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Old 30th July 2009, 04:30 PM   #21 (permalink)
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I have a mad alchemist to create for Sundays game. He likes to throw buckets of acid and summon embalmed corpse zombies from his chemical vats...
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Old 30th July 2009, 04:31 PM   #22 (permalink)
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Doh, I meant to say 7/30/09, which is today. Sorry about the typo

It is 7:30 am here so I suspect they'll start to deploy around 10am and it should take a couple hours.
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Old 30th July 2009, 04:44 PM   #23 (permalink)
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Originally Posted by vagabundo View Post
I have a mad alchemist to create for Sundays game. He likes to throw buckets of acid and summon embalmed corpse zombies from his chemical vats...
What I plan on statting up first are:

The psychic, knowledge siphoning devils (from a bitterly cold Hell). It will be fun figuring out what weird abilities they have since many look quite odd, as well as having psychic powers.

Then the military. With its steam-powered constructs, troops with portable machine guns, tesla guns, troops on giant floating... things..., etc.

Then finally the twisted creations of the Flux. That were once normal people, animals, objects, vehicles, etc. but are now turned into abominations.
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Old 30th July 2009, 05:08 PM   #24 (permalink)
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Originally Posted by Scott_Rouse View Post
Doh, I meant to say 7/30/09, which is today. Sorry about the typo

It is 7:30 am here so I suspect they'll start to deploy around 10am and it should take a couple hours.
I demand that WotC starts to use GTM +00:00 as time zone for official announcement. That makes it easier for me.
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Old 30th July 2009, 05:32 PM   #25 (permalink)
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Quote:
Originally Posted by Fallen Seraph View Post
What I plan on statting up first are:

The psychic, knowledge siphoning devils (from a bitterly cold Hell). It will be fun figuring out what weird abilities they have since many look quite odd, as well as having psychic powers.

Then the military. With its steam-powered constructs, troops with portable machine guns, tesla guns, troops on giant floating... things..., etc.

Then finally the twisted creations of the Flux. That were once normal people, animals, objects, vehicles, etc. but are now turned into abominations.
Those sound interesting.

And I'm also curious about what other people will come up with. You know what that means?



Yes, it's time for another wiki project! I envision a wiki where contributors can submit and upload their own monsters created with the Monster Builder (as well as characters created with the Character Builder, come to think of it...). After all, why should these files only lurk individually on peoples' hard disks?

I think I will be able to put a basic framework together by Saturday.
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Old 30th July 2009, 08:00 PM   #26 (permalink)
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Well, its out now and I'm playing around with it. So far I'm surpised how easy it is to use. Can't wait to make lots of new creatures.
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Old 30th July 2009, 09:42 PM   #27 (permalink)
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Shiny, easy to use and fun to play with.

Also, my players might be in trouble...
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Old 30th July 2009, 10:12 PM   #28 (permalink)
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Looks great! But one bit of feedback - it would be nice to have a filter for Powers by Level. Right now, there are only filters for Type, Action and Usage.

This would help me assign powers by simply selecting ones that fit other monsters by level.


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Old 30th July 2009, 10:34 PM   #29 (permalink)
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Looks great! But one bit of feedback - it would be nice to have a filter for Powers by Level. Right now, there are only filters for Type, Action and Usage.

This would help me assign powers by simply selecting ones that fit other monsters by level.
There is and other means of filtering you need to click on the "Powers Comes From..." arrow to bring them up.
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Old 30th July 2009, 10:34 PM   #30 (permalink)
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Very easy to use. I'm a happy camper.

Here is my alchemist.



Need to create the embalmed corpse minions now.
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Old 30th July 2009, 11:19 PM   #31 (permalink)
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Originally Posted by Scott_Rouse View Post
Doh, I meant to say 7/30/09, which is today. Sorry about the typo
30/07/09Get it right!
Quote:
Originally Posted by Mustrum_Ridcully View Post
I demand that WotC starts to use GTM +00:00 as time zone for official announcement. That makes it easier for me.
And what is GTM time zone?

