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Switch to Forum Live View Lords of Creation 2 (OOC) (Thread 2)
4 years ago  ::  Aug 14, 2009 - 6:09PM #51
Xeadin
Date Joined: Feb 26, 2009
Posts: 3,726

AngeloftheNight wrote:

Alright sounds good.

EDIT: Here's my first ever 4E attempt at a monster. I created one of the Fast Zombies that Vymrl made during the Humite Wars.

Behold, and let the criticism flow! lol

Fast Zombie

Level 1 x [Skirmisher]
Medium Natural Animate (Undead)
A fiendish howl echoes through the tunnels, and the oozing corpse leaps towards you...
Initiative: +4 x ; Senses: Tremorsense 3
HP: 14 x ; Bloodied: 7
AC: 15 x ; Fortitude: 16; Reflex: 15; Will: 13
Resist [Necrotic] 10 x ; Immune [Disease, Poison]; Vulnerable [Radiant] 5
Str: +3 x (16), Con: -1 (8), Dex: +2 (15), Int: -3 (3), Wis: +1 (10), Cha: -3 (3)
Action Points:1
Speed 6 x ; Climb 7


"This is my base stat block" Show

M Slam (Standard; at-will)
Reach 2; +6 vs AC; 1d12+4 damage and the Target is marked until the end of the Abomination's next turn.
m Buffet of Gore (Standard; at-will)
The Abomination makes two Slam attacks.
m Ensareing Entrails (Minor; at-will)
+5 vs Reflex; The Target is grabbed (until escape). The Abomination may only grab one creature at a time.
m Visceral Envelopment (Minor; at-will)
Grabbed target only; +4 vs Fortitude; 1d10+3 damage. On a hit make a secondary attack against the same target.
Secondary Attack:+4 vs Fortitude; The Target contracts Filth Fever (MM 211)
r Fling (Standard; at-will)
Grabbed Target only; Ranged 5; 1d6+3 damage and the target is slid up to five squares (place adjacent to secondary target) and knocked prone.
Secondary attack: Target is thrown into secondary target; +5 vs Refelx; 1d6+3 damage and the secondary target is knocked prone.
Reanimate (The first time the Abomination drops to 0 Hit Points)
Make a new initiative check for the Abomination. On its next turn, the Abomination rises (as a move action) with 105 Hit Points.
Alignment: Evil
Languages:--


Good attempt- down to business-

Senses: Perception -4; Darkvision (Disregard Tremorsense)
INT -4 (3); WIS +0 (10); CHA -4 (3)
No Action Points, since it is not an Elite or Solo Skirmisher

Slam Attack: 1d6+3 or 1d10+3 damage, and the target is weakened (save ends).
Ensnaring Entrails: +4 vs. Reflex
Fling: Range- 2 or 3; +4 vs Fortitude; Target is thrown 2- 3 squares into the air, and lands prone; Miss- Half damage, and target is thrown 1 square and is not knocked prone. Disregard secondary attack.
Reanimate: Rises with 14 HP
Alignment: Unaligned

This was in fact a good attemp, but there were a few hitches that I have found. Having the Monster Manual may be helpful for constructing a Homebrewed monster (I have created quite a lot of homebrewed monsters), and to improve existing monsters to make them fit your campaign more easily.

Keep it up.

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4 years ago  ::  Aug 14, 2009 - 6:33PM #52
Topheh
Date Joined: May 28, 2008
Posts: 3,820
Angel-

Monster base stats look good, although the powers seem fairly overpowered. I'd either switch it to be something bigger than a level 1, or drastically cut down on the number and strength of the powers (average damage per hit is ~9, which at level one will knock off mebbe 1/3 of a players HP in one go... 1/2 off of a wizard with a low constitution score (8) and with the double slam, we're talking almost one-round kills.

drop the damage dice down to d4s or something, or a constant number... that way you can do two and it wont be deadly. I like the two attacks for a fast zombie... and if you want to keep it at level 1... get rid of the rest of the powers

Actually, looking at the powers... I'm just gonna say you didn't change them from some other enemy... otherwise it wouldn't reanimate to 105 HP

Megabyter,

Here would be the place to post your god's intro block. At the moment... the future of the game is up in the air, but if you wanted to get a flavor of how the game is played, you'd be welcome to start playing now... just be aware that odds are you won't be able to get much done before we restart.
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4 years ago  ::  Aug 14, 2009 - 7:02PM #53
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
I'm sort of having a problem with designing Iyelle. I want to give her a nice variety of powers, but once I add in the powers from the vampire template, it just seems like she has way too many abilities. I wonder if it will be a big deal if I cut of Dominating Gaze, Mist Form, and Second Wind.

Then again, I'm not sure if vampires in this game are different than the template in the DMG.
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4 years ago  ::  Aug 14, 2009 - 7:08PM #54
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,572
Sorry, Mech. Honestly, I've neglected to throw my vampire template together. . . I need to work on that.

While both of those powers should still be in, feel free to cut them if you need too. It may be that she simply never chooses to use them, or is unique in her inability to.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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4 years ago  ::  Aug 14, 2009 - 7:13PM #55
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
I just think it's odd that they gave vampires both blood drain and second wind. It makes vampire fights last too long...

