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| #1jailbreakerAug 10, 2009 20:55:54 | Because I don't feel like making 15 different threads. Or two, for now, because I'd like to start with two new enemies: Diabolical Torch and Bugbear Mage. Note: Please rate the High-priority stuff before mid- and low- because that's the stuff I need for sessions coming soon (say, two or three days.) Diabolical Torch, High Priority Diabolical Torch – Level 3 skirmisher Tiny Immortal Animate (Blind, Devil) – XP 150 Initiative +7 – Senses Perception +3; Tremorsense 8 HP 44; Bloodied 22 AC 17; Fort 14, Ref 17, Will 15 Resist 5 fire; Vulnerable cold (when the Diabolical Torch takes cold damage, it is immobilized and cannot use its Fiery Touch power until it uses a move action to end the effect) Speed 4; climb 3 (spider climb) (m) Fiery Touch (standard; at-will) ♦ Fire Reach 0; +6 vs. Reflex; 1d6 + 5 fire damage. Quick Hop (minor; encounter) The Diabolical Torch makes an Athletics check to jump. If, when this power is used, Far Leap is not recharged, it recharges it at the start of its next turn. Far Leap (free, when the Diabolical Torch makes an Athletics check to jump; encounter) The Diabolical Torch gains a +10 power bonus to the check. If, when this power is used, Quick Hop is not recharged, it recharges it at the end of its next turn. Jumpy The Diabolical Torch does not provoke opportunity attacks while jumping, can exceed its normal movement while jumping, and does not have to move to make a running jump. Alignment Evil – Languages – Skills Athletics +5 (+15 to jump) Str 9 (+0) – Dex 20 (+6) – Wis 14 (+3) Con 12 (+2) – Int 3 (-3) – Cha 3 (-3) Lore Religion DC 10: Diabolical Torches are minor animations from the Nine Hells that serve as incredibly fast messengers, spies, and saboteurs, especially when Imps are unavailable. Religion DC 15: Diabolical Torches are known for their ability to jump great distances. Their legs are strong and sensitive – they are able to “see” using the faintest of vibrations. A Diabolical Torch appears thus: It looks like an ordinary torch, made out of gold-ish metal; however, the bottom half is replaced with four mechanical-looking, spidery legs. |
| #2QubeAug 11, 2009 0:06:57 | Diabolical Torch
Bugbear Mage
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| #3jailbreakerAug 11, 2009 9:01:35 | ^ Diabolical Torch: They're supposed to jump, yes. Also, The powers go like this: Turn 1: QH Turn 2: FL Turn 3: Normal Jumping I'll consider the taking 10 though. Bugbear Mage: Yes, it's easily avoided... but if some Bugbear Warriors are around, they can keep a PC locked up tightly. (Especially because my players have an irrational fear of Oppurtunity Attacks. ;)) Maybe it could use a damage boost to REALLY punish those in the area. By the way, in case you missed it, it's a burst 1, so its avoidability depends a lot on the terrain. |
| #4jailbreakerAug 13, 2009 10:55:19 | Bump. Darn it, no one loves me. ![]() |