Deathknell to contain more Eberron minis [Archive] - Wizards Community

Post/Author/DateTimePost
Kiirnodel

10-19-04, 02:03 AM
What are we getting this set???
This would be cool:
Gnome Artificer - LG -33 points
LVL 4; SPD 4; AC 16; HP 20
Melee Attack: +5 (5)
Ranged Attack: +5 (5)
Type: Small Humanoid (Gnome)
Special Abilities: Minions (1 Iron Defender); Slow Ranged Attack
Spells: Lesser Acid Orb, unlimited uses (Range 6; 5 acid; ignore SR)
Sorcerer Spells: 1st - [][][][] Magic Weapon (Touch; +1 atk, ignore DR); Repair Light Damage (Touch; target contruct heals 5); Shield of Faith (touch; +2 AC) 2nd - [][][] Bear's Endurance (Touch; +10 hp), Lesser Weapon Augmentation (Touch; Target gets melee damage +5 cold, electric or fire)

Iron Defender - LG/LE - 6 points
LVL 2; Spd 8; AC 17; HP 20
Melee Attack: +5 (5)
Ranged Attack: --
Type: Small Contruct
Special Abilities: Hide; Requires Artificer (See D&D Quick Reference) or Commander

Aereni Priest - LG/CG - 28 points
Commander 3
LVL 5; SPD 6; AC 16; HP 30
Melee Attack: +6 (5 magic)
Ranged Attack: +6 (5)
Type: Humanoid (Elf)
Commander Effect: Deathless followers gain Melee attack +4 and ignore DR.
Special Abilities: Turn Undead 5 []
Spells: 1st- Sanctuary [][][] (Touch; Target creature can't be attacked until its next turn); Shield of Faith [] (Touch; +2 AC) 2nd - Cure Moderate Wounds [][] (Touch; Heals 10 hp); Consecrate [] (Self; Undead that this creature threatens get save -4, deathless get save +4) 3rd - Halt Deathless [] (Sight; Paralysis, Deathless only; DC 15); Searing Light [] (Sight; 10 damage or 20 damage to undead)

Undying Soldier: 13 points; LG/CG
LVL 4; SPD 4; AC 17; HP 25
Melee Attack: +5 (5)
Ranged Attack: +3 (5)
Type: Deathless
Special Abilities: Blind-Fight, Cleave, DR 5; Smite Evil [] (+5 damage to evil enemies)

Karrnathi Skeleton: 11 points; LE
Lvl 3; Spd 4; AC 21; HP 20
Melee Attack: +2/+2 (5)
Ranged Attack: +2 (5)
Type: Undead
Special Abilities: DR 5; Immune Cold.

Monk of the Mockery: 19 points; LE
Lvl 6; Spd 10; AC 17; HP 35
Melee Attack: +8/+8 (5 magic)
Ranged Attack: -
Type: Humanoid (Human)
Special Abilities: Deflect Arrows (+4 AC against ranged attacks), Flensing Strike [] (As stunning attack, but attack and save -4 instead of stun; DC 19), Stunning Attack [] (DC 14)

House Denieth Blademarksman; 14 points; LG
Lvl 4; Spd 6; AC 19; HP 40
Melee Attack: +7 (5 magic)
Ranged Attack: +5 (5)
Type: Humanoid (Human)
Special Abilities: Cleave
Spells: Shield of Faith [] (Touch; +2 AC)

House Thuranni Assassin; 21 points; CE/LE
Lvl 7; Spd 6; AC 17; HP 30
Melee Attack: +5 (5)
Ranged Attack: +7 (5 magic)
Type: Humanoid (Elf)
Special Abilites: Death Attack (DC 13), Hide, Precise Shot, Ranged Sneak Attack +15, Selective Shot 1.
Spells: True Strike [] (Self; Next attack is +20 attack and ignores conceal)
I'd like to see the Lord of Blades too, that would be awesome
Pallis

10-19-04, 02:31 AM
All cool...I'd particularly like to see some tribal Xen'drik drow...
Save-vs-DM

10-19-04, 02:43 AM
Great! I'd like to see some changelings myself. That an a kalashtar psion.

Cheers,
Save vs DM
Kiirnodel

10-19-04, 03:13 AM
Fantatic Telepath - 35 points; LE (Most fitting)
Lvl 5; SPD 6; AC 12; HP 20
Melee Attack: +2 (5)
Ranged Attack: --
Type: Humanoid (Human)
Spells: Psionics 32 pp - Brain Lock 3 pp (Range 6; stun humanoid; DC 14); Demoralize 3 pp (range 6; target creature of level 5 or lower makes a morale save); Empty Mind 3 pp (Self, Immediate Action; gain Save +4 until next activation, can cast when adjacent to an enemy); Inertial Armor 1pp (Self; +4 AC); Mind Thrust 5 pp (Sight; 20 damage; DC 14 negates); Suggestion 5 pp (range 6; confusion, save at the end of affected creature's turn; DC 15)

