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Monster Arena

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SparkImpulse
ZamuelNow
Z2
Dusk Raven
Grey Pen The Flawed
The Warrior of Many Faces
LoganAura
Dr Blight
Xel Unknown
Desperado
Commander Shepard
Brony 7 of 9
AProcrastinatingWriter
SilentBelle
Cardbo
Philadelphus
tygerburningbright
Garran Tomekeeper
Demonu
MirrorImage
Karilyn
Masterweaver
Stairc -Dan Felder
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Post  SilentBelle Thu Dec 13, 2012 2:51 am

Xel Unknown wrote:I shall build. Broken-Pony... Or at least something with Critfisher and Gather Energy! XD

Please do! Build something that I normally wouldn't, so long as you aren't trying to make an awful set of moves that really don't work together, then I'll be pleased Smile
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Post  tygerburningbright Fri Dec 14, 2012 11:05 pm

got two more for you no rush this time same characters please
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Post  Grey Pen The Flawed Sun Dec 16, 2012 2:15 am

Thought I'd post some Herdmind guys here.

The ones I have from my main Herdmind thread have since been tried, and I tweaked them a little. There's also two new ones that haven't been tried.

Here they are!

----

Catchers (Single)

HP: 20

I See Me Too: Gains a +5 bonus to saving throws against blindness when there are active allies who also have this trait.

(+1) Kick - Standard Attack
Deals 1D8 damage to target.

(-2) Stun - Standard Attack
Flip a coin. If heads, target is stunned (save ends)

Danger Rating: 0.75

----

Scouts (Single)

HP: 20

I See Me Too: Gains a +5 bonus to saving throws against blindness when there are active allies who also have this trait.

(+1) Kick - Standard Attack
Deals 1D8 damage to target.

(+1) Hover - Standard Utility
Gain Resist 2 until the end of your next turn.

(-1) Dodge - Immediate Interrupt
Trigger: An enemy would deal damage to you.
Result: Roll 1D6. On a 6, damage is negated. On a 1, damage is doubled.

Danger Rating: 0.6

----

Fighters (Single)

HP: 30

I See Me Too: Gains a +5 bonus to saving throws against blindness when there are active allies who also have this trait.

(+1) Spin Kick - Standard Attack
Deals 1D8 damage to target, and 1D6 to each adjacent target.

(+1) Brace - Standard Utility
Gain Resist 3 until the end of your next turn.

(-3) Nerve Attack - Standard Attack
Flip a coin. If heads, deals 2D10 damage to target. If tails, target is stunned (save ends).

(-5) Charge - Standard Attack
Deals 1D6 damage to target for every ally in the encounter.

(0) Enough! - Immediate Interrupt
Trigger: An ally or self is bloodied or an ally is knocked unconscious.
Result: Gain 3 PiPs, and may make an immediate saving throw.

Danger Rating: 1.5

----

Casters (Single)

HP: 30

I See Me Too: Gains a +5 bonus to saving throws against blindness when there are active allies who also have this trait.

(+1) Fireball - Standard Attack
Deals 1D8 damage to target, and 1D6 to each adjacent target.

(+1) Restore - Standard Utility,
Flip a coin. If heads, gives 2 PiPs to target. If tails, gives 1D4 HP.

(-3) Shock - Standard Attack
Deals 1D6 damage to target, and same target is stunned (save ends)

(-5) Shadow Ball - Standard Attack
Roll 1D4 and take the result:

1. Target is blinded (save ends)
2. Target is confused (save ends).
3. Target takes 2 ongoing damage (save ends).
4. Target loses 5 HP.

Danger Rating: 1.75

----

I shall wait patiently for your opinions.
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Post  SilentBelle Sun Dec 16, 2012 3:05 am

Alright, I'll tackle some of these soon, probably tomorrow. I'll do tyger's ones first via PM, and then get the new Monster arena characters up and do some of these ones.

By the way Grey Pen, when I critique yours, I'll aim to help them reach the danger rating that you've provided me with.
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Post  Grey Pen The Flawed Sun Dec 16, 2012 9:53 am

Ok!

