Game Day mini = Spined Devil

The top card is 4E, the bottom one is 3.5; and surely it's not hard to work out that if 14 and 15 map across to +5, and 19 is +7... then it must be 16-17 +6, 18-19 +7?

It does look much easier to run.
 

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Lorthanoth said:
The top card is 4E, the bottom one is 3.5; and surely it's not hard to work out that if 14 and 15 map across to +5, and 19 is +7... then it must be 16-17 +6, 18-19 +7?

It does look much easier to run.

Someone else explained the stat bonuses. They are 3.5 stat bonus + one-half level. So the +7 STR bonus is +4 from STR 19 and +3 from one half of the creatures level (which is 6).
 


Well heres my guess at everything

the range and melee attack bonus is a +9, but the Strength and Dex modifiers are 7 and 5. This is likely due to the creature *dual wielding* with two claw attacks, providing a -2 to both. This means the creature has a +4 base attack, which would make sense for a 3e monster of the same level (6).

Mind you, I would imagine the base attack progression has changed as well so there may be more in play there.

AC, like the other defense is likely 10+1/2 level + stat bonus (dex), this would leave a +2 natural armor bonus they didn't feel the need to specify. I cant see the extra 2 points being due to ac going off of strength.

As mentioned, the stat bonus are as 3e, with a 1/2 level bonus.

as for the creatures damage, its hard to tell whats base damage and what would be modifiers.

I would imagine the hand attacks have a base of 2d4+1 with +3 due to 1/2 strength, and the range damage bonuses having nothing to do with the creatures stats.

everything else seems strait forward!
 

Actually, now that i think about it. Could AC just be 10+1/2 level + armor bonus, leaving dex out of the picture completely?

Seems kinda pointless to have it twice.
 

In light of the 1/2 level + old bonus being the listed entry for the stats (it's not the stat bonus but rather the skill bonus for those skills) I'll revise my Defense formula.


10+level+raw stat bonus
So 10+6+2

Either 10+1/2 level + adjusted stat bonus (1/2 level + stat bonus) or 10+level+stat bonus get you the same number.

He has a +2 AC bonus or +8 AC bonus (if it doesn't include level)
AC=10+Armor bonus+Dex (SAGA) or 10+level+Armor bonus+Dex (3.x)

The stats along the bottom are shorthand for Str skills check, Dex skills check, etc. with the real modifier based on 3.x and easily gleaned from the entry (thus the actual stat is still listed).
 
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so stats are the same as they were before, the bonuses listed at the bottom are only really for skill checks that are based off of a particular stat.

As you say for defense, 10+level + stat bonus. In the case of AC, i believe Armor takes the place of a stat bonus.

now for attacks...

+ 4 strength bonus for melee, and +2 dex bonus for range.

I will assume the -2 to melee due to *dualwielding* claws, so that leaves a +7 after you subtract the stats. 6 could be from level, which would make sense. Is the remaining +1 coming from striker? From the monster base itself?

I would imagine attack progression in 4e would go up at the same rate for everyone, classes would simply give a bonus, though this might not hold up to well with multi classing, perhaps this is where roles come in, not really sure on this one.

the +4 melee damage now makes sense giving full str bonus to both attacks.

The range + 2 damage however doesn't fit with the strength score. It could just be the base damage for the attack, but what could be interesting would be the use of dexterity for ranged damage bonuses.
 

Wormwood said:
Check out that stat block compared to the 3.5 version.

Simpler and easier to use than I dared to expect.
This assists my theory that generating statblocks will also be extremely easy compared to 3.x. How much of that statblock is "6th level skirmisher" and how much is "spined devil"? In other words, if I wanted to invent a new devil, how much work will I have to do to a basic skirmisher? If I wanted to make the spined devil into a brute instead, how much work would that be?

I'm looking forward to finding out the answers to these questions.
 

It doesn't make sense that they would take the level into consideration TWICE for to hit. (BAB and 1/2 to attribute)

Let's explore the other attribute option (1/3 rounded up):

Stats:
1, 2, 3 = +1
4, 5, 6 = +2
7, 8, 9 = +3
10, 11, 12 = +4
13, 14, 15 = +5
16, 17, 18 = +6
19, 20, 21 = +7

(I personally find this much more streamlined.)

Melee to hit is +7 for strength and +4 for 6th level skirmisher and -2 for two claws. Ranged is +5 and +4 for 6th level skirmisher.

There could be another formula for determining skills, with this creature getting a +10 to his spot in addition to that formula.

Doesn't explain the damages though, and personally I think it's probably the same formula as 3.5 plus 1/2 level. However, I still don't see why they would take the level into consideration twice.
 

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