Tuesday, May 20, 2014

New Monster: Voorian Mind-demons

Voorian Mind-demons

Hit Dice: 12+12
Armor Class: 17
Attacks: 1 sorcerous blast (4d4 + possible knockdown)
Saving Throw: 3
Special:  Immune to mind-affecting magic, immune to sleep magic, spells, sense presence, knockdown
Movement: 9
CL/XP: 15/2900


Only three such beings exist at any one time in the Necropolis of Voor.  They appear as robed figures with strange features, but unlike most undead, they are highly intelligent and were formerly leaders in their mortal lives.  If one of the mind-demons is slain,  the Necropolis itself will seek out a replacement from the remains within the Necropolis, and the sorcery responsible for the mountain's semi-sentience will animate and empower the appropriate corpse.  This process takes 3d6 days.

In combat, Voorian mind-demons have a few options.  Their main attack is a blast of invisible, sorcerous force that may be conjured at will as a normal attack, at melee range and at missile range up to 30 feet.  If struck, a target must make a saving throw or be knocked prone by the force of the blast, in addition to taking damage.  Mind-demons may also use spells as a 6th-level wizard.

Perhaps the most unsettling of the mind-demons' abilities is their ability to locate intruders in the Necropolis.  They can execute this location with alarming accuracy, to within 300 feet of the interloper.  An intruder is classified as any individual that the Necropolis does not want to permit access.

Prepainted Miniatures

When I was terrible at painting miniatures, I was a huge proponent of the different prepainted miniatures lines that exist.  I still think they are useful for those folks with no time to paint or without the talent to paint very well.  However, since I've buckled down and learned a few things about painting minis, I now realize how truly awful most of the paint jobs are on the prepainted lines, and how a lot of the castings lack detail that would be present even in a soft plastic mini put out by a true miniatures company.  The early D&D prepainted minis are especially awful.  As usual, the Pathfinder line stepped up the quality, as Paizo does with every idea they take from WotC (but they are still not quite table-quality to me).

So, I began sifting the prepaints I had, looking for sculpts I liked, and after isolating them away from the total crap, I began looking for a way to strip the paint from them.  I found out that it's impossible.  The paint on these things, at least on the lines I researched, is baked on and coated with something, and is often part of the mini itself is some cases (the plastic is that color, too).  Apparently the paint is vinyl-based, and might as well be solid vinyl when in its final form.  So, no stripping possible, at least not without using an acetone-based chemical, which will ruin the plastic anyhow.

So, prime and repaint it is!  I've selected about 100 different minis that I will be repainting, from various lines.  I've found a few that I thought were good enough to not need a repaint, only a touch-up.  But I like to start from scratch most times, so I got a cheap can of primer that I knew would stick to plastic, and have begun the process of making all those minis white, gleefully covering the bad paint jobs they formerly had.  The good news:  unless the paint is totally caked on (see early Mage Knight products), some nice detail will stand out when it's not covered up by the totally insane use of dark colors that seems to be ubiquitous to these lines.  I've had a few really pop after priming, and was able to see so many things on the mini that I didn't see the first time (including massive flaws).  In the end, I think I'll be able to get some serious mileage out of these, and as long as the paint isn't too think, I've just extended the minis I have available to paint!

Monday, May 12, 2014

One line that makes a great gaming post...

I found the following here.  I found it amusing, as someone who has used Citadel washes.

"Additionally, the Citadel Washes taste horrible. If you are a brush licker these will make you think twice."

I can't vouch for the taste, but the Citadel washes are gross-smelling, so I didn't think they would taste good.  I've been working feverishly at painting miniatures lately, including four of the old WEG Star Wars minis for my best friend.  I've gone from passable to above average at the hobby, but when I see some guys' Warhammer armies it still makes me want to toss my brush in File 13.  Yeah, I don't have a camera of any sort, so you don't get any pictures to see.

One thing I have come to really notice - and this is a subject that is old hat on the interwebs - lots of the prepainted stuff out there is terrible.  I will be stripping and repainting many, if it's a mold I like.

Note:  my favorite line to paint?  Reaper.  The Bones stuff lacks a bit of the detail, but it's not terrible, and assembly time with the Bones material and a good CA glue is immediate!  Still a fan of the metal, though.  You can beat the heft of metal minis, especially old Grenadier lead minis! And Citadel paints for the win.

