Mark
CreativeMountainGames.com
Wormwood said:ps. This thread is *definitely* reminiscent of ENWorld during the approach of 3e.
No doubt. Lots of little puzzles that everyone worked at together.
Wormwood said:ps. This thread is *definitely* reminiscent of ENWorld during the approach of 3e.
It seemed being a skirmisher shaved 10 HP off the top. Maybe it is a simple equation of -2 HP per level above 1st for a skirmisher.Someone said:Any luck relating level with HP? The creature has 47 HP and +5 Con bonus. Working 3.X like, 30 of those HP should come from Con, leaving 17 for 'hit dice', which sounds a bit low.
Tazawa said:I thought I had (see earlier post), but apparently I suck at math. My formula resulted in 57 hp, not 47.
First look at the type system for 4E, with size, subtypes, and the "Immortal Humanoid" construct, which may be metabolism and shape as others mentioned. Not what I'd have done (I'd have folded Elementals, Fey, and Outsiders into Spirits and Entities, probably). What other metabolisms are there - Monstrous? Aberrant? Magical? Mortal? Undead?Wormwood said:For reference:
SPINED DEVIL
Medium Immortal Humanoid (Devil)
Not much to say here, we have level, role, and the first few numerical stats. Init is presumably Dex plus half level. As far as I know, it's a skill in Saga, but maybe not here?Wormwood said:LEVEL 6 SKIRMISHER
INIT +5 SPD 5 FLY 7
Nethersight is the new darkvision I suspect. The interesting thing to note is Perception and the later Spot skill. Racial bonus to a specific type of sense? But why doesn't it appear up here as well, if only in parentheses?Wormwood said:Senses: nethersight. Perception +5
Pretty normal here beyond the notice against which defense to roll. Presumably, there'll be undead with touch attacks against Reflex, but we may even see normal attacks against Will or Fortitude.Wormwood said:Resist fire 20
Attacks: Melee 2 claws +9 vs AC each: 2d4+4
A special ability. Name, action type, range, attack roll and target defense, along with damaged. I'll add my vote to "A successful attack imparts the Poisoned 'rider/condition' on the victim for 5 rounds, with the added complication that the poisoned character is slowed."Wormwood said:Spine Rain Standard; ranged 10; +9 Dex vs. Ref; 1d6+2 + 2d6 fire AND Poisoned 5, Slowed while Poisoned
Well, see above. It's curious that Spot comes up here. Could it somehow not be a sense?Wormwood said:SKILLS: Spot +10
The AC disparity is interesting. Probably the AC value uses a slightly different formula since most attacks will target AC? Hit points might be that a skirmisher gets 5 hp as base, and an additional (5 plus Con bonus) times level hp? Bloodied, which we heard before, is a part of the stat block.Wormwood said:AC 20
FORT 18
REF 18
WILL 18
HP/Bloodied 47/23
Gotta agree, those aren't the base ability mods, but the adjusted ones for various checks.Wormwood said:Str +7 (19) Con +5 (14) Dex +5 (15) Int +5 (15) Wis +5 (14) Cha +5 (15)
ZoA2 said:I’ll wait and see before I make final judgment but I fear this dumbing down of monsters by turning them in one trick pony cannon fodder for PCs will be major trend in 4e.![]()
Then You as DM can freely give them the ability Pass for Mortal or Masque of a thousand faces. I know I've done it with many devils that did not have it in 3E. If some special foe needs it , he gets it. Not every mook devil that crawled it's way out of the pit needs the abilty to be a mastermind disguised as a human.ZoA2 said:I’ll wait and see before I make final judgment but I fear this dumbing down of monsters by turning them in one trick pony cannon fodder for PCs will be major trend in 4e.![]()