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Forked Thread: Al Qadim Monsters to 4e
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<blockquote data-quote="Hodag" data-source="post: 4455765" data-attributes="member: 8767"><p>Here is the start of the Yakmen (Yikkarians)...</p><p></p><p>[code]Yakman Swordsman</p><p>Level 13 Soldier</p><p>Large Aberrant Humanoid</p><p>XP 800</p><p>Initiative +10</p><p>Senses Perception +10</p><p>HP 132; Bloodied 66</p><p>AC 29; Fortitude 26, Reflex 23, Will 23</p><p>Speed 7</p><p>Basic Melee: Gore (Standard; at-will)</p><p>+20 vs. AC 2d8+6 damage</p><p>Basic Melee: Khopesh (Standard; at-will)</p><p>+20 vs. AC 2d8+6 Damage</p><p>Melee: Headbutt (Standard; at-will)</p><p>+20 vs. AC 1d10+6 damage and target is Dazed until swordsman's next turn</p><p>Melee: Charge (Standard; recharge 56)</p><p>The yakman makes a charge attack: +20 vs. AC; 4d8 + 6 damage, and the </p><p>target is knocked prone.</p><p>Artifact Mastery</p><p>The yakman can utilize any magic item, even those that require a specific </p><p>class or race to activate.</p><p>Alignment Evil</p><p>Languages Midani Yikkarian</p><p>Skills Arcana +13 History +13</p><p>Str 22 (+12) Dex 15 (+8) Wis 12 (+7)</p><p>Con 20 (+11) Int 15 (+8) Cha 15 (+8)</p><p>Equipment Large Khopesh, Scale</p><p></p><p>Yakman Greatbow Archer</p><p>Level 13 Artillery</p><p>Large Aberrant Humanoid</p><p>XP 800</p><p>Initiative +11</p><p>Senses Perception +10</p><p>HP 102; Bloodied 51</p><p>AC 25; Fortitude 25, Reflex 25, Will 25</p><p>Speed 7</p><p>Basic Melee: Gore (Standard; at-will)</p><p>+20 vs. AC 2d8+6</p><p>Basic Melee: Scimitar (Standard; at-will)</p><p>+20 vs. AC 1d10+6 Damage</p><p>Basic Ranged: Greatbow (Standard; at-will)</p><p>Range 15/30 +20 vs. AC 3d6+6 damage</p><p>Melee: Headbutt (Standard; at-will)</p><p>+20 vs. AC 1d10+6 Damage and target is Dazed until swordsman's next turn</p><p>Artifact Mastery</p><p>The yakman can utilize any magic item, even those that require a specific </p><p>class or race to activate.</p><p>Alignment Evil</p><p>Languages Midani Yikkarian</p><p>Skills Arcana +13 History +13</p><p>Str 20 (+11) Dex 20 (+11) Wis 18 (+10)</p><p>Con 15 (+8) Int 15 (+8) Cha 15 (+8)</p><p>Equipment Great Bow, Scale, Scimitar</p><p></p><p>Yakman Cabalist</p><p>Level 16 Controller</p><p>Large Aberrant Humanoid</p><p>XP 1,400</p><p>Initiative +13</p><p>Senses Perception +13</p><p>HP 157; Bloodied 78</p><p>AC 30; Fortitude 28, Reflex 28, Will 28</p><p>Saving Throws +2 vs. Continuing Spells</p><p>Speed 6</p><p>Action Points 1</p><p>Basic Melee: Gore (Standard; at-will)</p><p>+20 vs. AC 2d8+6 damage</p><p>Basic Melee: Scimitar (Standard; at-will)</p><p>+21 vs. AC 2d8+6 Damage</p><p>Ranged: Shadow Bolt (Standard; at-will) ♦ Shadow, Implement, Necrotic</p><p>Range 5 +20 vs. Ref. 1d8 + 7 necrotic damage, and one ally you can see </p><p>gains a +2 power bonus to his or her next attack roll against the target.</p><p>Ranged: Weakening Word (Standard; recharge 456) ♦ Shadow, Implement, </p><p>Necrotic</p><p>Ranged 10 +20 vs. Will. 3d8 + 7 necrotic damage, and the target gains </p><p>vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the </p><p>target gains no vulnerability.</p><p>Close Burst: Healing Word (Minor; recharge 6)</p><p>Burst 15 The target(s) regains 4d6 hit points.</p><p>Close Burst: Turn Elemental (Standard; encounter) ♦ Implement</p><p>Each Elemental Creature in Burst Close Burst +20 vs. Will. 4d10+7 damage </p><p>and Push target 10 squares. Target is immobilized until end of Yakman's </p><p>next turn. Miss: Half Damage and target is not Pushed or Immobilized</p><p>Call Upon Shadow (Free; encounter) ♦ Shadow</p><p>Gains a +1 bonus to their next attack roll or saving throw before the end of </p><p>their next turn.</p><p>Artifact Mastery</p><p>The yakman can utilize any magic item, even those that require a specific </p><p>class or race to activate.</p><p>Alignment Evil</p><p>Languages Midani Yikarrian</p><p>Skills Arcana +20, History +20, Religion +20</p><p>Str 19 (+12) Dex 16 (+11) Wis 24 (+15)</p><p>Con 18 (+12) Int 24 (+15) Cha 24 (+15)</p><p>Equipment Scimitar, Staff (Implement), Leather[/code]</p><p></p><p>I'm still working on the Skin Thief and Djinni Lord.</p></blockquote><p></p>
