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5th level monster conversion!
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<blockquote data-quote="the Jester" data-source="post: 5612605" data-attributes="member: 1210"><p>I am now working on the leucrotta, which needs one major fix across the board right away: It ought to be large. Always has been. Whoops! My bad, prolly just didn't check or think. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The Ridgerunner: Needs more skirmishing/movement related ability. I'm changing Crushing to be a "shift and attack" kind of power. Also, weakened (save ends) on an at will seems a bit too grind-enabling, so I'm going to change that to a penalty to attacks and defenses until EoNT.</p><p></p><p>The kicker: Needs more soldieriness. Added marking and a "you didn't attack me? Ha!" kind of power. The rest is math fixes and wording clarifications.</p><p></p><p>To help fill the 'level gap' between the lvl 5 guys and the lvl 8 kicker I am adding a lvl 7 "Young Leucrotta" minion. I'll probably throw in another one at lvl 10-12 so the poor hew-palate isn't all lonely. Speaking of which...</p><p></p><p>The hew-palate: What an icky name. I am reluctant to change it, however, on the principle that if I find one in an adventure I've written I need to be able to easily find my conversion. Bah, I'll live with it. </p><p></p><p>Adding: The leucrotta knave, a lvl 11 lurker with an interesting "look over there!" mechanic or two- both one that makes an enemy grant combat advantage and one that marks the target by someone else (shades of <em>misdirected mark</em>). The lurker mechanic is extra damage when you're marked by someone else, so that works pretty well (I think).</p></blockquote><p></p>
[QUOTE="the Jester, post: 5612605, member: 1210"] I am now working on the leucrotta, which needs one major fix across the board right away: It ought to be large. Always has been. Whoops! My bad, prolly just didn't check or think. :) The Ridgerunner: Needs more skirmishing/movement related ability. I'm changing Crushing to be a "shift and attack" kind of power. Also, weakened (save ends) on an at will seems a bit too grind-enabling, so I'm going to change that to a penalty to attacks and defenses until EoNT. The kicker: Needs more soldieriness. Added marking and a "you didn't attack me? Ha!" kind of power. The rest is math fixes and wording clarifications. To help fill the 'level gap' between the lvl 5 guys and the lvl 8 kicker I am adding a lvl 7 "Young Leucrotta" minion. I'll probably throw in another one at lvl 10-12 so the poor hew-palate isn't all lonely. Speaking of which... The hew-palate: What an icky name. I am reluctant to change it, however, on the principle that if I find one in an adventure I've written I need to be able to easily find my conversion. Bah, I'll live with it. Adding: The leucrotta knave, a lvl 11 lurker with an interesting "look over there!" mechanic or two- both one that makes an enemy grant combat advantage and one that marks the target by someone else (shades of [i]misdirected mark[/i]). The lurker mechanic is extra damage when you're marked by someone else, so that works pretty well (I think). [/QUOTE]
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