In particular, I'd like to know how big of a deal the I See Me Too trait is, and if it might need to be tweaked a little. See, none of my players have a Blinding ability at current, so for now it's mostly just flavor that they'll probably never see... so I'd like to know before they get such an ability whether or not it's going to be too big of a deal for them.
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Post  SilentBelle Thu Dec 20, 2012 1:16 am

Okay, I'm going to go ahead and hammer out the new team of 'players' for my monster arena using the combat talent expansion and tomorrow I'm going to kick this thing back into gear Very Happy

I love this new title by the way Very Happy ------------------------->
(So Happy)
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Post  Grey Pen The Flawed Thu Dec 20, 2012 2:19 am

Yippee! I'm so happy!

BTW, you might need to re-flavor them a bit, but you are quite welcome to put these guys, and anything else I throw at you, into the Monster Compendium. (Preferably with due credit, but I'm not fussy.) I've gotten better at making these bad boys, but it'd be extra awesomeness to have a host of stuff to pick from when the next session starts in an hour.

And I love your new title too!
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Post  SilentBelle Fri Dec 21, 2012 2:19 am

Okay, so I tested all those monsters Grey Pen and here's what I would suggest as improvements to have the monsters meet the danger rating that you posted.

As a neat way to make the trait more useful:
I See Me Too: This creature gains a +1 bonus to saving throws (Max +5) for each active ally who also has this trait.

1: Catchers. Simple, increase their HP by 10 to reach a danger rating of 0.75

2: Scouts: Increase HP by 5,
make their dodge move into this:
[-1] Dodge - Interrupt Utility
Trigger this creature would take damage from an attack
Flip a coin, if heads, the triggering attack does not effect this creature

Also give them this neat move that can use their pips
[-3] Flashbang - Minor Utility
All creatures in combat are blind (save ends) and each creature may make an immediate saving throw against this effect.

3: Fighters: Boost the Spin Kick damage from 1d8/1d6 to 1d10/1d8
Make Brace grant 2 pips instead of 1 and increase the resist to 4
Reword charge to:
[-5] Charge! - Standard Utility
You and up to six allies may make the following attack against target creature as a free action
[0] Charging Strike - Free Attack
Deal 1d6 damage to target creature

Also change his Enough talent into a trait:
Leader's Indignation
Whenever an ally is bloodied or reduced to 0 or fewer hitpoints, this creature gains 3 pips and may make a saving throw.
Also change it's type from Single to Elite

4: Casters: Up their fireball damage from 1d8/1d6 to 1d10/1d8
Change Restore to a +2 pip move and have the healing effect heal 1d10
Up shock damage to 1d12
And Shadow ball needs to be stronger, suggestion:
[-4] Shadow Ball - Standard Utility
Roll a d4, target creature suffers the corresponding effect:
1: Target creature is Blinded (save ends) and weakened (save ends)
2: Target creature is Dominated (save ends)
3: Target creature suffers 5 ongoing damage (save ends)
4: Target creature loses 15 HP

So that's all the suggestions I came up with. I hope that helps Very Happy Let me know what you think of the changes.
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Post  Grey Pen The Flawed Fri Dec 21, 2012 9:35 am

Thanks Belle! Made the appropriate changes to my monster notes, and will re-post them elsewhere later.

Here, have a Parasprite!

Parasprite (Minion)

HP: 1

Fast Little Bugger
This creature starts with Resist 3.

(+1) Hey! Listen! - Standard Attack
Deals 1D6 damage to target creature. On a natural 1, target is stunned. On a natural 6, target may make the following free attack:

(0) No, YOU Listen! - Free Attack
Deals 1D8 damage to triggering creature.

(-3) Regurgitate
Summons an additional Parasprite.

Danger Rating: ...I don't know for sure!

EDIT: And another monstrosity that I made on a whim...

Slendermare (Solo)

HP: 100

Well Oriented: This creature can not be stunned, confused, or dominated.

Hard To Kill: This creature has Resist 3 and Regeneration 3.

Prepared: This creature starts with 4 PiPs.

(+6) Channel Energy (Working Name) - Standard Utility
Lose 1D8 PiPs.

(+1) Slam- Standard Attack
Deals 1D10 damage to target enemy.

(+1) Whisper Of Distrust- Standard Utility
Target makes an attack on their next turn against another target of your choosing. The target chooses which attack to use.

