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RPG stats for all Dungeons of Dread minis

Obscure said:
But if the continue-conclude mechanic requires multiple hits by the monster, it would hardly ever work for the Bralani, which has to recharge its Curse of Autumn. It makes more sense that the Vampire is able to Dominate using one minor action and two failed saves by the target.
Makes sense, especially with the "Only 1 at a time", meaning he cannot several domination chains. If it would require to use the attack over and over again, the vampire vizier could pull it off in a single turn (by converting actions into minor actions), making the save almost meaningless, and would hence rather get a "once per turn" restriction.

Cheers, LT.
 

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Ah, looking at those stats I still can't figure how initiative is calculated. For those premade PCs, it was just the dexterity value, but for NCPs, it seems so random (It could be a set amount, not calculated by anything, as other stats).
 

Cirex said:
Ah, looking at those stats I still can't figure how initiative is calculated. For those premade PCs, it was just the dexterity value, but for NCPs, it seems so random (It could be a set amount, not calculated by anything, as other stats).
Could be wrong, but usually, but shouldn't it be
Dex Bonus (like in 3E) + 1/2 level. I suppose, a +2 or +5 bonus might sometimes be applied (+5 similar to trained skills, +2 for race/role/weight?). But I haven't checked them out yet to confirm my hypothesis.
 

Khuxan said:
I suspected as much when someone revealled Golden Wyvern had been removed from the PH. A bit later on someone discussed a feat that granted +1 damage on cold and acid spells - and again no mention of Emerald Frost. I'd say it's likely it's canned.

There was a feat mentioned in the advertisement from the UK called Burning Blizzard that does +1 cold and acid spells. ;)
 

Mustrum_Ridcully said:
Could be wrong, but usually, but shouldn't it be
Dex Bonus (like in 3E) + 1/2 level. I suppose, a +2 or +5 bonus might sometimes be applied (+5 similar to trained skills, +2 for race/role/weight?). But I haven't checked them out yet to confirm my hypothesis.

So it would be equal to the dexterity used for dexterity checks for both PCs and NPCs (Stat + half level), but it isn't the case here. It's the first thing I checked.

For NPCs, it may be modified by their role (artillery, leader, etc.).
In example, this Dwarven Warlord, level 12, with base dexterity 11, modifier 6 (0+half level), has initiative 11.
This other NPC, an Elven Archer, level 2 artillery, base dexterity 16, has initiative 10.
 

Stalker0 said:
The first thing I'm curious about is the timing of some abilities.

For example, the warrior wight has a soul reaping ability that it can use on immbolized targets. Its standard attack causes immobilization for 1 round. However, when exactly does the immobilization wear off? If it at the end of the opponent's turn, in which case soul reaping only works when you have multiple wights. Or does it work at the end of the wights next turn?
The Eye of Flame Beholder is another example - what good is the central eye's ability to lower a creatures defense and increase their vulnerability to fire if the effect goes away before they actually get to make a fire attack on the target? My understanding, though, is that it's the latter of your scenarios: 1 round effects last 'til the end of the initiating creature's next turn. So in 4E, the Monk (when he comes out) will actually get to take advantage of his own stunning fist (something that never made sense in 3E).

Pretty sure this was documented in either the DDXP quick rules or in the new mini's rules download.
 

Sir Brennen said:
The Eye of Flame Beholder is another example - what good is the central eye's ability to lower a creatures defense and increase their vulnerability to fire if the effect goes away before they actually get to make a fire attack on the target?
Look again, the central eye is a minor action and can hence be used right before he fires a ray.

Cheers, LT.
 


FlameFrost said:
Stern Reply Standard, only when Bloodied
or prone; stand up AND +13 vs AC; 4d6+5 AND Dazed 1 rd.
This is so awesome. If I was playing a fighter with this ability, I would do a lot of diving behind enemy lines or underneath legs and then stand up with this ability.
Curse of the Lurking Serpent Minor;
+9 vs Will; 1d6+5 poison if ends turn closer to this creature (save ends). Rchg
5, only if no target aff ected.
I think that I read about this on a blog somewhere.
 


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