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Monster Arena

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Post  Xel Unknown Thu Jul 11, 2013 7:26 pm

Only ways combat and non-combat should ever mix is if you are trying to avoid combat before it happens, or trying to exit combat, or end the whole battle early. Like trying to do some type of good persation roll or something. Or something else that'd make logical sense in character.

Other ways to mix the two... Mostly are just bad ideas and will either make the rolls to minor to matter, or too powerful to make combat actions seem worthwhile.
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Post  Demonu Wed Jul 31, 2013 5:44 pm

Apparently, this is the place to post Monster Designs so here goes...

10) Black Knight
Hp: 250
Pips: 0
[+3] Sword Slash - Standard Attack
Deal 1d20+1d12 damage against target creature
[-6] Giant Cleave - Standard Attack
Deal 3d12 damage against target creature and all adjecent creatures
[-2] Duel - Minor Utility
The Black Knight and target creature engage each other in a duel. Both participant choose a Standard Attack (Sword Slash for the BK) and roll for damage. Whoever wins the duel may take an immediate free turn after this one. Duel cannot be used on consecutive turns.
Traits
- Parry: Whenever the BK is dealt damage from a single target attack, roll a d20. If the result is divisable by 3, prevent that damage.
Special (can trigger on any dice)
- Dual Wield: The BK pulls out another sword and may use a second attack each turn until the end of the encounter. This special can only be activated once
- Cross Counter: Until the end of the encounter, whenever the BK succesfully parries an attack, he may deal an equel amount of damage to the creature that attacked him. This special can only be activated once.
- Sword Play: Deal 2d12 damage to target creature. If Dual Wield has been activated, the BK can deal an additional 2d12 damage to another target creature.

11) Knight and Princess
A. Knight
Hp: 200
Pips: 0
[+2] Sword Slash - Standard Attack
Deal 1d20+1d10 damage against target creature
[-3] Shield Bash - Standard Attack
Deal 2d10 to target creature and flip a coin. If heads, said creature is stunned. If tails, said creature is dazed.
Traits
- Parry: Whenever the Knight is dealt damage from a single target attack, roll a d20. If the result is divisable by 3, prevent that damage.
- Knight in Shining Armour: Whenever the Princess is targeted by an enemy's attack, redirect said attack to the Knight.
Special (can trigger on every dice)
- Sword and Shield: Until the end of the encounter, the Knight may use a second attack each turn. This special can only be activated once.
- Cross Counter: Until the end of the encounter, whenever the Knight succesfully parries an attack, he may deal an equel amount of damage to the creature that attacked him. This special can only be activated once.
- Petrifying Strike: Deal 2d12 damage to target creature. Said creature is petrified for 1 turn (cannot take actions nor roll any dice) This special attack always hits the designated target.

B. Princess
Hp: 50
Pips: 0
[+1] Cure - Standard Utility
Target creature regains 10% of their Hp.
[-2] Cura - Standard Utility
Target creature regains 20% of their Hp.
[-3] Curaga - Standard Utility
Target Creature regains 30% of their Hp.
Traits
- Love Conquers All: When the Knight is defeated, the Princess transforms into a dragon. The Princess loses the above combat talents and gains the following:
Dragon
Hp: 50
Pips: 0
[0] Flame Pillar - Standard Attack
Deal 3d12 damage to all enemies.
Traits
- Dragon Scales: The Dragon has 5 resist.
- Fire Eating: On its turn, the Dragon can consume X Baby Flame Dragons to increase Dragon Scales' resistance with X. Dragon Scales resets back to 5 resistance whenever Dragon Mother is triggered. Fire Eating cannot be used on the same turn that Dragon Mother is triggered. *
Special (d12)
- Dragon Mother: Destroy all Baby Flame Dragons, then roll a d8 and summon that many Baby Flame Dragons.
Baby Flame Dragon
Hp: minion
[0] Fireball - Standard Attack
Deal 4 damage to target creature
Trait
- Hive Mind: All Baby Flame Dragons attack together. This is considered a single attack. Baby Dragons can select up to 2 target creatures, in which case the damage is split evenly between those 2 targets.
- Ethereal Body: A Baby Flame Dragon cannot have save ends/status effects placed on it.

