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Game Day mini = Spined Devil
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<blockquote data-quote="jodyjohnson" data-source="post: 3828858" data-attributes="member: 5590"><p>In the cases where the new stat block differs from 3.x I think the first choice of interpretation would be to see if it matches SW Saga.</p><p></p><p>In the case of the Untrained skills I think these match the Saga system (1/2 level + stat mod). They are listed with the Stats as a combined bonus.</p><p></p><p>In the case of the Defenses these match Saga as 10+level+stat mod (class mods come from Herioc classes, and gear mods come from gear). It's a monster so no class or gear.</p><p></p><p>Saga doesn't have AC (it uses Ref) but 10+level or armor+Dex+natural armor seems close. 10+6 for level+2 dex+2 NA. No class bonus or gear bonus involved.</p><p></p><p>In the case of damage they differ from creatures in Saga since they do not add half level to damage (heroic class and monsters get 1/2 level, non-heroic classes don't). Damage is Base+str mod for melee. I think a firmer guess requires more data on the ranged since it seems like more of a special attack than a ranged attack (Base + ability mod for ranged/spell-like damage).</p><p></p><p>It's possible that adding 1/2 level to damage doesn't transfer from SW Saga. A cleaner damage would be Dice+relevant stat (thus calling out Dex in the ranged attack). Melee is Str by default.</p><p></p><p></p><p>For hit points the Saga system seems to match.</p><p></p><p></p><p>As far as the attack bonuses at Melee and Ranged go I think the variance from standard 3.x or Saga is from the new factor introduced in 4e which is role.</p><p></p><p></p><p>I think the poison probably lasts for the entire encounter and the '5' is either the Poison attack strength (5+d20 vs. Fort defense) or per round damage.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 3828858, member: 5590"] In the cases where the new stat block differs from 3.x I think the first choice of interpretation would be to see if it matches SW Saga. In the case of the Untrained skills I think these match the Saga system (1/2 level + stat mod). They are listed with the Stats as a combined bonus. In the case of the Defenses these match Saga as 10+level+stat mod (class mods come from Herioc classes, and gear mods come from gear). It's a monster so no class or gear. Saga doesn't have AC (it uses Ref) but 10+level or armor+Dex+natural armor seems close. 10+6 for level+2 dex+2 NA. No class bonus or gear bonus involved. In the case of damage they differ from creatures in Saga since they do not add half level to damage (heroic class and monsters get 1/2 level, non-heroic classes don't). Damage is Base+str mod for melee. I think a firmer guess requires more data on the ranged since it seems like more of a special attack than a ranged attack (Base + ability mod for ranged/spell-like damage). It's possible that adding 1/2 level to damage doesn't transfer from SW Saga. A cleaner damage would be Dice+relevant stat (thus calling out Dex in the ranged attack). Melee is Str by default. For hit points the Saga system seems to match. As far as the attack bonuses at Melee and Ranged go I think the variance from standard 3.x or Saga is from the new factor introduced in 4e which is role. I think the poison probably lasts for the entire encounter and the '5' is either the Poison attack strength (5+d20 vs. Fort defense) or per round damage. [/QUOTE]
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