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Mindfreak
2011-09-02, 03:19 PM
This will be my thread in which I bring to you 4e adaptions of monsters(and perhaps even a Monsterhunter Class and even 4e adaptions of weapons found in the Monster Hunter series) found within the Monster Hunter series of games. I plan on doing the monsters from Monster Hunter Tri first and then move onto monsters from the older games. This may change if enough people wish to request that I do a certain monster sooner then planned. My eventual goal for this is to have 4e versions of all of the monsters and to later make a Monster Hunter 4e Campaign. I hope you enjoy these monsters.

Monster Hunter Class Stuff:
Monster Hunter Weapons (http://www.giantitp.com/forums/showpost.php?p=11771108&postcount=7)

Monsters:
Baggi (http://www.giantitp.com/forums/showpost.php?p=11770587&postcount=5)
Great Baggi (http://www.giantitp.com/forums/showpost.php?p=11770622&postcount=6)
Great Jaggi (http://www.giantitp.com/forums/showpost.php?p=11770413&postcount=4)
Jaggi (http://www.giantitp.com/forums/showpost.php?p=11770174&postcount=2)
Jaggia (http://www.giantitp.com/forums/showpost.php?p=11770293&postcount=3)

Mindfreak
2011-09-02, 03:31 PM
Jaggi
http://i305.photobucket.com/albums/nn202/zdy1988/MONSTER%20HUNTER%20TRI/Jaggi.pnghttp://images.wikia.com/monsterhunter/images/0/0d/MH3-Jaggi_Icon.png
"Jaggi have been found in warmer climates with forests. They are quite dangerous in a large group, but are easily dealt with alone."
Level 1 Minion
Medium natural beast(Monster) XP 25
Initiative +3 Perception +4
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6
(melee)Bite (standard; at-will)
+6 vs. AC; 1d4+1 damage.
(melee)Tail Whip (standard; at-will)
+4 vs. REF; Area 1 around user; 1d4 damage.
Alignment Unaligned Languages ---
Athletics +6
Str 13 (+1) Dex 16 (+3) Wis 9 (+0)
Con 13 (+1) Int 10 (+2) Cha 4 (+0)
Tactics
No Great Jaggi Present:
Jaggi will go directly to attack humanoids even by themselves. They lack any real strategy unless a Great Jaggi is leading them.
Great Jaggi is Present:
When they are with a Great Jaggi, they will wait until he gives them some orders. If the Great Jaggi is attacked, they will go to flank the person attacking the Great Jaggi and bite them. When multiple attackers are present, they all gather up to attack a single attacker at a time.

Mindfreak
2011-09-02, 03:49 PM
Jaggia
http://images3.wikia.nocookie.net/__cb20100412053461/monsterhunter/images/thumb/f/f2/Jaggia.png/185px-Jaggia.pnghttp://images.wikia.com/monsterhunter/images/c/c2/MH3-Jaggia_Icon.png
"Jaggia are the female Jaggi. They are slightly bigger, more deadly, and sure look different from the Jaggi. In a pack of even 4, these can rip novices to shreds."
Level 1 Skirmisher
Medium natural beast(Monster) XP 100
Initiative +5 Perception +5
HP 29; Bloodied 14
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6
(melee)Bite (standard; at-will)
+6 vs. AC; 1d6+3 damage.
(melee)Tail Whip (standard; at-will)
+4 vs. REF; Area 1 around user; 1d6+3 damage.
(melee)Slam (standard; Refresh 3-6)
+4 vs. REF; 1d4 damage. Target is knocked down.
Alignment Unaligned Languages ---
Athletics +6
Str 13 (+1) Dex 16 (+3) Wis 9 (+0)
Con 13 (+1) Int 16 (+3) Cha 4 (+0)
Tactics
No Great Jaggi is present:
Jaggia typical help Jaggi fight other creatures. There is typically 1 Jaggia to 4 Jaggi.
Great Jaggi is present:
Jaggia try to protect the Great Jaggi. If a person is getting quite close to the Great Jaggi, they try to slam into the person and let the Jaggi swarm over the fallen creature.

Mindfreak
2011-09-02, 04:09 PM
Great Jaggi
http://roboawesome.com/wp-content/uploads/2010/04/800px-GreatJaggi-300x208.pnghttp://images.wikia.com/monsterhunter/images/9/92/MH3-Great_Jaggi_Icon.png
"The Great Jaggi is the meanest Jaggi you'll ever encounter. The frill around his head shows that he is king among the Jaggi."
Level 3 Elite Controller
Medium natural beast(Monster) XP 300
Initiative +3 Perception +6
HP 98; Bloodied 49
AC 17; Fortitude 16, Reflex 15, Will 15
Speed 7
(melee)Bite (standard; at-will)
+6 vs. AC; 1d10+3 damage.
(melee)Tail Whip (standard; at-will)
+4 vs. REF; Area 1 around user; 2d6+3 damage.
(melee)Slam (standard; Refresh 3-6)
+4 vs. REF; 3d6+3 damage. Target is knocked down.
(area)Call of the Wild (minor; Refresh 5-6)
Calls 4 Jaggi and 2 Jaggia to come help it.
Alignment Unaligned Languages ---
Athletics +9
Action Points 1
Str 17 (+4) Dex 16 (+3) Wis 14 (+3)
Con 17 (+4) Int 16 (+3) Cha 4 (+0)
Tactics
The Great Jaggi always has at least 4 Jaggi and 2 Jaggia with him. He directs them into flanking those he attacks and to distract those attacking him. When his minions are gone, he uses his Call of the Wild to bring in new ones. If he is low on health he uses the power(if possible) and has them distract his attackers while he runs away. When he's surround he uses his Tail Whip power followed up by his Slam power to get some breathing room. He then tries to move through the opening he made.