(-2) Willful Force- Standard Attack
Target is Dominated until the end of your next turn.

(-3) Shadow Step - Standard Utility
All enemies are blinded (save ends).

(-5) Dark Tendrils- Standard Attack
Deals 1D12 damage to target, and target is Dominated (save ends).

Danger Rating: 5
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Post  tygerburningbright Sun Dec 23, 2012 2:13 pm

Silent by any chance did the warrior of many faces give you the Nightmare Moon monster that he built?

Edit how much longer on the two that I gave you? I may need the V within a week or two(more knowing my group).
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Post  SilentBelle Sun Dec 23, 2012 2:48 pm

tygerburningbright wrote:Silent by any chance did the warrior of many faces give you the Nightmare Moon monster that he built?

Edit how much longer on the two that I gave you? I may need the V within a week or two(more knowing my group).

Umm, I had the monster in my inbox, but my inbox was getting kind of full, so I ended up deleting it... I figure he should have a copy though. As for your monsters, yep, they are next on my to-do-list. I think I might pull it off later today or tomorrow after work. I have a chapter to finish writing today, depending on how easy it is to finish up, I might have the time today.
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Post  tygerburningbright Sun Dec 23, 2012 2:50 pm

I was kind of hoping you could have run the combat as well warrior has been AWOL for 17 odd days...
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Post  SilentBelle Sun Dec 23, 2012 4:10 pm

Well that's his campaign, and I would never do that without his permission.
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Post  Grey Pen The Flawed Tue Jan 01, 2013 9:58 am

Please try my two new monsters?
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Post  SilentBelle Tue Jan 01, 2013 12:57 pm

Okay, I'll hit a bunch of requests today, Greypen's and tyger's.
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Post  SilentBelle Tue Jan 01, 2013 10:28 pm

Okay I got Grey Pen's here.

First off the Parasprite. Make the regurgitate a minor action, and their danger rating would be 0.2 so essentially 5 of these per character would cause a challenging battle.

Secondly Slender Mare. This one is actually a little short of the 5 Danger Rating, but that could be easily remedied by changing it's Whisper of Distrust into a minor utility instead of standard. This will increase it's pip gain enough to become a real threat to a 5 player party. Keep in mind the battle will most likely take a while if you use this monster (took me 13 rounds to take it down, though luck was in it's favour slightly and it knocked out two of the players by the end.) The only move that didn't get much use was the shadow step, it wasn't worth using pip-wise, maybe make it:
[-2] Baleful Gaze - Interrupt Utility
Trigger: This creature would be the target of an attack
Effect: The triggering creature is blinded and weakened (save ends both)

I always feel solo monsters should have minor and standard actions especially when they don't have additional turns per round.

I know these are kind of shorter than my usual spiel, but I'm busy Very Happy Now to do some of tyger's stuff...
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Post  tygerburningbright Tue Jan 01, 2013 10:42 pm

a few things the V needs to be 5ish now and the VD can wait the longest
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Post  SilentBelle Tue Jan 01, 2013 11:14 pm

So 5 huh... I guess I can work that one out. I'll get on V then. Umm, well, we can work out the VD later then, still at least I got a step on that one done Very Happy Be right back with a PM soon.
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Post  Dusk Raven Mon Mar 04, 2013 12:59 am

SilentBelle! I hear you are a master at designing monsters. I wish to design some monsters here and there and seek assistance. While I'll likely eventually test them here, should I do the actual planning/exposition in this thread or another?
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Post  SilentBelle Mon Mar 04, 2013 1:03 am

Well, make your own monster thread and I'll comment on it and give advice and help you build them there. When you want them tested, toss 'em on here and I'll evaluate how strong they are. I might even use 'em for the Overseers challenge Smile
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Post  Dusk Raven Mon Mar 04, 2013 1:06 am

That is precisely what I had hoped for, for I aim to create challenging boss monsters worthy of a mad scientist's lair! Twisted Evil

*ahem* I'll get to work on that shortly...
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Post  tygerburningbright Sat Mar 16, 2013 11:03 am

I have two minions that both need to be tested they should be stronger than a normal minion.

