The first in a series of humanoid thugs that can be applied to any of the humanoid races. Place these creatures on windy roads between towns or in salty warehouse districts riddled with slippery docks, or even in dungeons as parties who are on their own looting raids.
Thug Scurf Level 6 Minion
Medium natural humanoid XP 63
Initiative +4 Senses Perception +3
HP 1; a missed attack never damages a minion.
AC 18; Fortitude 16, Reflex 14, Will 15
Speed 6
Powers
Short sword (standard; at-will) ✦ Weapon
+12 vs. AC; 6 damage.
Cut to Shreds
At-will ✦ Weapon
Immediate Reaction
The thug scurf receives an attack of opportunity whenever their allies make a critical hit.
Alignment Any Languages Common
Skills Acrobatics +8, Athletics +7, Endurance +5, Perception +8, Streetwise +10
Str 16 (+6) Dex 13 (+4) Wis 12 (+4)
Con 14 (+5) Int 10 (+3) Cha 13 (+4)
Equipment leather armor, short sword
Sunday, May 23, 2010
Wednesday, May 12, 2010
Tailslap issue #1 Released!
Tailslap is a new 4th edition magazine of articles detailing new characters, creatures, magic items, encounters, spells, powers, rituals, plot hooks, adventure seeds, playable classes, races, campaign settings and area descriptions for use in your games. We also like to mix in cool little details and intriguing features that will enrich your game world.
These features are intended to be ready for you, be you player or gamemaster, to drop into your games as you see fit. In addition, many of these articles will combine to form complete adventures and campaigns that you can play. We work hard to make this material as easy to use as it is fantastic, and we hope that you enjoy using it in your games. To this end Tailslap is formatted in landscape for easy online reading.
The inaugural issue of Tailslap contains the following articles:
- Vault of the Clay Medusa - a trap-filled encounter by Save Versus Death's Scott A Murray
- Player's Corner - new feats and races for players
- Wizard Paths and Powers - two new paragon paths for arcane casters
- The Lair of Jurgen the Learned - an encounter where solving puzzles leads to a sage
- The Lands of Soralia - geography and history of a region for use in your campaigns
- People of Soralia - NPCs with stats, backgrounds and suggestions for use in your games
- Leviathans & Other Aquatic Terrors - new aquatic monsters for players to conquer
- All That Glitters - powerful magical treasure for your hordes
- Mundane Equipment - new equipment for your players to wield against their foes
Friday, May 7, 2010
Gourgh the Beast Man
Gourgh grew up in the Naahaogo society deep in the hills, in which adolescents are forced to fight to assert their position in the tribe. Every year, on the summer solstice, a competition of strength and physical prowess is held to establish the pecking order. Only the top half are allowed to remain in the tribe, and in the 17th year of his birth, Gourgh was narrowly beaten out for a place as an adult in the tribe by his good friend. Because of his fond feelings for his friend, he was unable to bring himself to exact revenge, which would have allowed him to return to society.
Exiled from his homeland, he wanders the forests and hills in anguish, searching for adventure to make his name for himself, and for peace and a new home.
Gourgh’s powers are defined by his humility. Considered a failure by his society’s terms, he has embraced the monk’s way of life, channeling his psionic energy into a new way of being. He has taken on a new surname, and now goes by Gourgh Do-Au.
Gourgh Do-Au ✦ Level 1 Monk
Medium natural humanoid ✦ XP 300
Initiative +9 Senses Perception +8 Insight +8
HP 22; Bloodied 11; Healing Surge 5; Healing Surges: 7
AC 17; Fortitude 12, Reflex 16, Will 14
Speed 6
Action Points 1
Powers
Unarmed Strike ✦ At-Will, Standard, Melee 1, Weapon
+3 vs. AC, 1d8 + 5 damage
Centered Flury of Blows ✦ At-Will, Standard, Melee 1
Trigger: You hit with an attack during your turn
Target: One creature
Effect: The target takes 5 damage, and you slide it 1 square to a square adjacent to you, or 1 square in any direction if the target wasn't targeted by the triggering attack.
Special: You can use this power only once per round.
Dragon's Tail ✦ At-Will, Standard, Melee touch
+5 vs Fortitude, 1d6+5 damage, and you knock the target prone.
Movement Technique
Move Action, Melee 1
Effect: You swap places with the target.
Five Storms ✦ At-Will, Standard, Each enemy you can see in close burst 1
+5 vs. Reflex, 1d8 + 5 damage
Movement Technique
Move Action, Personal
Effect: You shift 2 squares.
Open the Gate of Battle ✦ Encounter, Standard, Melee Weapon
+5 vs Reflex, 2d10+5 damage and the target takes 1d10 extra damage if it was at full hit points when you hit it with this attack.
Movement Technique
Move Action Personal
Effect: You move your speed + 2. During this movement, you don't provoke opportunity attacks from the first enemy you move away from.
Whirling Mantis Step ✦ Daily, Standard, Melee touch
Effect: You shift your speed. If you enter a square adjacent to any enemy during this shift, you slide that enemy 1 square.
You can slide each enemy only once during the shift. After the shift, make the following attack.
Target: One, two, or three creatures
Attack: +5 vs. Fortitude
Hit: 2d10 + +5 damage, and the target is slowed (save ends).
Miss: Half damage, and the target is slowed until the end of your next turn.
Second Wind ✦ Encounter, Personal
Effect: You spend a healing surge and regain 5
hit points. You gain a +2 bonus to all defenses
until the start of your next turn.
Alignment Alignment Languages Common, Naahaogo
Feats Improved Initiative
Skills Acrobatics +10, Athletics +5, Endurance +5, Insight +8, Perception +8
Str 11 (+0) Dex 20 (+5) Wis 16 (+3)
Con 10 (+0) Int 10 (+0) Cha 8 (-1)
Equipment: Wool Clothes, Backpack, 5 days of food
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