Mindfreak
2011-09-02, 04:39 PM
Baggi
http://images.wikia.com/monsterhunter/images/c/ce/Baggi.pnghttp://images.wikia.com/monsterhunter/images/d/dd/MH3-Baggi_Icon.png
"Baggi have been found in cold climates on the tundra. They are quite dangerous in a large group, but are easily dealt with alone."
Level 1 Minion
Medium natural beast(Monster) XP 25
Initiative +3 Perception +4
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Reflex 14, Will 13
Speed 6
(melee)Bite (standard; at-will)
+6 vs. AC; 1d4+1 damage.
(melee)Tail Whip (standard; at-will)
+4 vs. REF; Area 1 around user; 1d4 damage.
(ranged)Frostball (standard; Refresh 3-6
Range 5/20; +4 vs. FORT; 1d4+1 damage, target falls asleep(save ends)
Alignment Unaligned Languages ---
Athletics +6
Str 13 (+1) Dex 16 (+3) Wis 9 (+0)
Con 13 (+1) Int 10 (+2) Cha 4 (+0)
Tactics
No Great Baggi Present:
Baggi will go directly to attack humanoids even by themselves. They lack any real strategy unless a Great Baggi is leading them.
Great Baggi is Present:
When they are with a Great Baggi, they will wait until he gives them some orders. If the Great Baggi is attacked, they will go to flank the person attacking the Great Baggi and use their Frostball power on them. When multiple attackers are present, they all gather up to attack a single attacker at a time, using their Frostball power to do it easily.

Mindfreak
2011-09-02, 04:46 PM
Great Baggi
http://fast1.onesite.com/capcom-unity.com/user/yuffie67/mh_tri/03caf497e512d2438979ff4236e73c2b.jpg?v=113460
http://images.wikia.com/monsterhunter/images/a/aa/MH3-Great_Baggi_Icon.png
"The Great Baggi is the king of Baggi. He loves to make his prey fall asleep before snacking on their sleeping body
Level 5 Elite Controller
Medium natural beast(Monster) XP 300
Initiative +4 Perception +6
HP 132; Bloodied 66
AC 19; Fortitude 18, Reflex 17, Will 17
Speed 7
(melee)Bite (standard; at-will)
+10 vs. AC; 1d10+4 damage.
(melee)Tail Whip (standard; at-will)
+9 vs. REF; Area 1 around user; 1d6+4 damage.
(melee)Slam (standard; Refresh 3-6)
+9 vs. REF; 3d6+4 damage. Target is knocked down.
(area)Call of the Wild (minor; Refresh 5-6)
Calls 4 Baggi to come help.
(ranged)Frostball (standard; Refresh 3-6)
Range 5/10; +9 vs. Fort; 1d6+4 damage, target falls asleep(save ends)
Alignment Unaligned Languages ---
Athletics +9
Action Points 1
Str 18 (+6) Dex 16 (+3) Wis 15 (+4)
Con 18 (+6) Int 16 (+3) Cha 4 (+0)
Tactics
The Great Baggi always has at least 4 Baggi with him. He directs them into flanking those he attacks and to distract those attacking him. When his minions are gone, he uses his Call of the Wild to bring in new ones. If he is low on health he uses the power(if possible) and has them distract his attackers while he runs away. When he's surround he uses his Tail Whip power followed up by his Slam power to get some breathing room. He then tries to move through the opening he made. When he first sees a creature for the first time he uses his Frostball power on them to put them to sleep and eat them.

Mindfreak
2011-09-02, 06:10 PM
Adapted from Admiral Squish's version for 4e.

Hunter weapons are oversized, incredibly deadly weapons, designed for elite warriors, and used to hunt terrible monsters. These are the tools of champions, those who tame the wilds to make them safe for mankind. All hunter's weapons require a strength score of at least 14 for light weapons, 16 for one-handed weapons, and 18 for two-handed weapons, to be used properly(improper use causes a -2 on Attack Rolls) along with the proficiency for the weapon.