[QUOTE="Hodag, post: 4455765, member: 8767"] Here is the start of the Yakmen (Yikkarians)... [code]Yakman Swordsman Level 13 Soldier Large Aberrant Humanoid XP 800 Initiative +10 Senses Perception +10 HP 132; Bloodied 66 AC 29; Fortitude 26, Reflex 23, Will 23 Speed 7 Basic Melee: Gore (Standard; at-will) +20 vs. AC 2d8+6 damage Basic Melee: Khopesh (Standard; at-will) +20 vs. AC 2d8+6 Damage Melee: Headbutt (Standard; at-will) +20 vs. AC 1d10+6 damage and target is Dazed until swordsman's next turn Melee: Charge (Standard; recharge 56) The yakman makes a charge attack: +20 vs. AC; 4d8 + 6 damage, and the target is knocked prone. Artifact Mastery The yakman can utilize any magic item, even those that require a specific class or race to activate. Alignment Evil Languages Midani Yikkarian Skills Arcana +13 History +13 Str 22 (+12) Dex 15 (+8) Wis 12 (+7) Con 20 (+11) Int 15 (+8) Cha 15 (+8) Equipment Large Khopesh, Scale Yakman Greatbow Archer Level 13 Artillery Large Aberrant Humanoid XP 800 Initiative +11 Senses Perception +10 HP 102; Bloodied 51 AC 25; Fortitude 25, Reflex 25, Will 25 Speed 7 Basic Melee: Gore (Standard; at-will) +20 vs. AC 2d8+6 Basic Melee: Scimitar (Standard; at-will) +20 vs. AC 1d10+6 Damage Basic Ranged: Greatbow (Standard; at-will) Range 15/30 +20 vs. AC 3d6+6 damage Melee: Headbutt (Standard; at-will) +20 vs. AC 1d10+6 Damage and target is Dazed until swordsman's next turn Artifact Mastery The yakman can utilize any magic item, even those that require a specific class or race to activate. Alignment Evil Languages Midani Yikkarian Skills Arcana +13 History +13 Str 20 (+11) Dex 20 (+11) Wis 18 (+10) Con 15 (+8) Int 15 (+8) Cha 15 (+8) Equipment Great Bow, Scale, Scimitar Yakman Cabalist Level 16 Controller Large Aberrant Humanoid XP 1,400 Initiative +13 Senses Perception +13 HP 157; Bloodied 78 AC 30; Fortitude 28, Reflex 28, Will 28 Saving Throws +2 vs. Continuing Spells Speed 6 Action Points 1 Basic Melee: Gore (Standard; at-will) +20 vs. AC 2d8+6 damage Basic Melee: Scimitar (Standard; at-will) +21 vs. AC 2d8+6 Damage Ranged: Shadow Bolt (Standard; at-will) ♦ Shadow, Implement, Necrotic Range 5 +20 vs. Ref. 1d8 + 7 necrotic damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. Ranged: Weakening Word (Standard; recharge 456) ♦ Shadow, Implement, Necrotic Ranged 10 +20 vs. Will. 3d8 + 7 necrotic damage, and the target gains vulnerability 5 to all your attacks (save ends). Miss: Half damage, and the target gains no vulnerability. Close Burst: Healing Word (Minor; recharge 6) Burst 15 The target(s) regains 4d6 hit points. Close Burst: Turn Elemental (Standard; encounter) ♦ Implement Each Elemental Creature in Burst Close Burst +20 vs. Will. 4d10+7 damage and Push target 10 squares. Target is immobilized until end of Yakman's next turn. Miss: Half Damage and target is not Pushed or Immobilized Call Upon Shadow (Free; encounter) ♦ Shadow Gains a +1 bonus to their next attack roll or saving throw before the end of their next turn. Artifact Mastery The yakman can utilize any magic item, even those that require a specific class or race to activate. Alignment Evil Languages Midani Yikarrian Skills Arcana +20, History +20, Religion +20 Str 19 (+12) Dex 16 (+11) Wis 24 (+15) Con 18 (+12) Int 24 (+15) Cha 24 (+15) Equipment Scimitar, Staff (Implement), Leather[/code] I'm still working on the Skin Thief and Djinni Lord. [/QUOTE]
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