* Drop this last part if you want to make the Dragon even more threatening.

EDIT: Feel free to drop stun resistance on those if you find players just stun-locking it.


Last edited by Demonu on Thu Aug 01, 2013 8:01 am; edited 1 time in total
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Post  tygerburningbright Wed Jul 31, 2013 8:06 pm

For the most part looks good but the traits dealing with division by three are troublesome, the specials would either note that only one can be activated on a single roll (unless you intend to allow all three at once), and the percent value healing are ok with the knight but would be better as a straight value for convince's sake.
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Post  Demonu Wed Jul 31, 2013 9:43 pm

tygerburningbright wrote:For the most part looks good but the traits dealing with division by three are troublesome, the specials would either note that only one can be activated on a single roll (unless you intend to allow all three at once), and the percent value healing are ok with the knight but would be better as a straight value for convince's sake.
Okay, why? Dividing by 3 is basic math, something I assume everyone can do. It equals out to parrying 30% of the time so I don't see what the problem is with that. Dividing by 3 is just a more simple way of saying "Roll a d20 and on a 3/6/9/12/15/18, parry the attack."

And specials work as they do for PC: 1 special triggers for 1 crit on a die. Don't see the need to specify that. If you're refering to the "Can trigger on every dice", that's there so that a nat20 also does something.

The Knight and the Princess are supposed to function as 1 unit. Which is why it's a percentage because the Princess isn't going to target anything else but the Knight. In the rare case that a DM does pair the Princess with something else, I still believe that a percentage would be better as it scales the combat talents along with whatever is fighting alongside the Princess, increasing/decreasing the threat.
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Post  Zarhon Wed Jul 31, 2013 9:54 pm

Does the resist gained from eating dragon babies last for a turn, or until its reset by a Dragon Mother crit? With a good roll on that d8 summon, and no subsequent crits, you can end up with a dragon toting around 13 resist for the rest of the fight.

And why do the baby dragons have the ethereal body trait? It seems a bit redundant for minions.

Is the Flame Pillar an attack or utility (considering it's 3d12 damage to all enemies, it probably should be an attack for various reaction purposes - otherwise it can potentially one-shot everyone with no real counter/preventions available)?

Does critting on a save ends d20 also provide a special for the monsters?
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Post  Dusk Raven Sat Sep 14, 2013 5:40 pm

Been a while, but if anyone's still running the arena, I have a monster to submit! It's still in the basic stages and could use more abilities, but I'd like to present it for a trial run.

Chimera (solo)

Trait: Multi-Headed
A Chimera consists of three heads, each of which are targetable. All three must be slain to defeat the monster. All are considered adjacent to each other and any (save ends) effects are shared amongst the three.

Lion Head – 80 HP

[+2] Maul – Standard Attack
Deal 2d10 damage to target creature.

[-1] Rake – Standard Attack
Deal 3d8 damage to target creature. That creature suffers 4 Vulnerability (save ends).

[-3] Rampage - Standard Attack
Deal 3d10 damage to all enemies.


Goat Head – 50 HP

[+1] Magic Barrier [Standard Utility]
Target Ally gains Resist 4 until the beginning of the Goat Head's next turn.

[-1] Baleful Bleat [Standard Utility]
All enemies suffering from (save ends) conditions take 2d6 damage

[-2] Lightning Blast [Standard Attack]
Target creature takes 3d6 damage. It and all adjacent creatures are dazed until the end of their next turn.


Serpent Tail – 30 HP

[+1] Sweep – Standard Attack
Deal 1d10 damage to target creature and all creatures adjacent to it.