But this is an awesome resource for avid monster builders, I am sure there will be bugs etc but a very easy to use tool.... Sorry Asmor
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Old 30th July 2009, 11:54 PM   #32 (permalink)
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Originally Posted by vagabundo View Post
Very easy to use. I'm a happy camper.

Here is my alchemist.



Need to create the embalmed corpse minions now.
Would you consider submitting your alchemist to my new wiki?

The Embalmed Corpse Minions as well!
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Old 31st July 2009, 12:44 AM   #33 (permalink)
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Scott -- will there be a way to export to XML in the future?
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Old 31st July 2009, 01:07 AM   #34 (permalink)
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Here is my first probably unbalanced but just screwing around with the thing:
Quote:
Probability Assassin Level 5 Skirmisher
Medium humanoid (construct) XP 200
Initiative +8 Senses Perception +3
Malfunction aura 1; When Bloodied this Aura will cause Random Probability, whenever a enemy performs a action.
HP 60; Bloodied 30
AC 19; Fortitude 17; Reflex 18; Will 17
Speed 10

m Claw (standard; at-will) • Teleportation
+12 vs. AC; 1d10 + 4 damage. The Assassin can teleport 4 squares before or after the attack.

M Strike From Every Angle (immediate reaction; recharge 3)
When performing Claw attack. The Probability Assassin can attack three times, for same damage against target.

Random Probability (no action; aura) • While Bloodied, Teleportation
+8 vs. Will; Target is randomnly transported to any square within the aura.

Alignment Unaligned Languages Morse Code, Punch Cards
Str 12 (+3) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)

The Probability Assassin uses its speed and internal Probability Machine to cause quick damage to its enemies with its speed and ability to generate multiple probabilities within one reality. When damaged it begins to lose control of the Machine.

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
One neat, little, but neat think just found is you can type in your own Languages, Keywords and probably more.
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Old 31st July 2009, 01:48 AM   #35 (permalink)
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CubeKnight Goblin Sharpshooter (Lvl 2)
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Quote:
Originally Posted by Animated Snowman
Animated Snowman Level 1 Artillery
Medium elemental animate (cold, construct) XP 100
Initiative +1 Senses Perception +5
Frozen Snow All squares within the aura are treated as difficult terrain (creatures with the ice walk ability can ignore this effect).
HP 28; Bloodied 14
AC 16; Fortitude 17; Reflex 10; Will 12
Vulnerable 5 Fire
Speed 4, ice walk 8
m Frozen Stick (standard; at-will) • Cold
+8 vs. AC; 1d6 + 2 cold damage
r Snowball (standard; at-will) • Cold
Ranged 5/10; +6 vs. Reflex; 2d6 + 2 cold damage
C Snowball Flurry (standard; recharge 6)
Close blast 5; +6 vs. Reflex; 2d10 + 2 cold damage, ongoing 10 cold damage and immobilized (save ends both). Miss: Half damage
Blizzard Step (move; recharge 5) • Teleportation
The snowman teleports 10 squares. Each enemy adjacent to the square that he leaves takes 5 cold damage and is slowed until the end of the snowman's next turn.
Alignment Unaligned Languages Primordial
Str 13 (+1) Dex 13 (+1) Wis 10 (---)
Con 16 (+3) Int 7 (-2) Cha 7 (-2)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
This thing is all kinds of awesome. Thumbs up!
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Old 31st July 2009, 01:49 AM   #36 (permalink)
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CubeKnight Goblin Sharpshooter (Lvl 2)
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Quote:
Originally Posted by Animated Snowman
Animated Snowman Level 1 Artillery
Medium elemental animate (cold, construct) XP 100
Initiative +1 Senses Perception +5
Frozen Snow All squares within the aura are treated as difficult terrain (creatures with the ice walk ability can ignore this effect).
HP 28; Bloodied 14
AC 16; Fortitude 17; Reflex 10; Will 12
Vulnerable 5 Fire
Speed 4, ice walk 8
m Frozen Stick (standard; at-will) • Cold
+8 vs. AC; 1d6 + 2 cold damage
r Snowball (standard; at-will) • Cold
Ranged 5/10; +6 vs. Reflex; 2d6 + 2 cold damage
C Snowball Flurry (standard; recharge 6)
Close blast 5; +6 vs. Reflex; 2d10 + 2 cold damage, ongoing 10 cold damage and immobilized (save ends both). Miss: Half damage
Blizzard Step (move; recharge 5) • Teleportation
The snowman teleports 10 squares. Each enemy adjacent to the square that he leaves takes 5 cold damage and is slowed until the end of the snowman's next turn.
Alignment Unaligned Languages Primordial
Str 13 (+1) Dex 13 (+1) Wis 10 (---)
Con 16 (+3) Int 7 (-2) Cha 7 (-2)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
This thing is all kinds of awesome. Thumbs up!
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Old 31st July 2009, 03:34 AM   #37 (permalink)
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And to think... my PCs were just going to get a cave troll from a cold land...