{table=head]Weapon|Cost|Damage|Range|Prof|Properties|Group
Superior Melee
One-Handed
Hunterís Quickblade|500 GP|1d8|-|2|Off Hand|Light Blade
Hunterís Lance|500 GP|1d8|-|2|Reach|
Hunterís Gunlance|500 GP|1d8|5|2|Reach|
Gunlance Rounds (5)| 50 GP
Two-Handed
Hunterís Greatsword|500 GP|1d10|-|2|-|Heavy Blade
Hunterís Hammer|500 GP|1d12|-|2|-|Hammer
Hunterís Longsword|500 GP|2d4|-|3|High Crit|Heavy Blade
Hunterís Switchaxe|500 GP|2d6|-|2|Versatile|Heavy Blade/Axe
Superior Ranged
Hunterís Bow|500 GP|2d6|15/25|2|High Crit|Bow
Hunter's Arrows (20)|10 GP
Bowgun, Light|500 GP|2d6|10/15|3|Load Free|-
Bowgun, Heavy|500 GP|2d6|10/20|3|Load Minor|-
Bowgun Bolts (20)|10 GP
[/table]

Hunterís Greatsword (http://images2.wikia.nocookie.net/__cb20070721230118/monsterhunter/images/thumb/c/c6/GSuser.png/476px-GSuser.png)
This is a truly massive blade, almost as tall as itís wielder, with a wide, flat blade designed for immensely powerful chops and swings. By taking a total defense action you get an additional 2 AC for that round.

Hunterís Hammer (http://images.wikia.com/monsterhunter/images/c/c5/HammerUser.png)
This weapon is a fearsome thing, a massive lump of steel, stone, or wood that weighs nearly as much as itís wielder, if not even more. The hammerís massive size allows the wielder to off-balance his foes when striking.

Hunterís Bow (http://images2.wikia.nocookie.net/__cb20100725075444/monsterhunter/images/thumb/f/f9/MHP3rd_Bow.png/417px-MHP3rd_Bow.png)
This huge bow is as tall, if not taller than, itís wielder. The thick, powerful arms of it curve gracefully, and itís often strung with super-strong cable or a monsterís tendon. This bow fires arrows that look more like shortspears with fletching. The Hunterís Bow has arrows specially designed to take coatings, a series of alchemical mixtures that allows the wielder to inflict statuses on itís foes.

Light Bowgun (http://2.bp.blogspot.com/_8vFN0SnIpzA/TNlZvW0NFYI/AAAAAAAAAEU/nBg4xVGCImo/s400/Light%2BBowgun.png)
This sizable weapon pairs the spring-loaded propulsion of a crossbow with an explosive kick. The light bowgun, in addition to firing standard bolts, can be loaded with a wide variety of special ammunition. You load and operate a light bowgun much the same way you would operate a repeating crossbow.The Light Bowgun can only fire Pierce, Poison, Paralysis, Sleep, and Recovery.

Heavy Bowgun (http://images.wikia.com/monsterhunter/images/2/20/HeavyBowgunUser.png)
This massive version of the light bowgun is exceptionally heavy, with a powerful explosive blast providing most of itís propulsion. The heavy bowgun, in addition to firing standard bolts, can be loaded with a wide variety of special ammunition. You load and operate a heavy bowgun much the same way you would operate a repeating crossbow. The Heavy Bowgun can only fire Cluster, Pellet, Pierce, and Crag.

Hunterís Lance (http://images.wikia.com/monsterhunter/images/7/78/LanceUser.png)
This titanic lance is easily twice as long as the wielder is tall. A sturdy, locking joint at the midpoint is usually included, allowing the weapon to be collapsed or folded when not in use.

Hunterís Quickblade (http://monster-hunter.wdfiles.com/local--files/controls-overview/snsw.jpg)
This incredibly lightweight and quick sword is designed for slicing and dicing. These quick blades are often used either with a small shield for those focused on defense and mobility or in pairs, for those who prefer mobility and offense.

Hunterís Longblade (http://fast1.onesite.com/capcom-unity.com/user/snow_infernus/0e3fc2797d1e07b7e1719408ca44ac5e.jpg?v=239400)
This extremely long, gently curving sword is clearly designed to cut as deep as possible into the opponentís flesh. Itís sharp cutting edge and size make it ideal for pure offense.

Hunterís Gunlance (http://images1.wikia.nocookie.net/__cb20100206120634/monsterhunter/images/9/96/Mh3-BrainfoxLance.jpg)
This weapon combines feaures of the bowgun and the lance to create a unique weapon. The main use of this weapon is in melee, stabbing at opponents with itís bladed point. However, the handle also holds a trigger that allows the wielder to fire rounds stored in the revolving cylinder at the base of the weapon. These rounds are too inaccurate to be used at a great range, but can provide an extra punch to a melee attack. When attacking, the wielder may choose to forego making a normal attack to instead fire a round from the chamber as a ranged attack with a range of 5. These rounds deals 1d4 damage+1d4fire damage. The gunlance stores five rounds in itís chambers at a time, and requires a standard action to reload. Any enchantments applied to the gun lance apply to the rounds fired as well. When the wielder makes a successful melee attack, they can take a minor action to fire a round from the chamber as a separate attack. As a full-round action, you may also expend all the rounds currently loaded in the gunlance to produce a Close Blast(3) effect, which deals 1d4 fire damage for each round remaining in the gunlance. Attacking this way is a ranged basic attack vs. Reflex

Hunterís Switchaxe (http://images4.wikia.nocookie.net/monsterhunter/images/1/14/MH3-Slashaxe.png)
This hulking blade is composed of multiple mechanically shifting parts. When first drawn, it unfolds itself into a huge, axe-like weapon that can deliver devastating blows. However, it also has the ability to activate a built in phial, shifting into a blade more akin to the hunterís greatsword and applying one of a variety of effects to itís attacks. The switch axe can be switched into sword mode as a minor action. It can only remain is sword mode for 5 attacks before reverting to axe mode. After reverting to axe mode, *it takes 5 rounds to recharge the phial to enable it to switch back to sword mode again. This does not mean you can use the daily power again without an extended rest first. You deal only 1d8 damage while in sword mode but your speed increases by 1 and you can use your phial. While in axe mode your damage is 2d6 but your speed decreases by 1.

