These minions are designed to go first in a round and hence the +3 initiative over and above the typical +3 a 2nd minion would typically get. The reason I’m beefing their initiative is that they’re designed to work in ranks which makes them chopped liver for AOE powers. They’ll mindlessly keep clumped up, advancing to fill the ranks of downed archers.
This is all of course so they can take advantage of Ripple Fire. Once per round basically each one will be able to take a shot out of turn so to speak.
And that’s why they’re minions but ones with real powers other than a basic attack.
I’ll playtest them tonight if I get my latest order of minis (15 skeletons!).
Dennis: Got around to playtesting them and reworded Ripple Fire to make it more mechanically sound and to avoid the possible infinite loop of damage dealing.
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| HP 1; a missed attack never damages a minion. | ||||||
| AC 16; Fortitude 14, Reflex 16, Will 14 | ||||||
| Immune disease, poison; Resist 5 necrotic; Vulnerable 5 radiant | ||||||
| Speed 5 | ||||||
| :meleebasic: Shortsword (Standard; at-will) ♦ Weapon | ||||||
| +7 vs. AC; 4 damage | ||||||
| :rangebasic: Longbow (Standard; at-will) ♦ Weapon | ||||||
| +7 vs. AC; 4 damage; | ||||||
| Ripple fire (Immediate Reaction) | ||||||
| Trigger: Dealing damage from ranged attack to target on archer’s turn. Effect: Allow one adjacent skeletal archer to make an ranged attack against the same target. |
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| Archer Sidestep (Immediate Reaction) | ||||||
| Skeletal archer can shift one square as an immediate reaction; trigger when an adjacent skeletal archer shifts or is destroyed. | ||||||
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| Equipment leather, longbow, shortsword, 20 arrows. |
Image Credits – Image cleaned up a bit to get rid of text in original image.


August 17th, 2008 at 10:34 am
[...] a playtest tonight using the Skeletal Archer’s I made. I had some concerns about Ripple Fire’s output and I think it needs to be modified/worded [...]