Ice-Cave troll
Level 7 Brute
Large natural humanoid
XP 300
Initiative
+6 Senses Perception +9;Low-Light Vision
Emanating Cold aura 1; any enemy that starts its turn in the aura is slowed by numbing cold until the start of its next turn.
HP 99; Bloodied 49
Regeneration 10 (if the cave troll takes acid or fire damage regeneration does not function until the end of its next turn)
AC 19; Fortitude 21; Reflex 19; Will 17
Speed 8
m Claw (standard; at-will)
Reach 2; +10 vs. AC; 2d4 + 5 damage, and the target is grabbed (until escape). A cave troll can grab up to two targets at once
M Improvised Weapon (standard; at-will)
Requires grabbed creature; reach 2; +10 vs. AC; 2d8 + 5 damage, and the grabbed creature takes half this damage and is dazed (save ends). When grabbing a creature wearing heavy armor, the cave troll deals +5 damage with this attack, but the grabbed creature is not dazed
R Improvised Throwing Weapon (standard; at-will)
Requires grabbed creature; Ranged 10; +8 vs. Reflex; 2d6 + 5 damage and the target it knocked prone, and the grabbed creature is slide into the targets square and takes half this damage, is knocked prone, and is dazed (save ends). Miss: the target takes no damage and the grabbed creature is slide into a randomly selected square adjacent to the target and takes half damage and is knocked prone and dazed (save ends).
Troll HealingHealing
If the cave troll is reduced to 0 hit points by an attack that does not deal acid or fire damage, it rises on its next turn (as a move action) with 10 hit points.
Alignment Chaotic evil
Languages Giant
Str 21 (+8)
Dex 16 (+6)
Wis 12 (+4)
Con 19 (+7)
Int 5 (---)
Cha 8 (+2)
© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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Old 31st July 2009, 03:45 AM   #38 (permalink)
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Very nicely done, guys. I particularly like the copy as image bit. Bravo!
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Old 31st July 2009, 07:36 AM   #39 (permalink)
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Nicely done Scott. Monster Builder, even in its Beta version is an awesome program and really useful. I can't wait to see what the final version is like.

The one suggestion I would make is some way to be able to sort powers by level, by type (at-will, encounter, daily), and by AOE (one target, close burst, close blast, etc). That would make the search MUCH more useful for being able to slap powers on new critters.

Otherwise, its another top-notch job from the folks at WotC. Well done!
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Old 31st July 2009, 07:54 AM   #40 (permalink)
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Scott, do you realize what you at Wotc have unleashed on unsuspecting players everywhere? The Unknown...
Besides that I think this is awesome and cannot wait till the next tool is announced!


Bel
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