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Subject: Make Your Own Mini Thread (Version 2.0)

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vanrulzz
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¯\(°_o)/¯

07/22/2008 8:47 AM  
So remember that thing I made last year, a thread where you just stat your own minis and all that for fun?  I decided to bring it back...  I don't have any ideas just yet, so the rest of you get working!

Wolfgang
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Milton, Ontario Canada

07/22/2008 9:18 AM  
OK i will be first!

Sivak Draconian

just to start i will update later

points - 61
AC - 32
HP 100
ATT - +20 vs AC for 20 dmg


Proud member since March 26 2005
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Joke champion of the epic sage!
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Feywild called shot - Sivak Draconian
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jelzimme
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07/22/2008 10:14 AM  
Doddering Old Wizard

35 pts
Civilization
Level 11
AC 18
Def 21
Speed 4
HP 40

(basic) Cane +6 vs AC; 10 Damage

ABILITIES
Human, Arcane, -4 DEF (Will), Elderly (Cannot shift)

SPECIAL POWERS
Unsteady Mind: Replaces attack action; Roll 1d20 and use the corresponding attack.
1-4: (area) Fireball (radius 3 within 10) +9 vs DEF (Ref) 15 Fire Damage AND 5 Ongoing Fire Damage (save ends)
5: (ranged) Disintegrate (nearest) +8 vs DEF (Fort) 50 Damage
6-10: (area) Thunder Clap (radius 2 within 10) +11 vs DEF (Ref) 10 Thunder Damage AND Stunned (save ends)
11-14: (ranged) Lightning Chain (nearest) +10 vs DEF (Ref) 15 Lightning Damage AND any creature within 6 squares and Line of Sight of the target takes 15 Lightning Damage
15-19: (area) Confuse (radius 1 within 10) +12 vs DEF (Will) Confused (save ends)
20: (ranged) Empowered Magic Missile (within 12) 25 Damage, ignore Insubstantial

Unsteady Body: Whenever this creature successfully hits with the Unsteady Mind power, this creature is Dazed until the end of its next turn.

Flavor Text: Ah ha! See how you like my... what was I casting again?

A once powerful Wizard who's past his prime, but nevertheless he still wants to get out there and do some damage. His eyesight isn't too good, so his 'sight' is only 10 squares away and his joints hurt all the time, so shifting is pretty much out of the question. Some of his spells are quite powerful while others are a bit erratic. Lightning Chain acts similarly to the old Tiefling Warlock's Eldrich Chain, except the 2nd target can be an enemy or an ally, and can even be the wizard himself. Since all spells are either Ranged or Area, there's never a question about aoo's.

Thinking about how you'd have to play this guy, I'm not entirely sure if he's worth it. Great damage potential, but potentially too random and limited for serious play. However, I would have a great time using this guy (or even 2!) in a casual game.



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Umass Amherst Baby!

07/22/2008 10:45 AM  
I am officially amused by the Doddering Old Wizard.

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

iluvxtina
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Spain

07/22/2008 11:44 AM  
Chaos Orb (6 points).
Level: 2.
Factions: Borderlands/Civilizations.
Speed: Flying 3.
AC: 15
DF: 13
Melee: +3 (5 damage).
HP: 10.
ABILITIES: Dual activation. Oponent do not gain VP for eliminating this creature.This creature cannot gain VP.If this creature,s HP are reduced to 0, it can inmediately move until four squares an does 10 fire auto-damage to the nearest enemy.LEGENDARY: only one Chaos orb for warband.
SPECIAL POWERS:

2 X Blurr. 2X Snake,s swiftness. 2X Ray Efeeblement. 2X Cure moderate wounds (heal 10 HP).

LOVE THIS GIRL

Lord_rock
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Portland OR

07/22/2008 3:25 PM  
I see that some people don't have quite a handle on 2.0 point costs yet!