I really like this one, his activations actually detract from, the enemies, so it helps close the gap, plus it has the nice effects of Telepathy.
I think the Karrnathi Skeleton and Zombie will be in the next set, they hinted at a large host of undead, maybe Karnathi dead loses DR drop him below 10 points and get a necromancer that can replace dead guys with 10 point undead...like a "True Necromancer of Vol" :devil:

They have already made 2 warforged, a shifter and a changling.
Kiirnodel

10-19-04, 05:57 PM
Gatekeeper Initiate - ?? points; CG
Lvl 7; SPD 7; AC 14; HP 50
Melee Attack: +9 (10)
Ranged Attack: +5 range 6 (5)
Type: Humanoid (Human, Orc)
Special Abilities: Beastmaster 5. Save +4 against Aberrations.
Spells: 1st - Cure Light Wounds [][] (Touch; Heal 5 hp), Entangle [][] (radius 2; Entangle; DC 13) 2nd - Zone of Natural Purity [][][] (Permanent Radius 2; Fey and plants get +2 saves and attack, aberrations get -2 save and attack) 3rd - Protection from Energy [][] (Touch; target creature gains Immune to energy type of your choice); 4th - Nature's Wrath [] (Radius 4; Dragons, Giants, Humanoids, Monstrous Humanoids and Outsiders take 15 damage, Aberrations take 30 damage and are stunned; DC 16)

Elaydren D'Cannith - ?? points; Any
Lvl 4; Spd 6; AC 15; HP 20
Melee Attack: +1 (5)
Ranged Attack: +3 range 6 (5)
Type: Humanoid (Human)
Special Abilities: Unique
Sorcerer Spells: 1st - [][][][] Charm Person (range 6; confusion, ends after target humanoids next turn; DC 13); Mage Armor (Self; +4 AC)

Warden of the Wood - 10 points; CG
LVL 3; SPD 7; AC 16; HP 20
Melee Attack: +4 (5)
Ranged Attack: +6/+6 (5)
Type: Humanoid (Elf)
Special Abilities: Hide, Precise Shot.

Kalashtar Egoist - ?? points; LG
LVL 6; SPD 6; AC 13; HP 30
Melee Attack: +7 (5 magic)
Ranged Attack: -
Type: Humanoid (Kalashtar)
Special Abilities: Immune Sleep; Save +2 against Charm, Confusion, Dominate and Stun.
Spells: Psionics 32 pp: Biofeedback 7 pp (Gain DR 5); Body Adjustment (Self; Heal 10 hp); Dissipating Touch 5 pp (Touch; 20 acid damage); Inertial Armor 1 pp (Self; +4 AC); Tower of Iron Will 5 pp (Your Warband, Swift action; Save +4 for one round); Vigor 3 pp (Self; +10 hp)

The Lord of Blades: 103 points; LE; Commander 6
LVL 12; SPD 4; AC 22; HP 100
Melee Attack: +13/+8 (20 magic)
Ranged Attack: +10 (5 magic)
Type: Living Contruct
Commander Effect: Tyranical Morale +4 and followers gain +5 damage to living enemies.
Warband Building: Constructs of any faction are legal in your warband.
Special Abilities: Adamantine Laced 5; Artificer Casting (Can cast in melee); Bull Rush [][](Must be able to move next to or charge at targeted mini, 20 damage, knockback 2); Extended Charge +4, Minions (3 Iron Defenders); Powerful Charge +10, Stable Footing, Thorns 5 magic(Enemies who attack this creature in melee take 5 damage).
Sorcerer Spells: Sorcerer Spells: 1st - [][][][] Magic Weapon (Touch; +1 atk, ignore DR); Repair Light Damage (Touch; target contruct heals 5); Shield of Faith (touch; +2 AC) 2nd - [][][] Bull's Strength (Touch; Melee Attack +2 and Damage +5); Lesser Weapon Augmentation (Touch; Target gets melee damage +5 cold, electric or fire); Repair Moderate Damage (Touch; Contruct heals 10)
Sucros

10-19-04, 06:47 PM
I *still* say they should have a greensinger druid. They'd get bonuses to deal with the many fey that D&D minis has to offer.
The_other

10-19-04, 07:11 PM
some cool ones which are on my top 20 list.

LE cleric of the silver flame

LE/CE Cleric of the blood of vol

LE/LG Half-orc master inquisitive of Tharask

LG Half-white dragon human FrostBlade DragonSpeaker(sorcerer)

LG/LE Warforged Crusher (Warforged with monkeygrip and large warhammer)

LG/CG Thondred

yet again LG/CG/LE/CE Oalian :D
Demonologist

10-20-04, 12:55 AM
Most of these look really cool, I would put my top 3 as:
-Lord Of Blades (Love this) :fight!:
-Elaydren D'Cannith (Everyone knows her now... Everyone!) :love:
-Iron Defender (Love those little guys) :D

And by the way, I love your artificer ideas. :thumbsup:

Kudos
Zedium

10-20-04, 01:57 AM
heh, funny how I suggested most of these when keith wrote that "what miniatures would you like to see in eberron". Curious, I mentioned LoB, Karrnathi skellies, an aerenal with an undying soldier companion. Is this some kind of conspiracy? Nah, I guess they are just logical

Anyway, some rather cool minis in the list.