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Re: Medieval-Man's New Monster Creations

Posted: Thu Jul 26, 2012 10:39 pm
by Joe the Rat
Is there a minimum hp on yon crimson bones? Like if it rises with only 1hp, the next time it stays down, or do they keep rising with 1hp? (I honestly don't remember how the ol' dry bones worked)

Re: Medieval-Man's New Monster Creations

Posted: Thu Jul 26, 2012 11:01 pm
by MedievalMan
They keep rising with half their starting hit points. I guess I should put in 1 hit point minimum. I modeled them after red skeletons in the original Castlevania. But seeing as all monsters die in one hit in Castlevania I had to extrapolate how many hit points crimson bones revive with.

Re: Medieval-Man's New Monster Creations

Posted: Thu Sep 06, 2012 11:40 am
by MedievalMan
Hey can I get this moved to the Workshop? I am thinking about adding some more monsters to my list.

Re: Medieval-Man's New Monster Creations

Posted: Thu Sep 06, 2012 12:52 pm
by SmootRK
MedievalMan wrote:Hey can I get this moved to the Workshop? I am thinking about adding some more monsters to my list.
done

Re: Medieval-Man's New Monster Creations

Posted: Thu Sep 06, 2012 1:08 pm
by MedievalMan
Thanks Smoot, I felt if any of my half-brained ramblings get placed here the one with the most usable stuff should be the one.

Re: Scrag

Posted: Tue Feb 05, 2013 10:39 pm
by LibraryLass
For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.

Re: Scrag

Posted: Thu Feb 07, 2013 8:28 pm
by MedievalMan
LibraryLass wrote:For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.
What would you suggest?

Re: Scrag

Posted: Thu Feb 07, 2013 8:51 pm
by LibraryLass
MedievalMan wrote:
LibraryLass wrote:For the most part I like these, but I feel like Duergar need something else to set them apart from normal dwarves besides having mages.
What would you suggest?
Hm...
I know 4e duergar had mildly poisonous quills in their hair or beards. And I'm pretty sure older takes on them had the ability to grow larger and to become invisible. I don't know necessarily that I'd add either of those things, but they're examples from which one could take inspiration.

Edit: Being as they live in the deepest depths of the earth, better darkvision and penalties in daylight might also make sense.

Re: Medieval-Man's New Monster Creations

Posted: Thu Feb 07, 2013 9:25 pm
by MedievalMan
I had thought about adding those things when I wrote it. Though its been so long since I did I can't remember why I left them out. Seeing as they are also partially based on the dark iron dwarves from warcraft I considered giving them some form of fire resistance.

I might just rewrite them and add one or more of these abilities. Or better yet, make some sort of table which randomly determines what ability each "clan" of duergar have. Just an idea.

Re: Medieval-Man's New Monster Creations

Posted: Thu Feb 07, 2013 11:35 pm
by LibraryLass
Might be fun, either way.