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<blockquote data-quote="DanmarLOK" data-source="post: 4671527" data-attributes="member: 71480"><p>There's always a DC25 Lore check to figure out vulnerabilities but you do raise a valid point in giving creatures vulnerabilities to the more 'outre' keywords they'll almost never come in to play. </p><p></p><p>I actually added something to my site today though that has a vulnerability so I'll repost here (excuse the screwy font size here but it's not letting me edit it properly after the paste, you can see the original here: <a href="http://www.keyourcars.com/2009/02/17/stone-children/" target="_blank">Key Our Cars » Blog Archive » Stone Children</a>)</p><p></p><p>Child of Stone Level 8 Lurker Medium Elemental Magical Beast (earth) XP 350 <strong></strong></p><p><strong>Initiative</strong> +11 <strong>Senses</strong> Perception +7, Tremorsense 10 </p><p> <strong>HP</strong> 71; <strong>Bloodied</strong> 35 <strong></strong></p><p><strong>AC</strong> 22; <strong>Fortitude</strong> 20, <strong>Reflex</strong> 20, <strong>Will</strong> 20 <strong></strong></p><p><strong>Resist</strong> 5 Fire; <strong>Vulnerable</strong> 5 Cold <strong></strong></p><p><strong>Speed</strong> 6</p><p> <img src="http://www.keyourcars.com/wp-includes/images/smilies/icon_meleebasic.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>Smashing Blow</strong> (Standard; at-will) +13 vs. AC; 2d6+5 and target is pushed 1 square. Special: This attack does an extra 1d6 damage when the Child of Stone has combat advantage. </p><p> </p><p><img src="http://www.keyourcars.com/wp-includes/images/smilies/icon_rangebasic.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>A Stone’s Throw</strong> (Standard; at-will) Ranged 10/20; +13 vs. AC;1d8+5.</p><p></p><p><img src="http://www.keyourcars.com/wp-includes/images/smilies/icon_area.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <strong>Shifting Sands</strong> (Standard; encounter) Area Burst 2 within 20; +11 vs. Reflex; 1d8+5 and target is immobilized (save ends). </p><p></p><p><strong>Earth Travel</strong> (Move; recharge <img src="http://www.keyourcars.com/wp-includes/images/smilies/icon_d5.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> <img src="http://www.keyourcars.com/wp-includes/images/smilies/icon_d6.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> ) The Child of Stone can meld into the earth or stone in it’s square and move up to its movement through the earth, ignoring difficult terrain. It can reappear as a minor action in any square at the end of its movement or stay melded and continue to move through the earth and does not need to trigger Earth Travel again until it exits the earth. </p><p></p><p><strong>Embrace of Stone</strong> (Minor; encounter) Stone flows up and encases the Stone Child in shielding armour. The Stone Child gains Resist All 10 until the end of its next turn. <strong></strong></p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> Primordial </p><p><strong>Str</strong> 20 (+9) <strong>Dex</strong> 15 (+6) <strong>Wis</strong> 5 (+1) </p><p><strong>Con</strong> 15 (+6) <strong>Int</strong> 7 (+2) <strong>Cha</strong> 8 (+3) </p><p> <strong></strong></p><p><strong>Child of Stone Lore</strong></p><p></p><p> Chldren of Stone appear as gray to black humanoids from the waist up, where their legs would be is simply a pillar of flexible stone. Their ‘heads’ are typically featureless although they may have slight depressions where eyes would be. They seldom travel alone and typically in pairs or groups of pairs as each child is formed when a block of elemental stone is split in twain by massive storms that occasionally sweep the plane of earth. </p><p> A character knows the following information with a successful Arcana check.</p><p> <strong>DC 15:</strong> Stone Children are among the lowest forms of elementals strong enough to make their way from the elemental planes.</p><p> <strong>DC 20:</strong> Stone Children as said to be able to travel through the very stone as swiftly as a man might walk.</p><p> <strong>DC 25:</strong> Stone Children are said to be vulnerable to cold which makes them brittle and prone to causing to shattering.</p><p> <strong>Tactics</strong></p><p></p><p> The stone children aren’t shining examples of intelligence but have a certain cunning. They will use their Earth Travel power to get into the best position going after non-armoured characters if they can. A duo will atempt to gain flanking and combat advantage, delaying actions to appear at the same time.</p></blockquote><p></p>