Phials
The phial installed in a switch axe is fixed permanently, but it costs extra.

Power: This phial coats the blade in a slick substance, allowing the blade to penetrate deeper without stalling due to resistance.
Daily Power: This phial increases the switch axeís damage to 4d4 instead of 1d8 while in sword mode until the end of the encounter. This phial costs 500 GP.

Poison: This corrosive substance damages the targetís circulatory system, dealing 5 Poison(Save Ends)

Poison Phials:
DC 10: 500gp
DC 15: 1,250gp
DC 20: 3,000gp
DC 25: 5,000gp
DC 30: 7,500gp

Paralysis: This paralytic agent induces involuntary muscle spasms in the target. The target is Paralyzed/Immobilized(Save Ends)

Paralyze Phials:
DC 10: 1,000gp
DC 15: 2,500gp
DC 20: 6,000gp
DC 25: 10,000gp
DC 30: 15,000gp

Bowgun Ammo
Bowgun ammo is sold in five-round magazines.

Pierce: This heavy, solid adamantium bolt is honed to a sharp point, and is designed for penetrating even the thickest armor and scales. Resolve an attack with this round as a ranged attack that deals damage equal to your bowgunís base damage plus your Dex Mod. It only comes in one type and costs 250gp

Pellet: This round consists of a breakable case containing dozens of tiny pellets. The case shatters as it leaves the barrel, releasing a swarm of tiny projectiles. Make a ranged attack. If this attack hits, roll 1d8 to determine how many pellets hit. You must be at least range 3 away from the target. For every range 3 the target is away from you, this die size decreases by one (1d8 at range 3, 1d6 at range 6, 1d4 at range 9) Each pellet deals 1d4 points of damage. It only comes in one type and costs 250gp

Crag: This round deals your bowgunís base damage. One round after striking the opponent, it explodes, dealing 2d6 fire damage to the target. It only comes in one type and costs 300gp(so 2d6 damage the first round when it hits the target then another 2d6 fire damage the next round).

Cluster: This round type combines the benefits of crag and pellet rounds. When the round strikes a target as a ranged attack, it deals no damage, but bursts into 3 smaller explosive rounds. Each of these rounds deals 1d6 fire damage. It only comes in one type and costs 300gp.

Poison: This round contains a corrosive substance damages the targetís circulatory system, dealing 5 Poison(Save Ends). Bolts stack(by this I mean the first bolt hits with a DC of 15 and doesn't work then a second bolt is shot with the same DC at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
DC 10: 100gp
DC 15: 500gp
DC 20: 1250gp

Paralysis: This round contains a paralytic agent that induces involuntary muscle spasms in the target. The target is Paralyzed/Immobilized(Save Ends). Bolts stack(by this I mean the first bolt hits with a DC of 15 and doesn't work and then a second bolt is shot with the same DC at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
DC 10: 250gp
DC 15: 750gp
DC 20: 1250gp

Sleep: This round contains a chemical additive that has soporific qualities, making the target fall asleep on the spot. Target is slowed and if they fail their save they fall asleep. Bolts stack(by this I mean the first bolt hits with a DC of 15 and doesn't work and then a second bolt is shot with the same DC at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
DC 10: 125gp
DC 15: 375gp
DC 20: 750gp

Recovery : This round let's the target spend a healing surge. They only come in one type and cost 150gp.

Coatings
Specially designed coatings for the arrows of the Hunterís Bow. Tradition demands they be crafted by the hunter themselves, but they can be purchased from some stores. Nature Check DC 10 plus 100gp worth of materials to produce one vial (ten applications). The base DC of these dips is 10(Where it applies). For every 2 points you beat the DC 10 craft check by, the save DC increases by 1.

Poison: This corrosive substance damages the targetís circulatory system, dealing 5 Poison(Save Ends). Arrows stack(by this I mean the first arrow hits with a DC of 15 and doesn't work and then a second arrow is shot with the same DC at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
Poison Vial
"A vial full of dangerous chemicals that hurt a creature over time"
Level 2 500gp
Level 6 3000gp
Level 8 4500gp
Effect Coats 10 arrows.
On Hit
Level 2 Poisons the target(DC 10, Save Ends)
Level 6 Poisons the target(DC 20, Save Ends)
Level 8 Poisons the target(DC 25, Save Ends)


Paralysis: This paralytic agent induces involuntary muscle spasms in the target. The target is Paralyzed/Immobilized(Save Ends). Does not stack with multiple vials. Does not stack with other vials. Arrows stack(by this I mean the first arrow hits with a DC of 15 and doesn't work and then a second arrow is shot with the same DC is shot at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
Paralysis Vial
"A vial full of paralyzing agents that cause the target to go through involuntary muscle spasms"
Level 4 1000gp
Level 8 3000gp
Level 12 7000gp
Effect Coats 10 Hunter's Arrows.
On Hit
Level 4 Causes the target to become immobilized for 1d4 rounds(DC 15, Save Ends)
Level 8 Causes the target to become immobilized for 1d4 rounds(DC 20, Save Ends)
Level 12 Causes the target to become immobilized for 1d4 rounds(DC 25, Save Ends)