I'll be doing either Black Rock Minotaur warlord or the Glyl... A nasty undead that I made up.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Kevizoid
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Southern California

07/22/2008 5:22 PM  
Posted By jelzimme on 07/22/2008 10:14 AM
Doddering Old Wizard

22 pts
Civilization
Level 11
AC 18
Def 23
Speed 4
HP 45

(basic) Cane +6 vs AC; 10 Damage

ABILITIES
Human, Arcane, -2 DEF (Will), Elderly (Cannot shift)

SPECIAL POWERS
Unsteady Mind: Replaces attack action; Roll 1d20 and use the corresponding attack.
1-4: (area) Fireball (radius 3 within 10) +11 vs DEF (Ref) 15 Fire Damage AND 5 Ongoing Fire Damage (save ends)
5: (ranged) Disintegrate (nearest) +9 vs DEF (Fort) 50 Damage
6-10: (area) Thunder Clap (radius 2 within 10) +11 vs DEF (Ref) 10 Thunder Damage AND Stunned (save ends)
11-14: (ranged) Lightning Chain (nearest) +10 vs DEF (Ref) 15 Lightning Damage AND any creature within 6 squares and Line of Sight of the target takes 15 Lightning Damage
15-19: (area) Confuse (radius 1 within 10) +13 vs DEF (Will) Confused (save ends)
20: (ranged) Empowered Magic Missile (within 12) 25 Damage, ignore Insubstantial

Unsteady Body: Whenever this creature successfully hits with the Unsteady Mind power, this creature is Dazed.

Flavor Text: Ah ha! See how you like my... what was I casting again?

A once powerful Wizard who's past his prime, but nevertheless he still wants to get out there and do some damage. His eyesight isn't too good, so his 'sight' is only 10 squares away and his joints hurt all the time, so shifting is pretty much out of the question. Some of his spells are quite powerful while others are a bit erratic. Lightning Chain acts similarly to the old Tiefling Warlock's Eldrich Chain, except the 2nd target can be an enemy or an ally, and can even be the wizard himself. Since all spells are either Ranged or Area, there's never a question about aoo's.

Thinking about how you'd have to play this guy, I'm not entirely sure if he's worth it. Great damage potential, but potentially too random and limited for serious play. However, I would have a great time using this guy (or even 2!) in a casual game.




That fig is OP lol. Great flavor though.

SoCal Colluder

OhGodtheRats

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07/22/2008 11:11 PM  
Here goes nothing. A Mimic that I think would be fun to play:

Mimic Treasure Trap
Underdark
21 Points

AC: 19
Def: 22
Spd: 3
HP: 40

Basic melee: Claw +10, 15 Damage
Abilities: Aberration, Blindsight, Hide, Sneak Attack: +15
Special Powers:
[] Living Trap: This creature does not start the game on the board. Whenever an enemy creature starts a round in a victory area, you may place the Mimic Treasure Trap in an adjacent Square and make a (Basic Melee) attack against it as an immediate interrupt. A piece destroyed in this fashion does not earn victory points before it is removed from the board. The Mimic Treasure Treasure Trap counts as being invisible for the purposes of gaining combat advantage on this attack.

Into the Woodwork: Once Bloodied, you may remove Mimic Treasure Trap from the board and RECHARGE Living Trap power.
...Some Treasure comes at too great a price....


....and if we wanted a more powerful version that costs too much, not sure how to price this ability, but it's too good for 21 points:
[] []   Eat the Rich:  Opponent gains Double Victory Points this Round.  The Next Attack made by the Mimic Treasure Trap is an automatic Critical Hit.

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Cthulhufnord
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Umass Amherst Baby!

07/22/2008 11:43 PM  
Avolkia  (102  points)
Level: 10
Factions: Borderlands/Underdark.
Speed: 5
AC:  26
DF: 24
Melee (claw) +17 vs AC (15 damage) and 5 ongoing necrotic damage
Ranged (darkbolt)nearest +18 vs DEF[Will] 20 necrotic damage And Confused(save ends)
HP: 120
ABILITIES:  Evil, Undead, Abberant, Immune Necrotic, Fire Resistance 10, Disguise Self (invisible until it attacks), Reach 2

All Undead are Legal in your Warband

Champion 2

Use at the end of the Round, untill this creatures next turn all Undead within 5 squares gain Tough to Kill 11

Use when an enemy within 10 squares misses an attack, that enemy takes 10 necrotic damage and is Confused(save ends)

"Tekeli-li! Tekeli-li!"

