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<blockquote data-quote="GoodKingJayIII" data-source="post: 4185177" data-attributes="member: 13804"><p>I didn't want to hijack Keterys's thread with my own monsters, but he did inspire me to start making some, so I figured I'd give it a whirl. Feel free to critique, or just pop on in to watch the inevitable train wreck, as I'm sure I will mangle the 4e rules before we've even seen them! Without further delay, here's my first attempt: the hydromancer!</p><p></p><p></p><p></p><p><span style="font-size: 15px"><strong>Hydromancer</strong></span></p><p><span style="font-size: 15px"><strong>Level 7 Artillery</strong></span></p><p></p><p>Hydromancers are elementalists skilled at forming water into raw destructive power.</p><p></p><p>Medium humanoid XP ?</p><p><strong>Initiative</strong> +5 <strong>Senses</strong> +6</p><p><strong>HP</strong> 63 <strong>Bloodied</strong> 31</p><p><strong>AC</strong> 18; <strong>Fortitude</strong> 17, <strong>Reflex</strong> 18, <strong>Will</strong> 19</p><p><strong>Speed</strong> 6</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Staff</strong> (standard; at will)</p><p>+6 vs. AC; 1d8+3 damage</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Hail Bullets</strong> (minor; at will)*Cold</p><p>Range 20/40; +10 vs AC; 1d6+3 Cold</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Scalding Blast</strong> (standard; at will) *Fire</p><p>Range 10; +9 vs Reflex; 2d6+3 Fire and ongoing 3 damage (save ends).</p><p><em>Special:</em> Cannot be used in the same round as hail bullets.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> <strong>Hard Rain</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> )</p><p>Close Blast 5; +9 vs Reflex; 2d6+3 and targets are pushed back 2 squares and dazed (save ends).</p><p><em>Special:</em> Cannot be used in the same round as hail bullets.</p><p></p><p><strong>Liquid Form</strong> (minor; recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> )</p><p>Gain insubstantial and +2 movement until the next turn.</p><p></p><p><strong>Str</strong> 8 (+2) <strong>Dex</strong> 14 (+5) <strong>Wis</strong> 17 (+6)</p><p><strong>Con</strong> 14 (+5) <strong>Int</strong> 15 (+5) <strong>Cha</strong> 18 (+7)</p><p></p><p><strong>Hydromancer Tactics</strong></p><p>Alone, a hydromancers keep their distance, pelting targets with 1-2 hail bullets per round while moving and using liquid form when necessary. In groups, most hydromancers will fill out the back ranks using their ranged abilities while one rushes in with liquid form and hard rain on as many foes as possible.</p></blockquote><p></p>
[QUOTE="GoodKingJayIII, post: 4185177, member: 13804"] I didn't want to hijack Keterys's thread with my own monsters, but he did inspire me to start making some, so I figured I'd give it a whirl. Feel free to critique, or just pop on in to watch the inevitable train wreck, as I'm sure I will mangle the 4e rules before we've even seen them! Without further delay, here's my first attempt: the hydromancer! [SIZE=4][B]Hydromancer Level 7 Artillery[/B][/SIZE] Hydromancers are elementalists skilled at forming water into raw destructive power. Medium humanoid XP ? [B]Initiative[/B] +5 [B]Senses[/B] +6 [B]HP[/B] 63 [B]Bloodied[/B] 31 [B]AC[/B] 18; [B]Fortitude[/B] 17, [B]Reflex[/B] 18, [B]Will[/B] 19 [B]Speed[/B] 6 :bmelee: [B]Staff[/B] (standard; at will) +6 vs. AC; 1d8+3 damage :ranged: [B]Hail Bullets[/B] (minor; at will)*Cold Range 20/40; +10 vs AC; 1d6+3 Cold :ranged: [B]Scalding Blast[/B] (standard; at will) *Fire Range 10; +9 vs Reflex; 2d6+3 Fire and ongoing 3 damage (save ends). [I]Special:[/I] Cannot be used in the same round as hail bullets. :close: [B]Hard Rain[/B] (standard; recharge :5: :6: ) Close Blast 5; +9 vs Reflex; 2d6+3 and targets are pushed back 2 squares and dazed (save ends). [I]Special:[/I] Cannot be used in the same round as hail bullets. [B]Liquid Form[/B] (minor; recharge :6: ) Gain insubstantial and +2 movement until the next turn. [B]Str[/B] 8 (+2) [B]Dex[/B] 14 (+5) [B]Wis[/B] 17 (+6) [b]Con[/B] 14 (+5) [B]Int[/B] 15 (+5) [B]Cha[/B] 18 (+7) [B]Hydromancer Tactics[/B] Alone, a hydromancers keep their distance, pelting targets with 1-2 hail bullets per round while moving and using liquid form when necessary. In groups, most hydromancers will fill out the back ranks using their ranged abilities while one rushes in with liquid form and hard rain on as many foes as possible. [/QUOTE]
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