[QUOTE="DanmarLOK, post: 4671527, member: 71480"] There's always a DC25 Lore check to figure out vulnerabilities but you do raise a valid point in giving creatures vulnerabilities to the more 'outre' keywords they'll almost never come in to play. I actually added something to my site today though that has a vulnerability so I'll repost here (excuse the screwy font size here but it's not letting me edit it properly after the paste, you can see the original here: [URL="http://www.keyourcars.com/2009/02/17/stone-children/"]Key Our Cars » Blog Archive » Stone Children[/URL]) Child of Stone Level 8 Lurker Medium Elemental Magical Beast (earth) XP 350 [B] Initiative[/B] +11 [B]Senses[/B] Perception +7, Tremorsense 10 [B]HP[/B] 71; [B]Bloodied[/B] 35 [B] AC[/B] 22; [B]Fortitude[/B] 20, [B]Reflex[/B] 20, [B]Will[/B] 20 [B] Resist[/B] 5 Fire; [B]Vulnerable[/B] 5 Cold [B] Speed[/B] 6 [IMG]http://www.keyourcars.com/wp-includes/images/smilies/icon_meleebasic.gif[/IMG] [B]Smashing Blow[/B] (Standard; at-will) +13 vs. AC; 2d6+5 and target is pushed 1 square. Special: This attack does an extra 1d6 damage when the Child of Stone has combat advantage. [IMG]http://www.keyourcars.com/wp-includes/images/smilies/icon_rangebasic.gif[/IMG] [B]A Stone’s Throw[/B] (Standard; at-will) Ranged 10/20; +13 vs. AC;1d8+5. [IMG]http://www.keyourcars.com/wp-includes/images/smilies/icon_area.gif[/IMG] [B]Shifting Sands[/B] (Standard; encounter) Area Burst 2 within 20; +11 vs. Reflex; 1d8+5 and target is immobilized (save ends). [B]Earth Travel[/B] (Move; recharge [IMG]http://www.keyourcars.com/wp-includes/images/smilies/icon_d5.gif[/IMG] [IMG]http://www.keyourcars.com/wp-includes/images/smilies/icon_d6.gif[/IMG] ) The Child of Stone can meld into the earth or stone in it’s square and move up to its movement through the earth, ignoring difficult terrain. It can reappear as a minor action in any square at the end of its movement or stay melded and continue to move through the earth and does not need to trigger Earth Travel again until it exits the earth. [B]Embrace of Stone[/B] (Minor; encounter) Stone flows up and encases the Stone Child in shielding armour. The Stone Child gains Resist All 10 until the end of its next turn. [B] Alignment[/B] Unaligned [B]Languages[/B] Primordial [B]Str[/B] 20 (+9) [B]Dex[/B] 15 (+6) [B]Wis[/B] 5 (+1) [B]Con[/B] 15 (+6) [B]Int[/B] 7 (+2) [B]Cha[/B] 8 (+3) [B] Child of Stone Lore[/B] Chldren of Stone appear as gray to black humanoids from the waist up, where their legs would be is simply a pillar of flexible stone. Their ‘heads’ are typically featureless although they may have slight depressions where eyes would be. They seldom travel alone and typically in pairs or groups of pairs as each child is formed when a block of elemental stone is split in twain by massive storms that occasionally sweep the plane of earth. A character knows the following information with a successful Arcana check. [B]DC 15:[/B] Stone Children are among the lowest forms of elementals strong enough to make their way from the elemental planes. [B]DC 20:[/B] Stone Children as said to be able to travel through the very stone as swiftly as a man might walk. [B]DC 25:[/B] Stone Children are said to be vulnerable to cold which makes them brittle and prone to causing to shattering. [B]Tactics[/B] The stone children aren’t shining examples of intelligence but have a certain cunning. They will use their Earth Travel power to get into the best position going after non-armoured characters if they can. A duo will atempt to gain flanking and combat advantage, delaying actions to appear at the same time. [/QUOTE]
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