Game Day mini = Spined Devil


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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.
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.
 
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The hp seem to support the 1/2 level added to stat mod theory, IMO.

If the base con mod is still +2, then we have +12 hit points.

If an immortal outsider or skirmisher gets 10 hp at first level, 5 hp every level after that would be 35 from class, resulting in 47 total.

Or maybe you get even more hit points at first level. Like you con score at first, plus your class. Who knows.
 

Tazawa said:
I thought I had (see earlier post), but apparently I suck at math. My formula resulted in 57 hp, not 47.

Eh, looks like we cross-posted, which shouldn't look so bad (for me) if I had actually posted before you.
 

Darn it, they WOULD have picked a creature that had 14's and 15's almost all they way across for stats! :) Still, kudoes to the people above with the excellent analyses.
 

I think things like hit points,damage, and to-hit bonus would be only based on the core ability modifier, not base modifer + (1/2 Level). So trying to figure hit points out with the +5 will result in not correct numbers.

The bonus listed next to the stat number I think is really only used in place of skill checks.

It's just another way of using the StarWars skill system.

(1/2 LVL + Stat Mod)= Skill without training, so any skill check is right there next to the stat.

If you have a skill or other ability like Perceptive you get a +5 to a particular roll in this case Spot.

Most of the other numbers on the page, reflect just the base ability modifier ie 18= +4.

BAB, Saves (or Defenses), Damage ect will only use the base modifier like now, not the base + 1/2 level.
 

Having a second look at the monster in 3.5 version and 4e version side by side I find it interesting that all abilities that would facilitate monster function as NPC or generally make more interesting non-combat focused encounter are dumped (I’m talking about high ranks in bluff, diplomacy and disg. self spell-like ability). I think this is bad omen of the design priorities and a sign that 4e would be more of a tactical combat game and less of a RPG.

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. :uhoh:
 

First impression - That looks sparse.
Second impression - I need to analyze that!
Third impression - That still looks sparse.

Wormwood said:
For reference:

SPINED DEVIL
Medium Immortal Humanoid (Devil)
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:
LEVEL 6 SKIRMISHER

INIT +5 SPD 5 FLY 7
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:
Senses: nethersight. Perception +5
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:
Resist fire 20
Attacks: Melee 2 claws +9 vs AC each: 2d4+4
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:
Spine Rain Standard; ranged 10; +9 Dex vs. Ref; 1d6+2 + 2d6 fire AND Poisoned 5, Slowed while Poisoned
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:
SKILLS: Spot +10
Well, see above. It's curious that Spot comes up here. Could it somehow not be a sense?
Wormwood said:
AC 20
FORT 18
REF 18
WILL 18
HP/Bloodied 47/23
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:
Str +7 (19) Con +5 (14) Dex +5 (15) Int +5 (15) Wis +5 (14) Cha +5 (15)
Gotta agree, those aren't the base ability mods, but the adjusted ones for various checks.
 

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. :uhoh:

Perhaps all we are seeing is the combat stat block, (the one that will see use 95% of the time), and text listing role-playing encounter options is appended elsewhere.
 

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. :uhoh:
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.
 

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