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

Pedro
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Czech Republic

07/23/2008 3:02 AM  
The Avolkia is nice but needs a better AB and defenses.

And Tough to kill requires two saves, doesn't it?

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Next Icon Called Shot: Baldur's Gate pack - Khalid, Jaheira, Minsc (and BOO!), Imoen, Xan, Sarevok...
Against the Giants Called Shot: Phoenix (/no luck)
Demonweb Called Shot: Yagnoloth (I like demons!)
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Starter 2009 Called Shot:

Pedro
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Czech Republic

07/23/2008 3:03 AM  
Elf Spearfighter
16 points
wild/civ

lvl 5
ac 16
def 14
sp 7
hp 55

basic melee Spear +11 vs. AC, 15 Dmg
1x focused strike +11 vs. Ref, 20 Dmg, no RECH

abi: will +4, elf, good,

Spear Wall: Dmg +5 for each adj Spear wielder.

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2.0 Champion of Necromancers! (preferably not Evil:-))
Next Icon Called Shot: Baldur's Gate pack - Khalid, Jaheira, Minsc (and BOO!), Imoen, Xan, Sarevok...
Against the Giants Called Shot: Phoenix (/no luck)
Demonweb Called Shot: Yagnoloth (I like demons!)
Feywild Called Shot:
Starter 2009 Called Shot:

jelzimme
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07/23/2008 12:06 PM  
Modified the Doddering Old Wizard to bring his cost->power ratio more in line with the majority of creatures.

Fun Guy from Yuggoth

Cthulhufnord
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Umass Amherst Baby!

07/23/2008 12:48 PM  
Posted By Pedro on 07/23/2008 3:02 AM
The Avolkia is nice but needs a better AB and defenses.

And Tough to kill requires two saves, doesn't it?

Just one 11+ save.

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

Lord_rock
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Portland OR

07/24/2008 12:55 PM  
Okay first one: (edited based on discussion below).

Black Rock, Minotaur warlord
68pts
Civ/Wild
LvL 13
AC 24
Def 24
Sp 6
HP 95

Basic: Great axe +18 25dmg
Melee: Gore +17 10dmg + push up to 2
Melee: Axe and horn: usable on charge. Make a basic melee att and a gore att.

Minotaur-evil-martial-reach 2-unique

Special abilities:
Powerful charge 10
Overwhelming charge: +5 ac when charging and may charge through both enemies and allies. If this creature moves through a med or smaller enemy square while charging push that enemy 1 square.

Champion 2
When an enemy charges, one creature within 6 may charge that creature.
When any creature charges, reroll an att.

"I'll lead the charge. Try to keep up."

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Lord_rock
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Portland OR

07/24/2008 1:07 PM  
and #2

Glyl
UD/Civ
29pts

LvL 7
Ac 23
Def 25
Sp 6
Hp 65

Basic: claw +13 10+10 necrotic

undead-evil-arcane-immune poison- res 5 vs. arcane enemies

Special abilities
Evil conduit: Evil creatures within 10 may count this creature as the origin of atts that deal necrotic dmg.
Necrotic vessel- this creature gains 5 hp each time it takes necrotic dmg or another creature uses evil conduit. This may bring this creatures Hp higher than it's original; this creature is only considered bloodied at 30hp or less.
[][] launch- this creature gains f7 until the begining of its next turn.
Reaping claw- when this creature has combat advantage against a bloodied enemy its atts also deal 10 ongoing necrotic.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

The_Duke
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07/24/2008 1:52 PM  
Posted By Lord_rock on 07/24/2008 12:55 PM
Okay first one:

Black Rock, Minotaur warlord

Civ/Wild
LvL 13
AC 25
Def 24
Sp 6
HP 95

Basic: Great axe +20 25dmg
Melee: Gore +17 vs. Fort 10dmg + push up to 2
Melee: Axe and horn: usable on charge. Make a basic melee att and a gore att.