Metal Slime Minion
HP 1
Traits iron coat
All allies and this creature begin the battle with 8 temporary HP
Metal body
This creature gains 20 resist
[+1] Metal Slam
Deal 1D8 damage to target creature
[-1] Molten metal
Deal 1D8 ongoing damage to two creatures

Shifting Sands Minion
HP 1
Hard to hit
This creature may only take damage from sources that would deal exactly one damage.
[+1] Shift
Target and adjacents take 1D4 damage and are dazed (save ends)
[-1] Quicksand
Target takes 1D10 damage and is stunned until the end of its next turn.

And may I see how strong this one would be if I were not so kind?
Martial Arts Grandmaster
100
traits
Brutal training
Take a second turn at ½ of initiative roll
Quick recovery
roll saves at start of turn

[+2] Storm Leg
Deal 2D8 to target and adjacents
[+1] Finger Gun
Deal 2D10 damage to target ignoring resistance
[+1] Defensive arts interrupt
trigger this creature is targeted
effect Roll a D6 and apply the corresponding effect.
1 Paper doge
Triggerer is treated as blind
2 Jump Step
triggerer is treated as weakened and this creature may make a saving throw
3 Body flicker
If an attack reduce damage to 0 if an utility make a save as a reaction
4 Iron Body
Gain resistance 8 and stun until the end of this creature’s next turn or this creature is damaged
5 or 6 gain 1 pip

[0] Perfect iron guard 1/ battle interrupt utility
Gain 1D100 resist and stun for one turn and this creature is weakened for the rest of the battle.
[0] Life release: Nutrient bomb 1/battle standard utility
gain 60 HP and suffer 10 ongoing damage(save ends)
[-3] Finger Rifle
Deal 3D10 damage to two targets and inflect 1D10 ongoing damage to each of them
[-6] Forbidden Technique
Roll D10s until a 1 has been rolled then deal damage to target creature equal to the total die results rolled this way.

The priority is low for all of them.
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Post  SilentBelle Sat Mar 16, 2013 9:31 pm

I'll try to get to them early next week if possible. I'm in a writing contest currently... back to writing!
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Post  Z2 Sat Mar 23, 2013 1:21 pm

I've come up with... A lot of enemies, actually, for my campaign. I figured I could post a couple of the most successful ones here.

Private Bodyguard
Hp - 45

Trait: Only in it for the money - If all remaining allies are also Bodyguards, this creature flees

[+1] Crossbow Shot -
1d10 damage to an enemy
[+2] Maximum coverage -
Grant resist 1 to all allies, subtract 1 pip to add an additional +1 resist, up to resist 5
[+3] Be prepared - standard utility
Do nothing, just prepare to defend the client
[-3] Meat Shield - Interrupt Utility
Trigger - A (non-bodyguard) ally would take damage
Effect - you take half that damage instead
[-5] Call for Backup - Reaction Utility
Trigger - an ally takes damage
Effect - bring in another Bodyguard
------------------------------
Recommended Encounter: 2 bodyguards, one magic dilettante.
-------------------------------------
Magic Dilettante
Hp - 45

[+1] Fireball - Standard Attack
Deal 1d8 damage to target creature and each creature adjacent to the target.
[0] Strange Chant - Standard Utility
Effect is ongoing. On the first round, all allies gain 1 pip; on the second round 2, 3rd 3, and so on. Effect ends when you take damage.
[0] Who's in charge here? - Minor Utility
You can take pips from any or all of your allies, for every 2 pips they give up, you gain 2
[-2] Feather Storm
Deal 5d4 damage, split among up to 5 enemies
[-5] Cyclone Shield - Standard Utility
Gain resist five. If an enemy makes an attack, flip a coin, if heads, afflict an ally with that damage instead. Attacking dispels the shield.
[-1] Energy Backfire - Standard Attack
Sacrifice X pips. Deal X damage to all enemies and subtract x/2 pips from them. X cannot be less than 4, and must be even. An enemy unable to lose the required pips also takes no damage.