[+1] Poison Spit – Standard Attack
Target Creature is Blinded (save ends)

[-1] Venom Bite - Standard Attack
Deal 2d6 damage to target creature. That creature suffers 1d8 ongoing damage (save ends)


Last edited by Dusk Raven on Sat Sep 14, 2013 9:00 pm; edited 3 times in total
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Post  ZamuelNow Sat Sep 14, 2013 5:54 pm

It might be better to give all of the heads the same amount of HP. As is, everyone will just focus on the one with the lowest health first.
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Post  Dusk Raven Sat Sep 14, 2013 5:56 pm

That's somewhat deliberate as each head is supposed to have different threat levels, but I see your point. It's supposed to seem like the Lion Head is the biggest threat, but it's the hardest to take down.
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Post  ZamuelNow Sat Sep 14, 2013 6:11 pm

I find the Goat head downright terrifying with the Resist 6 buff. It doesn't specify an expiration at all and that's a lot for just a +1. It outright nullifies DoT and low-but-consistent damage builds.

What would make varied HP interesting if it was random who had the lowest and who had the highest.
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Post  Paper Shadow Sat Sep 14, 2013 6:13 pm

ZamuelNow wrote:It might be better to give all of the heads the same amount of HP.  As is, everyone will just focus on the one with the lowest health first.
To be fair, the players usually don't know how much HP a creature has. Only things like Deathwatch and Robes of the Reaper will help with that...
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Post  Dusk Raven Sat Sep 14, 2013 6:15 pm

ZamuelNow wrote:I find the Goat head downright terrifying with the Resist 6 buff.  It doesn't specify an expiration at all and that's a lot for just a +1.  It outright nullifies DoT and low-but-consistent damage builds.

What would make varied HP interesting if it was random who had the lowest and who had the highest.
Oops, it was supposed to expire at the end of the turn. I'll nerf it just a tad...
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Post  ZamuelNow Sat Sep 14, 2013 6:29 pm

Paper Shadow wrote:
ZamuelNow wrote:It might be better to give all of the heads the same amount of HP.  As is, everyone will just focus on the one with the lowest health first.
To be fair, the players usually don't know how much HP a creature has. Only things like Deathwatch and Robes of the Reaper will help with that...
True, but the public nature of the Monster Arena makes such things visible if the monster isn't reflavored.

One buff you may want to make to its trait is make it so that stuns aren't shared since that removes a lot of the point of having a multipart monster.
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Post  tygerburningbright Sat Sep 14, 2013 8:03 pm

You may want to add onto the damage dice of each of the Lion's attacks by one or two dice. May also want to change snake's sweep to a D10 and flameing arrow to maybe 2D8 damage and 1D8 ongoing damage.

(In general monster attacks on a solo or solo ish creature should be a decent deal stronger than a player's equivalent. )
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Post  kingofsouls Sat Nov 02, 2013 2:00 am

I'll playtest the Chimera. I'm interested in this system and I'm almost done with my buffalo character Stout Spirit.

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Post  tygerburningbright Sat Nov 02, 2013 11:55 am

I am sorry but it appears to have already been tested. However there are a few games that are recruiting if you are interested.
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Post  kingofsouls Sat Nov 02, 2013 12:27 pm

Thanks for the head up!

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Post  Crystalite Fri Feb 14, 2014 5:44 pm

So I have a new combat build that I'm not entirely sure about... if someone would run a simple combat for me so I can test it out I would greatly appreciate it.

Combat:
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Post  Dusk Raven Wed Apr 09, 2014 3:06 pm

So, I thought I'd post a monster team that I had the inspiration to create, see if anyone had any input on it. It's still a work in progress, I think, but it should be workable.

Death
HP: 60

Trait: From Death Comes Life
If Death reduces a foe to less than 0 HP, it may restore an ally with less than 0 HP to 30 HP.

[+2] Strike - Standard Attack
Deal 1d10 damage to target creature.