Sleep: This chemical additive has soporific qualities, making the target fall asleep on the spot. Does not stack with multiple vials. Does not stack with other vials. Arrows stack(by this I mean the first arrow hits with a DC of 15 and doesn't work and then a second arrow is shot with the same DC at the same target the DC goes up by 5 so the target has to make a save for a DC 20 instead of a DC 15.)
Sleep Vial
"A vial full of chemicals that induce sleep"
Level 2 500gp
Level 4 1000gp
Level 6 1500gp
Level 8 2000gp
Level 10 2500gp
Effect Coats 20 Hunter Arrows.
On Hit
Level 2 Causes the target to become slowed. If they fail their save they fall asleep(DC 10, Save Ends)
Level 4 Causes the target to become slowed. If they fail their save they fall asleep(DC 15, Save Ends)
Level 6 Causes the target to become slowed. If they fail their save they fall asleep(DC 20, Save Ends)
Level 8 Causes the target to become slowed. If they fail their save they fall asleep(DC 25, Save Ends)
Level 10 Causes the target to become slowed. If they fail their save they fall asleep(DC 30, Save Ends)

Power: This dip is slick and greasy, but it allows the arrow to penetrate deeper without stopping, and allows the arrow to deal an additional 1d4 damage. Does not stack with multiple Power Vials. Does not stack with other vials.
Power Vial
"A vial full of a slick chemical that allows arrows to penetrate deeper"
Level 3 750 GP
Effect Coats 20 arrows. Coated arrows deal 1d4 more damage.

ninja_penguin
2011-09-03, 09:04 AM
As a heads up, you're using terminology in those weapon descriptions that no longer exist in 4e, such as exhausted, fatigued, paralyzed, etc. Reflex saves and the like can be flipped into an attack vs reflex and the like.

Also, the hunter's hammer will be doing hilarious amounts of damage, what with it's 4d6 [W] rating.

Mindfreak
2011-09-03, 09:07 AM
Tis true. I thought it was all good myself until I read 4e PHB this morning.
Weapons are being reworked.

Rawhide
2011-09-03, 09:15 AM
As a heads up, you're using terminology in those weapon descriptions that no longer exist in 4e, such as exhausted, fatigued, paralyzed, etc. Reflex saves and the like can be flipped into an attack vs reflex and the like.

Also, the hunter's hammer will be doing hilarious amounts of damage, what with it's 4d6 [W] rating.

These terms are used in the Monster Hunter series of games. Either he will need to reintroduce the terms or find an alternative implementation.

ninja_penguin
2011-09-03, 11:09 AM
I'm aware of that; but it's clearly in 3.5 formatting (a status effect for 1dX rounds), and needs reworking to be coherent in 4e, either putting things to immobilized, stunned, dazed, etc. with UENT and/or save ends on things.

Mindfreak
2011-09-03, 02:31 PM
Finished reworking the weapons, how'd I do?

ninja_penguin
2011-09-03, 04:03 PM
Hunter weapons are oversized, incredibly deadly weapons, designed for elite warriors, and used to hunt terrible monsters. These are the tools of champions, those who tame the wilds to make them safe for mankind. All hunter's weapons require a strength score of at least 14 for light weapons, 16 for one-handed weapons, and 18 for two-handed weapons, to be used properly(improper use causes a -2 on Attack Rolls) along with the proficiency for the weapon.

Well, here's one question: Are you intending any class able to use these weapons? Because You'll be leaning toward fighters, barbarians, paladins, warlords, and rangers with this kind of focus. That's not horrible, I know, due to general theme of the Monster Hunter games, but just pointing it out; I don't know if your ideal setting restricts classes or not, so this comment can easily be pushed to trivial.


{table=head]Weapon|Cost|Damage|Critical|Range|Damage Type
Exotic Light
Hunterís Quickblade|500 GP|1d8|Low|-|Slashing
Exotic One-Handed
Hunterís Lance|500 GP|2d6|High|-|Piercing
Hunterís Gunlance|500 GP|2d6|Normal|1/5|Piercing
Gunlance Rounds (5)| 50 GP
Exotic Two-Handed
Hunterís Greatsword|500 GP|1d12|High|-|Slashing
Hunterís Hammer|500 GP|1d12|High|-|Bludgeoning
Hunterís Longsword|500 GP|3d4|Normal|-|Slashing
Hunterís Switchaxe|500 GP|2d6|High|-|Slashing
Exotic Ranged
Hunterís Bow|500 GP|2d6|High|15/25|-|Piercing
Hunter's Arrows (20)|10 GP
Bowgun, Light|500 GP|2d6|Normal|5/15|Piercing
Bowgun, Heavy|500 GP|2d6|High|10/25|Piercing
Bowgun Bolts (20)|10 GP
[/table]


All of these weapons are missing their proficiency score (in 4e, the lack of the proficiency score is generally used as the penalty for not being proficient, not stacking on an extra penalty. Also, different damage types (piercing, bludgeoning, slashing) no longer exist/no longer have any mechanical effect, unless you're adding one.