Actually the template doesn't give second wind. It just appears on the MM vampires.
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4 years ago  ::  Aug 14, 2009 - 7:19PM #56
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,572
Right. Honestly, the vampire template as written looks fine to me. Mostly, I think I intended to shift the fluff up on vampires.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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4 years ago  ::  Aug 14, 2009 - 7:52PM #57
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
Iyelle Level 16 Elite Controller (Leader)

Medium natural humanoid (undead) XP 2 x ,800
Initiative +10 x Senses Perception +15; Darkvision
HP 308 x ; Bloodied 154
AC 30 x ; Fortitude 27; Reflex 28; Will 33
Resist 10 x Necrotic; Vulnerable 10 Radiant
Speed 6
Quarterstaff (standard; at-will) • x ; Weapon
+22 x vs. AC; 1d6 + 4 damage.
Shadowflame Bolt (standard; at-will) • x ; Fire, Necrotic
Ranged 10 x ; +20 vs. Reflex; 2d8 + 7 fire and necrotic damage, and the target takes a -2 penalty to fortitude and will defenses (save ends)
Horrors Below (minor; recharge 6 x ) • Teleportation
Iyelle summons 4 x Flesh Puppets in squares adjacent to her. Their initiative is directly after hers.
Soul Storm (standard; encounter) • x ; Necrotic, Healing, Zone
Close Burst 3 x ; +21 vs. Will; 4d8 +7 necrotic damage, and all undead in the area (not including Iyelle) feed on the souls, recovering 15 hp, and receiving a +2 bonus to all attack rolls and defenses until the end of the encounter.
Blood Drain (standard; recharges when adjacent creature becomes bloodied) • x ; Healing
Requires combat advantage against the target; +20 x vs. fortitude; 2d12 + 7 damage, and the target is weakened (save ends), and Iyelle regains 77 hit points.
Alignment: Evil
Skills Endurance +14 x , Heal +17, History +18, Insight +20, Religion +18
Str 18 x (+12) Dex 15 (+10) Wis 24 (+15)
Con 18 x (+12) Int 20 (+13) Cha 21 (+13)


Reasons for cutting Dominating Gaze: Iyelle is exerting too much energy controlling the undead in Old Terena to control any more creatures.
Mist Form: Iyelle refuses to flee. She doesn't accept failure, especially not her own.

History Checks (humites receive a +2 bonus on these checks)

DC 25: The garb that this humite is wearing is ceremonial elder clothes, worn by humite elders from long ago.
DC 30 (only after hearing her name): Iyelle Whiteplain was an elder of Rathali, the first humite settlement. It came to a mysterious demise that resulted in many citizens fleeing. Iyelle did not escape.

Arcana DC 20 reveals that she is a vampire.

So... thoughts on her? Too weak or powerful?
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4 years ago  ::  Aug 14, 2009 - 8:01PM #58
AngeloftheNight
Date Joined: Jan 16, 2008
Posts: 1,565
Perhaps I was unclear, ignore the sblocked information. I was using a statblock to know where to input information. For the damage, I used the DMGs medium class damage for a lvl 1-3 monster. I thought this was the basic melee damage? Please help me. :P
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4 years ago  ::  Aug 14, 2009 - 8:04PM #59
Mechalibur
Date Joined: Jan 7, 2009
Posts: 2,495
My only suggestion is not to give level one enemies so many powers.

Also, wizards almost always have 8 STR, not 8 CN.
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4 years ago  ::  Aug 14, 2009 - 8:12PM #60
AngeloftheNight
Date Joined: Jan 16, 2008
Posts: 1,565
Alright, this is gonna show, more than it already does, that I havn't fully read the DMG but... I thought Skirmesher monsters were fast and heavy hitters? I'm trying to create a monster that is easy to kill, but does a lot of damage and attacks in mobs.


EDIT: Updated Beastie (This is the only part of the creature I meant to create, the other thing was something I grabbed off of the Monster boards, just copy and pasting ideas over the original powers. This is what I have now, with suggestions from others incorporated.

Fast Zombie

Level 1 x [Lurker?]
Medium Natural Animate (Undead)
A fiendish howl echoes through the tunnels, and the oozing corpse leaps towards you...
Initiative: +4 x ; Senses: Darkvision, Perception -4
HP: 14 x ; Bloodied: 7
AC: 15 x ; Fortitude: 16; Reflex: 15; Will: 13
Resist [Necrotic] 10 x ; Immune [Disease, Poison]; Vulnerable [Radiant] 5
Str: +3 x (16), Con: -1 (8), Dex: +2 (15), Int: -4 (3), Wis: +0 (10), Cha: -4 (3)
Speed 6 x ; Climb 3; Burrow 2
Powers
Howl of the Hunt: [Reaction] [Trigger- First Line of Sight on enemy.] With a gurgling howl, the Zombie charges you.
Ranged 10 x All other Fast Zombies within hearing distance not in combat begin to move to location of call.
Shambling Leap: [Encounter] With prodigious strength, the creature hurls itself at you.
Ranged 2 x Fast Zombie moves to any PC within 2 squares, no AoO. +2 vs. AC
Sapper's Slash [At Will] The Zombie strikes at you with ridges of exposed bone, clearly used for digging.
+5 x vs. AC 1d10+3 damage

Languages:--
Alignment: Chaotic Evil


For Iyelle, did you mean to say "Soul Storm"?
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