[-1] Swift Strike – Standard Attack
Deal 2d8 damage to target creature. If that creature is suffering from vulnerability, deal 3d8 damage to it instead.

[-1] Cull the Weak – Interrupt Utility
Trigger - You attack an enemy suffering from a (save-ends) effect.
Effect - The triggering attack deals 1d12 extra damage to that enemy. You may use this talent only once per turn.

[-1] Scythe Dance - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.

[-4] Reaping - Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature

War
HP: 60

Trait: Armored
War has Resist 2.

[+2] Cleave - Standard Attack
Deal 1d8 damage to target creature and each creature adjacent to the target.

[-1] Warpath - Standard Attack
Deal 1d10 damage to up to six creatures.

[-1] Counter – Reaction Attack
Trigger – An enemy deals damage to you
Effect - Deal an equal amount of damage to the triggering enemy

[-4] Hellhammer - Standard Attack
Deal 2d12 to target creature and 1d12 to creatures adjacent to the target. The primary target is stunned until the end of its next turn.

Famine
HP: 60

Trait: Unending Hunger
All enemies suffer a -1 to saving throws while Famine has at least 1 HP.

[+2] Empathic Hunger - Standard Utility
You and target enemy suffer vulnerability 4 (save ends).

[-1] Emaciation - Standard Attack
Deal 1d12 damage to target creature, and that creature is dazed (save ends)

[-2] Starvation - Standard Attack
Deal 1d12+X damage to target creature, where X equals the number of energy that creature has. Target creature also loses 1 energy.

Pestilence
HP: 60

Trait: Immune System
Famine has a +3 bonus to saving throws.

[+2] Disease – Standard Utility
Target creature suffers 1d6 Ongoing Damage (save ends)

[-1] Contagion - Standard Attack
Target creature and all creatures adjacent to it are weakened (save ends).

[-1] Continuing Sickness – Interrupt Utility
Trigger – an enemy saves against a (save ends) effect.
Effect – the enemy re-rolls the save.

[-2] Pathogen - Standard Attack
Up to six creatures suffer 6 ongoing damage (save ends)
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Post  ZamuelNow Wed Apr 09, 2014 4:18 pm

Famine needs life drain. Both thematically ("constant hunger") and the mechanical need to recoup the damage it'll take due to it's +2. To be honest, the +2 could probably stand to be a +3.

Either Famine should gain a loss of life attack or Death should have one of the current attacks converted to loss of life. Or both.
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Post  Dusk Raven Wed Apr 09, 2014 5:39 pm

I changed Famine's +2 so that it no longer affects Famine itself. I also added a life steal attack and changed Starvation to be life loss.

Thinking of giving one of the four a buffing ability, but the only one who it thematically makes sense for is War. Maybe extend the resist trait so that it effects all allies, after reducing it to 1, of course?
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Post  Dusk Raven Wed Apr 16, 2014 1:20 am

I have come with yet another monster to present to the board, this time a solo monster. I should note that the numbers are largely arbitrary and in need of tweaking.

Shadowy Nightmare (Solo)
HP: 100

Trait: Shadow Speed
Shadowy Nightmare has two standard actions.

Trait: Dark Power
Shadowy Nightmare has Regen 5 and a +3 bonus to saving throws.

[+3] Embrace of Shadows – Standard Attack
Target creature is Blinded and suffers 5 Ongoing Damage (save ends both)

[+2] Shadow Strike – Standard Attack
Deal 3d8 damage to target creature.

[-2] Teleport Counter – Interrupt Attack
Trigger: Shadowy Nightmare is targeted by a single-target attack.
Effect: Negate the attack and deal 1d12 damage to the triggering creature.

[-3] Create Panic – Standard Attack
Target creature and adjacents are dazed (save ends) and suffer Vulnerability 5 (save ends).