What is the difference between low, normal, and high crit?


Hunterís Greatsword[/URL]
This is a truly massive blade, almost as tall as itís wielder, with a wide, flat blade designed for immensely powerful chops and swings. By taking both a standard and a minor action you can block with it, adding 5 AC for that round.

Suggestion: extra bonus to AC for taking the total defense action. probably 1 or 2, in addition to the usual bonuses.




This huge bow is as tall, if not taller than, itís wielder. The thick, powerful arms of it curve gracefully, and itís often strung with super-strong cable or a monsterís tendon. This bow fires arrows that look more like shortspears with fletching. This bow deals extra damage on itís attacks equal to the wielderís strength modifier. By taking a standard and a minor action to fire a single shot, that roundís damage is doubled. In addition, the Hunterís Bow has arrows specially designed to take coatings, a series of alchemical mixtures that allows the wielder to inflict statuses on itís foes.


The standard-minor thing will make for hilarious amounts of damage, given that they already need a high strength score in order to use the bow. Also, twin striking rangers will have a field day with this weapon.



This sizable weapon pairs the spring-loaded propulsion of a crossbow with an explosive kick. The light bowgun, in addition to firing standard bolts, can be loaded with a wide variety of special ammunition. You load and operate a light bowgun much the same way you would operate a light repeating crossbow.


I don't have my book with me right now, but I don't think repeating crossbows exist. I could be totally wrong on that, though, in which case disregard this.


Hunterís Gunlance
This weapon combines feaures of the bowgun and the lance to create a unique weapon. The main use of this weapon is in melee, stabbing at opponents with itís bladed point. However, the handle also holds a trigger that allows the wielder to fire rounds stored in the revolving cylinder at the base of the weapon. These rounds are too inaccurate to be used at a great range, but can provide an extra punch to a melee attack. When attacking, the wielder may choose to forego making a normal attack to instead fire a round from the chamber as a ranged attack with a range of 5. These rounds deals 1d4 damage+1d4fire damage. The gunlance stores five rounds in itís chambers at a time, and requires a standard action to reload. Any enchantments applied to the gun lance apply to the rounds fired as well. When the wielder makes a successful melee attack, they can take a minor action to fire a round from the chamber as a separate attack. As a full-round action, you may also expend all the rounds currently loaded in the gunlance to produce a Cone 6 effect, which deals 1d6 fire damage for each round remaining in the gunlance. Anyone in this area must make a reflex save (DC 10).

Cones don't exist in 4e. Change this to a close blast effect (3), and there are no reflex saves. Should be changed into some sort of ranged basic attack vs. reflex, that does Xd6 fire damage for every round in it. Note: tossing out 5d6 every other round will add up fast. Although I think other things can out damage it, and I think it'd actually allow for some controllery like abilities.


Hunterís Switchaxe
This hulking blade is composed of multiple mechanically shifting parts. When first drawn, it unfolds itself into a huge, axe-like weapon that can deliver devastating blows. However, it also has the ability to activate a built in phial, shifting into a blade more akin to the hunterís greatsword and applying one of a variety of effects to itís attacks. The switch axe can be switched into sword mode as a swift action. It can only remain is sword mode for 5 attacks before reverting to axe mode. After reverting to axe mode, *it takes 10 rounds to recharge the phial to enable it to switch back to sword mode again.

In 99% of all fights, nobody will ever get to recharge their phial.


Power: This phial coats the blade in a slick substance, allowing the blade to penetrate deeper without stalling due to resistance. This phial increases the switch axeís damage by 1d4.*This phial costs 500 GP.

Suggested: increases the dice size of the weapon until the end of the encounter. Daily power.


Poison: This corrosive substance damages the targetís circulatory system, dealing 1d4 Damage/round for 1d4 rounds.

Ongoing 5-10-15 poison damage (save ends)



Paralysis: This paralytic agent induces involuntary muscle spasms in the target. The target is Paralyzed for 1d4 rounds.

Suggestion: Target is paralyzed/immobilized (save ends)


Pierce: This heavy, solid adamantium bolt is honed to a sharp point, and is designed for penetrating even the thickest armor and scales. Resolve an attack with this round as a ranged attack that deals damage equal to your bowgunís base damage. It only comes in one type and costs 250gp

What is the benefit of pierce ammo compared to normal ammunition?


Pellet: This round consists of a breakable case containing dozens of tiny pellets. The case shatters as it leaves the barrel, releasing a swarm of tiny projectiles. Make a ranged attack. If this attack hits, roll 1d12 to determine how many pellets hit. For every range 3 the target is away from you, this die size decreases by one (1d10 at range 3, 1d8 at range 6, 1d6 at range 9) Each pellet deals 1d4 points of damage. It only comes in one type and costs 250gp

Are you okay with somebody possibly dealing 12d10 damage? Also, twin strike rangers will just get right up in something's face and blast away, cackling wildly.



Crag: This round deals your bowgunís base damage. One round after striking the opponent, it explodes, dealing 2d6 fire damage to the target. It only comes in one type and costs 300gp.

Is this additional to your base bowgun damage? If so, why would anybody use crag ammunition instead of just getting a firey bowgun? Are you not using magic enhancements?


