Game Day mini = Spined Devil

Frostmarrow said:
Perception might be the sum of ½Spot and ½Listen. The devil has Spot +10 and Listen +0 (not listed) which is equal to +5. So normally you use perception in surprise situations but you still can Listen at doors and Spot hidden.

Sounds unnecessarily complicated to me.
 

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SPECTRE666 said:
Bloodied is what happens when the critter or pc goes past half hp(it was mentioned in a playtest report). Then a special buff or attack happens as an immeideate action. Maybe its tail spike attack is what happens when it reaches the bloodied condition? It probably takes more damage when bloodied. It sure is interesting. :]

Oh, I'm aware of and interested in the concept of the ability, I just loath the name. I remember specifically that one of the creatures in the MMV used to demonstrate the concept that would evolve into 'bloodied' was the Magmacore Golem. I'd prefer not to get a distant look in my eyes whenever I resolve 'bloodied' abilities for creatures that don't bleed.

Keep in mind that I'm inferring a great deal from only circumstantial evidence, so I could be completely wrong.
 

We are also looking at the numbers in a vacuum. Check out the 3.5 stat block. Tell me, from it

Could you determine how its AC is 22? What amount is natural armor, deflection, dex, etc...
Could you tell me what it skill points per HD is?
It has only two feats listed (Point Blank and Precise Shot. What's its third feat? (hint, DDM cards don't list feats that add static modifiers like imp initiative or weapon focus)

Since the 3.5 card doesn't list the breakdown of how each stat comes into play, I strongly theorize neither does the 4e card. So that AC 20 MIGHT be neglecting some natural armor or skimisher "bonus", or the poison numbers very short hand for a rule that will be stupidly easy in the rulebook.

That said, I'll add a few theories to the pot:

Nethersight = See in Darkness ability
Poison 5 = Pain Ability

Seems clean and simple and more like something I can remember to use easily, rather than the kinda confusing mess the 3.5 card reads as...
 

Zamkaizer said:
Oh, I'm aware of and interested in the concept of the ability, I just loath the name. I remember specifically that one of the creatures in the MMV used to demonstrate the concept that would evolve into 'bloodied' was the Magmacore Golem. I'd prefer not to get a distant look in my eyes whenever I resolve 'bloodied' abilities for creatures that don't bleed.

Keep in mind that I'm inferring a great deal from only circumstantial evidence, so I could be completely wrong.

You know, even in the real world, being "bloodied" doesn't necessarily mean you are literally bleeding. It simply means you've been beat upon a bit, that you've taken a punch or two . . .

Sooo, in a fantasy world where certain creatures don't bleed their own blood, it still makes perfect sense to say that they have been "bloodied" after suffering a few hits from the PCs. I'm fine with the term.

Of course, English lesson notwithstanding, you still don't have to like the term! :D
 

The thing that puzzles me the most is that Spiked Rain is against Reflex.
It seems to me that armor should protect me against it. A dude in plate will take a lot less spikes than a dude in a loincloth.

I wonder: do all ranged attacks target Reflex and Armor doesn't work as we are assuming? That'd be interesting...

Oh, and another strike against WotC's names... Rain of Spikes would be a much better name.
 


Lackhand said:
Maybe undead, plants, and constructs can't get bloodied?
My thoughts as well, entries for these types would probably look like this:

Hp/Bloodied
50/-

I also suspect that the death at -10 HP rule is replaced by the negative of the bloodied value. That would let higher level creatures and monsters be more survivable, and anything that doesn't get bloodied is destroyed at 0 hp, which keeps things simpler overall.

I'm still scratching my head at the hit points themselves though, none of the formulae so far look quite right to me.
 

Reaper Steve said:
The thing that puzzles me the most is that Spiked Rain is against Reflex.
It seems to me that armor should protect me against it. A dude in plate will take a lot less spikes than a dude in a loincloth.

I wonder: do all ranged attacks target Reflex and Armor doesn't work as we are assuming? That'd be interesting...

I was thinking the same thing. I'm not sure why armor isn't added in. Its odd to be sure.
 

Here are the best formulas from this thread, IMHO:

Trained in perception +5, so Spot now +10 (Wis +5 for skills +5 for Trained)

AC 10+AC Bonus or level (if no armor) + Dex
Skirmisher Fort 10+level+Con bonus, no bonus for class
Skirmisher Ref 10+level+Dex bonus, no bonus for class
Skirmisher Will 10+level+Wis bonus, no bonus for class

Skirmisher HP 18(3*6 at first)+5d6+Con Bonus = 18+17.5+12(6*2) = 47.5 or 47
Skirmisher Attack Bonus Melee: level-1/melee attacks+Str Bonus = 6-1+4 = 9
Skirmisher Attack Bonus Ranged: level+1/ranged attacks+Dex Bonus = 6+1+2 = 9
 

Wormwood said:
Is it possible that "Poisoned 5" doesn't refer to damage, but to duration? That is, you are effectively slowed for 5 rounds?

Yes, I'm totally spitballing here.

ps. This thread is *definitely* reminiscent of ENWorld during the approach of 3e.

Heck it could even be the poisons attack roll against the Fortitude Defense. Then you end up slowed until you can cure it.
 

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