Minotaur-evil-martial-reach 2

Special abilities:
Powerful charge 10
Overwhelming charge: this creature does not provoke OA when charging and may charge through both enemies and allies. If this creature moves through an enemy square while charging push that enemy 1 square.
Perfect charge

Champion 2
When an enemy charges, one creature within 6 may charge that creature.
When any creature charges, reroll an att.

"I'll lead the charge. Try to keep up."
I like this guy. How much does he cost? What is Perfect Charge?


Alfred O. Cloutier -Trading History - BLAULB!


Pedro
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Czech Republic

07/24/2008 2:06 PM  
So he gets the +10 pow charge on both attacks? 55 dmg, quite a lot. 83 points?

2007 & 2008 Czech Republic Champion
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2.0 Champion of Necromancers! (preferably not Evil:-))
Next Icon Called Shot: Baldur's Gate pack - Khalid, Jaheira, Minsc (and BOO!), Imoen, Xan, Sarevok...
Against the Giants Called Shot: Phoenix (/no luck)
Demonweb Called Shot: Yagnoloth (I like demons!)
Feywild Called Shot:
Starter 2009 Called Shot:

Lord_rock
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Portland OR

07/24/2008 2:08 PM  
Perfect charge means he doesn't have to charge to the nearest space... i think someone else has it in 2.0... or maybe it was left over from 1.0... I like him too. He takes care of those annoying BG's as he charges and puts some hurt on everyone without being too tough or powerful.

He's easily in the high 50's or low 60's. I'll take bids...

I'd start with 58ish... He can't mount up or play with the EB so he's not as tough as Wulfgar but he is more tactically sound overall.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Pedro
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Czech Republic

07/24/2008 2:17 PM  
He has +5 att and +4 att over dire tiger and that one costs 60 points. Minotaur deals 55 dmg and can charge casters (and he'll prolly kill them too) hiding in the back of opponent's army without any hinderance. Someone like Mordy or Pyromancer is totally screwed. He's also civ, so Hob Marshal can move him even deeper into enemy territory.

Plus, to all of that, he gives either two more attacks, or rerolls 2 attacks.

83 may be too much but he definitely can't go under Dire Tiger.

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2.0 Champion of Necromancers! (preferably not Evil:-))
Next Icon Called Shot: Baldur's Gate pack - Khalid, Jaheira, Minsc (and BOO!), Imoen, Xan, Sarevok...
Against the Giants Called Shot: Phoenix (/no luck)
Demonweb Called Shot: Yagnoloth (I like demons!)
Feywild Called Shot:
Starter 2009 Called Shot:

The_Duke
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07/24/2008 2:21 PM  
Regis Rumblebelly
15 Points, Blue, Green
Level 6
AC 19
DEF 16
Speed 5
HP 30

ATTACK ACTION
{M} Mace: +12 vs AC; 10 Damage AND Followup
Followup: +6 vs DEF (Fort); Slowed
[]{R} Pasha's Pendant: (range 3): +17 vs DEF (Will); Dominated

ABILITIES
Halfling - Rogue
Conceal 6
Hide
+4 DEF (Ref)

SPECIAL POWERS Â
[]Reflexive Ruby: Immediate; this creature may make a Pasha's Pendant attack. If target is Dominated during a charge, it finishes the move as if charging, but may not attack at the end of the charge.


Alfred O. Cloutier -Trading History - BLAULB!


Lord_rock
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Portland OR

07/24/2008 2:55 PM  
83 sounds high but understandable in some way... I can't say over mid 70's without a slight hp ac increase though... I can't stand pieces that have lots of tricks (and this one does) but can't use em as they die first. 95hp and 25 is still autokill by 3 skullcleaves and a few other combos.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

jelzimme
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07/24/2008 3:16 PM  
Posted By The_Duke on 07/24/2008 2:21 PM
Regis Rumblebelly
15 Points, Blue, Green
Level 6
AC 19
DEF 16
Speed 5
HP 30

ATTACK ACTION
{M} Mace: +12 vs AC; 10 Damage AND Followup
Followup: +6 vs DEF (Fort); Slowed
[]{R} Pasha's Pendant: (range 3): +17 vs DEF (Will); Dominated

ABILITIES
Halfling - Rogue
Conceal 6
Hide
+4 DEF (Ref)

SPECIAL POWERS Â
[]Reflexive Ruby: Immediate; this creature may make a Pasha's Pendant attack. If target is Dominated during a charge, it finishes the move as if charging, but may not attack at the end of the charge.