Cluster: This round type combines the benefits of crag and pellet rounds. When the round strikes a target as a ranged touch attack, it deals no damage, but bursts into 3 smaller explosive rounds. Each of these rounds deals 1d6 fire damage, and the target may make a save(DC 15) for half damage. It only comes in one type and costs 300gp.

This attack should attack reflex instead of AC; and deals half damage on a miss.


Poison: This round contains a corrosive substance damages the targetís circulatory system, dealing 1d4 Damage/round for 1d4 rounds.


Deals 5-10-15 poison damage, save ends.


Paralysis: This round contains a paralytic agent that induces involuntary muscle spasms in the target. The target is Paralyzed for 1d4 rounds.

Attack is stunned/immobalized (save ends)


Sleep: This round contains a chemical additive that has soporific qualities, making the target fall asleep on the spot. Sleep lasts 10 rounds, or until the target is attacked, woken up, or otherwise thoroughly disturbed.

Either unconscious on a fort attack, or slowed ->save fail -> unconscious kind of thing. Unless you want a cycle of 'sleep time' COUP DE GRACE 'now sleep again'. Yes, sleep bombing is hilariously effective, but playing it out on the tabletop is even more boring then doing it online.


Coatings
[SPOILER]Specially designed coatings for the arrows of the Hunterís Bow. Tradition demands they be crafted by the hunter themselves, but they can be purchased from some stores. Nature Check DC 10 plus 100gp worth of materials to produce one vial (ten applications). The base save DC of these dips is 10. For every 2 points you beat the DC 10 craft check by, the save DC increases by 1.

Re: arrow coatings, see all of my comments for their bowgun/switch axe expies.

Mindfreak
2011-09-03, 09:34 PM
Made updates to the weapons using suggestions.
The damage type are, in my opinion, more of to tell you how the weapon works.
Also, Good news!
I will be posting the Ludroth, Royal Ludroth, Sharq, and Catfish 4e versions within a couple days!:smallbiggrin:Along with some extra ones if I can find the time......

NecroRebel
2011-09-04, 02:33 AM
Adapted from Admiral Squish's version for 4e.

Hunter weapons are oversized, incredibly deadly weapons, designed for elite warriors, and used to hunt terrible monsters. These are the tools of champions, those who tame the wilds to make them safe for mankind. All hunter's weapons require a strength score of at least 14 for light weapons, 16 for one-handed weapons, and 18 for two-handed weapons, to be used properly(improper use causes a -2 on Attack Rolls) along with the proficiency for the weapon.

{table=head]Weapon|Cost|Damage|Range|Damage Type|Proficiency
Exotic Light
Hunterís Quickblade|500 GP|1d8|-|Slashing|2
Exotic One-Handed
Hunterís Lance|500 GP|2d6|-|Piercing|4
Hunterís Gunlance|500 GP|2d6|1/5|Piercing|4
Gunlance Rounds (5)| 50 GP
Exotic Two-Handed
Hunterís Greatsword|500 GP|1d12|-|Slashing|4
Hunterís Hammer|500 GP|1d12|-|Bludgeoning|4
Hunterís Longsword|500 GP|3d4|-|Slashing|4
Hunterís Switchaxe|500 GP|2d6|-|Slashing|4
Exotic Ranged
Hunterís Bow|500 GP|2d6|15/25|Piercing|4
Hunter's Arrows (20)|10 GP
Bowgun, Light|500 GP|2d6|10/15|Piercing|4
Bowgun, Heavy|500 GP|2d6|10/20|Piercing|4
Bowgun Bolts (20)|10 GP
[/table]

"Exotic" isn't a weapon type anymore, so nobody can actually get proficiency with these weapons. The word you want is "Superior." Also, there's no such thing as "light" weapons in 4E. Perhaps you meant "Off-Hand?" That property (not a weapon category, but a property) that you can attack with a weapon in your main hand while holding it in your off-hand.

There's no such things as damage types like that, so that entire column should be excised. Physical damage is simply untyped damage.

You're missing weapon groups for every one of these weapons. Some of them are fairly obvious - the Quickblade is a light blade, the lance spear, polearm, or both, the greatsword and longsword heavy blade, the hammer and axe hammer and axe, and the bow bow, but the gunlance and blowguns don't really fit into any of the categories.

4 proficiency is too much. No weapon should go above 3 for high-accuracy weapons, while lower-accuracy weapons should have 2.

Oh, and you're missing weapon properties on all of them. They might not have any, mind you, but that isn't much of a balancing factor.

Also, weapon weights; how much do these weight?

For individual weapons...

Assuming you give it the off-hand property, the quickblade is functionally identical to the kukri. It's redundant, in other words. The only differences are the base cost (which doesn't matter since that gets overridden by the cost of enchanting it), the damage die, and the presence of the brutal 1 property on the kukri (which equalizes the average damage).

The lance's damage is too high; the highest-damage one-handed superior weapon published in an official source is the Craghammer at d10 brutal 2, giving it an average of 6.5, while the lance's is 7. Also, the Craghammer is a +2 proficiency weapon.

The Gunlance's damage, again, it too high for the same reasons as the normal lance. The ranged attack... 1 square for short range basically means you always take the range penalties unless you take feats to reduce it, so it might as well be 5 range with -2 attack at range. All of the other superior ranged weapons have vastly more range, but lower damage and a lower proficiency bonus and can't be used in melee like I suspect you intended this one to be.

