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Savage Worlds Bones.


Dahak
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Did you convert these from pathfinder using a converter or something? Some of the abilities seem a bit off. For example, there is no darkvision in Savage World, it's either low light vision or infravision. Also, in the bestiary at the back of the SW core rulebook an adult dragon is 40ft long and has Size +8, so there's no way Deathsleet should be Size +16, nothing should be Size +16. Do you actually own the core rulesbook, and maybe the fantasy companion? Several of the creatures you've stated up already exist in one or the other of those books.

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Did you convert these from pathfinder using a converter or something? Some of the abilities seem a bit off. For example, there is no darkvision in Savage World, it's either low light vision or infravision. Also, in the bestiary at the back of the SW core rulebook an adult dragon is 40ft long and has Size +8, so there's no way Deathsleet should be Size +16, nothing should be Size +16. Do you actually own the core rulesbook, and maybe the fantasy companion? Several of the creatures you've stated up already exist in one or the other of those books.

 

Some of them started with conversion [Pathfinder for a few, D&D3 for more].

 

Deathsleet is over 8 inches long and so more than 40" isn't he? After a walk and some consideration I've shrunk him to Size +12, which along with lowering his armour to +6 brings his toughness down to a more approachable 27(6).

 

Names of abilities for monsters don't matter that much, if their effects are listed. Dark vision and Tremor sense do things Low light and Infravision don't do. If it bothers you treat Darkvision as Infravison.

 

Where there is already a version of the monster I've gone for something different, since just copying stat blocks or refering to books isn't the point.

 

Yes, I have both the Fantasy companion and the Fantasy Toolkits, but I'm trying to avoid users needing to refer to anything that isn't in the Deluxe core.

 

Characters are intended to be legal PC's of the appropriate level. I've taken a few liberties here and there. The Ginsu blades and the Dragonslayers sword are the only things I can think of that aren't just renamed items.

Edited by Dahak
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man, this is awesome.

I started here a tread about it a while ago here, (http://www.reapermini.com/forum/index.php?/topic/48708-stats-for-reaper-bones/) then i dropped it focusing on more "real" projects, with minis in hand. But you are doing something fantastic.

I'm already spreading the link of your blog in other forums, i think you need all the moral support for this.

Great work again,

 

Jack

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Just one note: you're preparing a lot of characters, which is a hard work and gives great results. But for dungeon crawling more monsters could be needed. Even some of the "character looking" minis could be better used as foes...especially the non-epic looking ones, like the simple warriors!

Just saying, nothing more. I'll love that work anyway!

 

 

I also tried to do some kind of card template: but the areas have wrong proportions, imho:

http://i41.tinypic.com/a1tsg.jpg

 

 

and here the clay golem. Some parts are tooo tiny, and the stats need labels.

 

http://i44.tinypic.com/2mpzonl.jpg

 

Edited by TheLazyOne
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Just one note: you're preparing a lot of characters, which is a hard work and gives great results. But for dungeon crawling more monsters could be needed. Even some of the "character looking" minis could be better used as foes...especially the non-epic looking ones, like the simple warriors!

 

About half ther characters can easily become mooks by removing Wild Card from their stat block. Norgal or Danar for example.

 

I'm also aware that there are a lot of for example light armoured dual wielder figures in the set and I'd rather do generics late on as I run out of ideas. Nothing stops me doing more than one stat block per figure like I've done for Astrid or the Giant beetle, however. [A Mad Scientist version of Dita and an Alchemist version of Juliette are currently percolating.] Goblins with torch and blade on the other hand, may tempt me to do all four or so of them as one stat block.

 

And I'm taking a cerain amount of guidance from Reaper naming and description of the figures. Callie ended up a thief rather than a ranger because thats what Reaper says she is.

 

I've been heavy on characters recently since I've been trying to get all thirty of the intial offering done [1 to go, Devona, a slightly crazy horse loving wizard, who works for an order of paladins.]

 

That being said Mangu Timor looks like a suit of animated armour/Dulahan to me, or a Cylon. Got to make him sufficiently different from the Ghost King and Arrius however. :)

Edited by Dahak
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First, thanks again for all this work, you rock!

 

Second, some feedback on Hellborn racial profile. I don't think I would use the combat useful horns for any of the figures since it would be pretty difficult for a humanoid to actually use horns on their head in combat against an armed foe or even against a trained unarmed foe. Maybe allow them as improvised weapons to account for the awkwardness of actually using them for anything other than ritual combat. Now what would be an interesting replacement is to have their tails be semi or completely prehensile. Probably not usually useful for actually attacking unless you stuck some kind of weapon on the end but would be a great explanation for tricks as you could use it to slap items in the environment (flagon, candle, rock, etc) in the opponent's direction, trip them, etc. Not sure how you make that a racial modifier since you can just use all that as color in a trick description already but maybe give a bonus to tricks?

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I don't think I would use the combat useful horns for any of the figures since it would be pretty difficult for a humanoid to actually use horns on their head in combat against an armed foe or even against a trained unarmed foe.

 

You'll note I didn't use that option for all of them. And to the ones I did it is functionally a hold out weapon since they carry as good or better for normal combat. And it would cover kicking people with hooves or stabbing people with blade tails or extendign talons as well. Mechanically the advantage is being able to do Str+d6 with natural weapons for the equivalent of a skill point.

 

I might be influenced a bit there by Warmachine and Skarre's Great Rack and the other Satyrix Raiders.

 

I'd say a prehensile tail that was one strength step less than the character and didn't allow an inherant extra action without a multiple attack penalty would be about the same cost as the Horns and a not unreasonable alternative.

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Man! You're adding 15 or more stats per day! You're just AWESOME!

 

in a couple of weeks (maybe three) you'll have statted all the vampire and addons!

 

The first half took about a week.

 

Baring the fact that tomorrow I'm off for my Mum's birthday in Cardiff, I'd expect to be finished in a week to ten days.

 

Since there are now only 100 sculpts [Not counting the Wall of Fire, and the scenery] left to do. Plus some more repeats [A less scary fire breathing Hydra for example.]

 

Notably these are still rough, Jacks point about Toughness 14 being high for mummies applies equally to the toughness 17 Fire Giants. So I'd expect to do some tweeking later. Wait you are Jack aren't you?

 

Of course if I could work out how big the Eldritch Demon and Cthulhu figures are that would kill those two quite fast. The stat block I've got for a Star Spawn is I suspect in between their sizes.

Edited by Dahak
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