[-4] Sublimation – Standard Attack
All enemies suffer Xd6 damage, where X is the number of (save ends) conditions they have.

[-6] Puppeteer – Standard Utility
Target creature is Dominated until the end of its next turn.
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Post  ZamuelNow Fri Apr 25, 2014 11:46 pm

Looking at the Four Horsemen again, I think War could actually stand to go a warlord route. Could stand to really adjust the flow of the fight, pending on how it's done.
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Post  Dusk Raven Wed Aug 13, 2014 2:53 pm

Once again I have taken it upon myself to create some baddies, this time based on the Shadowbolts, as portrayed in this image. I built the quintet like PCs, albeit with only five talents and no special moves - plus the occasional modified or made-up talent. Without further ado:

The Shadowbolts

Trait: Energized and Ready to Roll
All Shadowbolts start with 4 energy.


Nightshade:
HP: 40

[+2] Words of Unity - Standard Utility
All allies gain 3 temporary hit points.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-3] Formation Assault - Standard Attack
Each allied player may pay 1 energy. Deal Xd8 damage to up to six creatures, where X is the number of energy paid this way.

[-4] YOU DON’T DIE UNTIL I SAY! – Minor Utility
Target unconscious ally gains 1d4 HP and may take a standard action.

[-5] Team Maneuver – Standard Utility
Up to four allies may take a standard action. If that action deals damage, it inflicts an additional 6 damage to its target(s).


Stratus:
HP: 40

[+2] Rampage - Standard Attack
Deal 1d4 damage to target creature. If you are bloodied, deal 1d10 damage to that creature instead.

[+1] Strike – Standard Action
Deal 1d10 damage to target creature.

[-1] Into the Fray - Standard Attack
Deal 1d10 damage to yourself and up to two target creatures.

[-1] Heavy Strike - Standard Attack
Deal 1d12 damage to target creature and that creature is dazed until the end of its next turn.

[-3] Furious Rage - Standard Attack
Deal 2d10 damage to target creature. If you are bloodied, you 3d12 damage instead.


Blueball Blitz:
HP: 40

[+3] Spark – Standard Attack
Deal 1 damage to target creature.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-2] Chain Lightning - Standard Attack
Deal 1d10 to target creature. If you roll a 6 or higher you may make this attack again without pay its energy cost, except you must choose a new target.

[-7] Lightning Blast – Standard Attack
Deal 1d4+1d6+1d8+1d10+1d12 to target creature.

[-9] Tempest – Standard Attack
Deal 3d8 damage to up to 6 creatures.


Starry Skies:
HP: 40

[+2] Aristocratic Standards - Standard Utility
Target creature is subjected to your Mocking Gaze (save ends). A creature subjected to your mocking melody suffers 1d8 damage whenever they roll a 4 or lower on a d8, d10 or d12.

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-2] Intimidation - Standard Attack
Roll 1d10. Deal that much damage to target creature, and that creature takes a penalty to damage equal to 11 minus the die result (save ends).

[-2] Bribery - Standard Utility
Flip a coin for each foe. If heads, that foe is now Confused (when they target a creature, flip a coin. If tails, they attack one of your enemies at random instead [save ends].) If the flip is tails, the foe's next attack deals an extra 1d12 damage.

[-7] Everypony Has a Price - Standard Attack
Target creature is Dominated (save ends).


Charger:
HP: 40

[+2] Booster – Standard Utility
Target Creature gains 1d10 Temp HP.

[+2] The Good Stuff – Standard Utility
Charger suffers Vulnerability 2, a -5 to saving throws, and a +2 to damage (save ends all)

[+1] Strike – Standard Attack
Deal 1d10 damage to target creature.

[-3] Noxious Strike
Deal 1d8 damage to target creature and that creature suffers 3 Ongoing Damage (save ends).

[-5] Cold Turkey – Standard Utility
Remove all (save ends) effects from target creature. That creature gains 1d8 HP for each effect removed.
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