The Greatsword is basically fullblade without high crit and has a better proficiency bonus. That's a bad thing; it's either redundant or replaces the core item. The fact that this also gives +2 AC on a total defense action... Too strong. Lower the damage and proficiency bonus.

The hammer is to the Craghammer as the quickblade is to the kukri, except this time your hammer has that +4 proficiency bonus. Drop the proficiency bonus to 2 or drop it to 3 and lower the damage.

The longsword has way too high damage and that crazy proficiency bonus again. There's not a weapon with more than 2d6 damage base; 3d4 is too much, especially with more than a +2 proficiency. Again, this is comparable to a non-high-crit fullblade, except with higher damage and proficiency.

The switchaxe... A weapon that alters your speed? No. A 2d6 +2 weapon would be reasonable, but not +4. And I'm just confused about the switching thing. Make it like a superior-weapon khopesh; that's a military weapon that does d8 brutal 1 with +2 proficiency, and it counts as both a heavy blade and an axe. A 2d6 +2 versatile heavy blade/axe would be appropriate here.

The bow's stats in the table alright, except for that +4 proficiency bonus. You're sacrificing the Greatbow's long range for higher damage; that's fine. +2 proficiency puts it in line. Then, ignore that +Str on criticals and just give it the high crit property instead and cut out that double damage ability and it's good. Load free is probably appropriate.





Some advice: look over the weapons that already exist in 4e and base your homebrews off of them. Your weapons here are hugely overpowered (unless you leave them "exotic" and thus impossible to gain proficiency in), probably because you did them while referencing 3.x weapon quality paradigms instead of 4e ones.

Mindfreak
2011-09-04, 08:18 AM
Your weapons here are hugely overpowered (unless you leave them "exotic" and thus impossible to gain proficiency in), probably because you did them while referencing 3.x weapon quality paradigms instead of 4e ones.
There is a reason why they're good at what they do:


Hunter weapons are oversized, incredibly deadly weapons, designed for elite warriors, and used to hunt terrible monsters.
I made the changes and I'm also finishing up on some more monsters.

What do you guys think of the monsters so far?

ninja_penguin
2011-09-04, 11:20 AM
Right now the monsters are effectively paper; Partially because they are elites, and a decent chunk of nova'ing them from the players will quickly shred them.

Minions, in general as a DM, I've stopped counting for the sake of encounter exp within a certain limit (I'm not going to place 50 of them, but if I have 5, they're either respawning like crazy, or I'm just tossing them in there for the hell of it.) (A level 5 elite is 400 experience, by the way).

So basically, one Great Baggi is more or less a level 1 encounter. So you'd probably want two at once, because putting level 1 characters against a level 5 usually ends up with the math being tilted poorly against the players (in a frustrating way, not an 'omg challenging fight' way.)

The Great Jaggi's damage is scaled a little bit too high (especially for not being either a brute or a soldier) [Level 3 baseline damage is 1d8+6, or 1d6+5 for multi-target attacks], although you can always mess around with attacks that are on recharge a little bit.

The Great Baggi's damage is also far too low. [Baseline damage for a level 5 controller would be 2d6+7 or 1d8+6 for multi-target attacks]

ninja_penguin
2011-09-04, 03:21 PM
bah, picture shrinking murdered the enraged version, but I think it's still readable. Anyway, examples below of retooling the Great Baggi.


http://i145.photobucket.com/albums/r238/shallorwain/Gbaggi.png
http://i145.photobucket.com/albums/r238/shallorwain/EGBaggi.png

NecroRebel
2011-09-04, 11:55 PM
There is a reason why they're good at what they do:

I made the changes and I'm also finishing up on some more monsters.

There's a difference between what you had and merely "good at what they do." Aside from the lack of a weapon group on the lances and blowguns, which are both difficult to decide, they look much better now.


What do you guys think of the monsters so far?

Jaggi: Minions typically deal fixed damage, usually the average of a soldier of the same level's damage rounded up. It's not strictly necessary, but probably intended to save the DM from having to roll damage so much. Otherwise, looks good.

Jaggia: This is supposed to be a skirmisher, but it has no actual ability to do hit-and-run attacks. Its primary attack is also slightly weak. Not really problematic, but a power that lets them move and attack during the movement might be appropriate.

Great Jaggi: Doesn't really have much in the way of "control" powers, does it? Just the knock-prone thing. I'd probably call this a Soldier. Also, the Call of the Wild power is very strong; it basically means that this thing is bringing forth the equivalent of a level 1 encounter for 3 PCs whenever it wants. Either make it so that all of the things it calls are minions, make using the power damage or otherwise harm the Great Jaggi, make it an encounter power so they can't use it repeatedly, do away with it entirely, or some combination of those things.

Baggi: Again, minions usually have fixed damage. "Asleep" isn't really a condition, though "unconscious" is, and unconsciousness is a very strong condition. Stronger than stunning, even. This should daze until end next turn, at worst, probably slow or immobilize.

Great Baggi: I'd probably turn the Call of the Wild into an encounter power and Frost Ball into an at-will power (with similar changes to the lesser Baggis'), but otherwise this looks decent.