating for my steampunk campaign.
The monster is based on the combination of the Scottish scarecrow called a "tattie bogle" and Scottish "bogle" myth.

Bogle - Wikipedia, the free encyclopedia

Tatter Boggles are pale colorless fey that live in abandoned potato fields. They have long black hair, bony faces, and recessed eyes. The fey collects lost belongings and the rubbish of nearby villiages to decorate its lair.
Tatter Boggle Lore
A character knows the following information with a successful Nature Check.
DC 15: Tatter Boggles will attack any intruder into their fields unless offered a gift of candy or milk.
DC 20: Tatter Boggles are well versed in local history and have an encyclopedic knowledge of everyone who was born or died near their territory
DC 25: Tatter Boggles are immune to cold attacks and vulnerable to radiant attacks. Tatter Boggles often raise giant beetles as companions and defenders.
DC 30: The potato bag cloth armor the Tatter Boggle wears is "dungeon delver" armor.
Tatter Boggle Tactics
A tatter boggle will attack first with its sink hole ability and then pelt the victim with rotten potatos. If immobilized or "bloodied" the tatter boggle with attempt to escape the encounter with a "Fey Step" teleport followed by a stealth check to hide. Giant Beetle allies are always sent in first and backed up by the ranged attacks of the tatter boggle.

Adventure Hooks
Outside of combat, the tatter boggle may be consulted on matters of local history given that it is "immortal" and has an interest in human affairs. It may also be consulted about more powerful fey in the area or the whereabouts of a lost item or buried treasure.
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Old 12th November 2009, 01:20 AM   #6 (permalink)
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How long does Lucky Charm last?

You might make it an immediate interrupt that lasts until the end of the tatter boggle's next turn, perhaps triggered when an enemy attacks it.
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Old 12th November 2009, 09:01 AM   #7 (permalink)
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Mesh Hong Hobgoblin Soldier (Lvl 3)
This creature has got a lot of character. I like it.

I find myself agreeing with the other posters.

1: It could do with a basic melee attack.
2: I might change Burrowing escape to an encounter immediate interupt to let it dodge one melee attack.
3: I would add a burrowing speed.
4: I would either remove lucky charm and increase the creatures AC by 1, or change the power.
5: The creature has a very high Dex/Int, I would reflect this in its defences and increase its Reflex defence by 1 or 2.
6: I would add a leader like power that worked with its beetle allies. maybe a move action to allow 3 beetles to each shift 2 squares as an immediate free action as an encounter power, or a move action to allow 1 beetle to shift 2 squares as an at will power.
7: I would add some damage to the Sink Hole power, maybe 1d4+3 damage.
8: I would increase its HPs to 37.
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Old 18th November 2009, 02:51 AM   #8 (permalink)
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Grimgrin Goblin Sharpshooter (Lvl 2)
Thanks for the advise; definately improved my initial concept. I updated stat block above.
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