---------------------------------------------
Card Guardian
Hp - 1

Trait: small target - flip a coin when attacked, if tails, take no damage

[+1] Luck of the cards - standard attack
Roll 1d4 and activate one of the following effects
1. Nothing happens
2. target Gains a Pip
3. Target is Blinded
4. Target loses a pip

[0] Spirit Link - Reaction Utility
Trigger - ally is attacked
Effect - gain a pip

[-2] Paper Shield - minor attack
Target is weakened (save ends)

---------------------------------------------
Moderately Unhappy Fish
Hp 10

Small Target: Flip a coin if you would take damage, if tails, don't.

[0*] *Sigh* - Minor Utility
Return to full health

[+1] If I have to... - Standard Attack
1d4 damage

[-2] Friggin' Boats - Standard Attack
1d8 damage

--------------------------------------------
Drunken Wizard
Hp 40 + 10

Stupor: roll a d4 with attacks
if hp < 30 attack fails if 1 is rolled
If hp < 20 attack fails if 1 or 2 is rolled
if hp < 10 attack fails if 1 2 or 3 is rolled

Feel-Good-Feeling: Gain 2 pips at the start of every turn

[0] Error magic
1d12 damage on a random target

[-2] Grievous Error Magic
2d12 damage on a random target

[-4] Catastrophic error magic
3d12 damage to random target and all adjacent targets

[+1] Take a Drink
gain 1d10 temporary hp
-----------------------------------------------------------
Doe Quixote*
HP - 45

Traits:
Never stay down - Doe has regen 2

Really, really fast - Doe gets 5 attacks per round

Easily Distracted - Lose one turn if 1 is rolled

Deer hyperactivity - Roll 1d4 if struck, on 4 negate the damage

The Hero - Quixote cannot kill enemies

Indomitable - This creature uses attacks only at its own behest, however, it may still lose turns from mind controlling magic

Talents:
[+2] Lance Jab - Standard Attack
1d8 damage

[+1] Lance Hold - Standard Utility
Gain 1d4 resist until next damaged

[0] Tilting at Windmills - Minor Attack
Deal 2d12 damage to the windmill

[-1] Pontificate - Minor Utility
Target enemy is Dazed

[-5] Errant Death - Standard attack
Deal 1d12+1d10+1d8 damage to a target, if max is rollled on any of the three dice, use target's special move

-------------------------------

The Casino Golem
HP - 77


Traits:
3 wheels - creature gets 3 attacks per round

Take a gamble - whenever golem takes damage, roll a d8 cause one of the following:
1. Big loss - Golem absorbs 1d8 hp from the attacker
2. Just one more - attacker must reroll for damage
3. All in - flip a coin, if heads double damage taken; if tails, damage becomes healing
4. Malfunction - All enemies heal an amount equal to the damage dealt
5. Buffet token - attacker is healed 1d8, but cannot take part in the next round
6. So Close! - Stun attacker (save ends)
7. J-j-j-jackpot! - roll 1d20, attacker takes that much damage but gains 25x as many bits
8. Crazy Roulette - the room spins, all creatures become dazed for 1 round

Lover of luck:
Whenever Casino Golem rolls a 7, it gains 7 resist until it is next hit.

Combat Talents:

[+3] Lever Smack - Standard Attack
1d10 damage to a single target

[+2] Call Roulette Balls - Standard Attack
Roll 3d6: for each 6 do 2d12 damage to a random enemy

[+1] Disgorge coins - Minor Utility
Spit up 1d100 bits, on 50 or higher; blind all foes (save ends, if one saves they all lose the effect)

[-1] Gamble energy - Minor Utility
Flip a coin, if heads, gain three pips

[0] Card Flip - Free Action
Roll 1d8 if you do damage

[-7] High Stakes - Standard Attack
Deal 1d100 damage, split evenly among all party members
--------------------------------------------
* = Yes, this is supposed to be kind of overpowered


I noted, when posting these, that many of the enemies are very heavily luck based. That's intentional with some of them, but kind of odd I guess... My big worry with these things, is that, while they all tend to be very durable and wacky and all that; they don't actually have the offense to ever kill anypony... Granted, a few MOST of them are just going for a total party knockout for story reasons, but I could still use some feedback.
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Post  SilentBelle Sun Mar 24, 2013 3:32 pm

I'll give you my thoughts on them as soon as I finish this chapter I'm writing. Smile At a glance, they certainly have bunch of randomness going for them.
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Monster Arena - Page 6 Empty Re: Monster Arena

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