My first thought for this was Regis, but I couldn't quite get him right. I think you did a great job with him, my only suggestion would be at least 5 more hp.


Kevizoid
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Southern California

07/24/2008 4:23 PM  
Posted By Lord_rock on 07/24/2008 2:55 PM
83 sounds high but understandable in some way... I can't say over mid 70's without a slight hp ac increase though... I can't stand pieces that have lots of tricks (and this one does) but can't use em as they die first. 95hp and 25 is still autokill by 3 skullcleaves and a few other combos.


Pushing creatures you charge through is pretty nuts as you can dislodge bodyguards as you run by. I'd put him at least 70.

SoCal Colluder

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Portland OR

07/24/2008 8:14 PM  
a bit of editing then:

-2 atts (he won't miss often anyway as the charge makes this a -1 effectively)
Can only push med or smaller he moves through
-1 ac
+5 ac while charging and provokes att
2nd att vs ac too
unique

He won't always hit the highest ac's now. He'll arrive damaged at least. His ac is lower now. Still heavy tech.

Edited Black Rock above.

So he's better now and not too expensive but really useful.



What about the Glyl?

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Lord_rock
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Portland OR

07/24/2008 8:14 PM  
a bit of editing then:

-2 atts (he won't miss often anyway as the charge makes this a -1 effectively)
Can only push med or smaller he moves through
-1 ac
+4 ac while charging and provokes att
2nd at&t v's ac too.

He won't always hit the highest ac's now. He'll arrive damaged at least. His ac is lower now. Still heavy tech.


Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Llarbal
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07/25/2008 5:50 AM  
some time ago I thought up this creature, and looking at it now I could see some potential uses:-). Since there is now the dominated condition I was able to replace a large chunk of text with the word 'dominated'.

note that it's very vulnerable to being dazed etc since it doesn't have a basic att

Brain in a Jar

 

Attack Actions

(M): ----

(R), Mind Thrust, range 6: +13 vs DEF(will); 15 psychic damage

(R), Telekinesis:(range 10) +16 vs DEF(Fort), can be used on allies as an automatic hit; slide target creature 3 squares

Abilities

              ÂEvil • Undead

Vulnerable 5 sonic

              ÂImmune poison

Blindsight

Tiny reach (can’t make opportunity attacks)

 

Special Powers

□ Dominate, use at start of an enemy’s turn: +15 vs DEF(will); dominated RECHARGE when first bloodied

Champion 2

Champion powers

•Âimmediate, use when a critical hit is scored against an undead ally: that critical hitbecomes a regular hits. It still counts as an automatic hit

• immediate: all adjacent undead can’t attack this creature until end of turn

 

What do you guys think?


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Lord_rock
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Portland OR

07/26/2008 2:13 PM  
Posted By Pedro on 07/24/2008 2:17 PM
He has +5 att and +4 att over dire tiger and that one costs 60 points. Minotaur deals 55 dmg and can charge casters (and he'll prolly kill them too) hiding in the back of opponent's army without any hinderance. Someone like Mordy or Pyromancer is totally screwed. He's also civ, so Hob Marshal can move him even deeper into enemy territory.

Plus, to all of that, he gives either two more attacks, or rerolls 2 attacks.

83 may be too much but he definitely can't go under Dire Tiger.


Tiger ain't exactly seeing play right now... faster, more mobile, and has better synergies.  With the edit thier att's are more in line.

Compare to Wulfgar:

Wulfgar:
Faster
more Dmg
Ranged att
can mount
Sp ability grants extra atts
Champ power grants another att
Better support in BL
and 14pt cheaper (2 less than a mounted Wulfgar!)

Black Rock:
More dmg on a charge (unless wulfie is mounted for 2pts more)
same hp
same ac
reach
better champ rating
more manuveurs to perform (big +)

68 might be a touch too much but sounds reasonable.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless
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