Tuesday, April 15, 2014

Updates to Hit Adjacent Ally

To those good folks that read Hit Adjacent Ally:  I'm not sure what's going to happen in the very near future, but it is certain that I am losing my job in the coming months as the result of a company buyout.  I hate to think that updates will become more sporadic than they already have been, but it is a high possibility.  If this blog goes through a dark spot, bear with me.  Life throws us curveballs, we just have to knock them out of the park.  As a side note, if anyone has a job out there in the northeast Ohio area that they need someone who is skilled in purchasing and demand planning with a sales background to fill, holler.

Monday, April 14, 2014

Quick Note

Hit Adjacent Ally is now up to 35 monsters, either converted or wholly original (I believe there is just one conversion, actually).  My short term goal is 50.  Mid term, 100.  Long term - no upper number.  Expect tons more monsters inspired by art I find on the internets.

New Monster: Sapphire Guardian of Kanaan

SAPPHIRE GUARDIAN OF KANAAN

Hit Dice: 5 (30 hp)
Armor Class: 17
Attacks:  1 sapphire longsword (1d12+3)
Saving Throw:  12
Special:  Magic Resistance 75%, immune to fear effects and mind-affecting spells, blue gaze, deadly quickness (+1 to initiative rolls), cannot be disarmed
Movement:  12
Size:  M
Challenge Level/XP:  7/600

The Sapphire Guardians of Kanaan are a group of magical constructs created by the Founders, who settled Mirkania and built the city of Kanaan, and whose actual identities are lost to time.  Fortunately, the secret of the creation of the Sapphire Guardians has been handed down through the priestly caste of the city, and they are created and repaired on a regular basis.  This method is regarded as a holy secret, and people have died to protect it.

The Sapphire Guardians are made completely of a deep blue sapphire, mined from the surrounding land.  They are fashioned to appear in garb typical of Mirkania at the time of their construction.  Some of the oldest Guardians are centuries old, becoming a sort of window to the customs of past eras in the city, and for this reason some are deployed in festivals and in tutoring the noble caste.

As a rule, the Guardians are used as the police force of Kanaan.  Their priestly overseers command them in each and every task, but once commanded they function autonomously.  They can speak to impart knowledge to their commanding priest, but their voices sound as if they submerged in deep water - an eerie sound, to be sure.  Some Sapphire Guardians are promoted and assigned to the command of an entire unit of other Guardians, given the ability to command for themselves by the assigned priest.  Sapphire Guardians who have this ability never misuse it or disobey, for to do so means sure destruction.  Commanding Guardians want to keep "living," programmed to have this desire by the priests.

Every 1d4 rounds, a Sapphire Guardian can emit a blue ray from its eyes, affecting a single target at ranges of up to 30 feet.  If the target fails a saving throw, it is paralyzed for 1d6 minutes.  If destroyed, a Guardian becomes a fine blue powder - beautiful, but of no value.


Friday, April 11, 2014

New Monster: Vampire Raider of Kochab

VAMPIRE RAIDER OF KOCHAB

Hit Dice: 2+6
Armor Class: 15
Attacks:  1 weapon (1d10 + weapon modifier) or bite (1d8 + disease)
Saving Throw:  16
Special:  Necrotic bite, otherworldly presence
Movement:  9
Size:  M
Challenge Level/XP:  4/120

Just southeast of the mountains called The Spear that nestle the sage-city of Taltun lies a ruined city once known by the name of Kochab.  It was part of the Voori empire that had spread over the continent before recorded history.  Its only current inhabitants are what the people of the city of Antioch call the Vampire Raiders, a pale but strong race of people that sustain themselves largely by taking slaves and using them for labor and food.  They are cursed with an unnaturally long life, which is said to be uncountable centuries, dislike (but are not hindered by) sunlight, and prefer to dwell in the places below the surface of their city that they have constructed for themselves (this under-city is rumored to extend below The Throne and perhaps to Taltun itself).

In combat, Vampire Raiders are quite fierce, and will generally use weapons unless they are disarmed.  They have a terrible bite, complete with vampire-like fangs, and a victim of this bite must make a saving throw or face infection with disease.  The Raiders' disease is debilitating and deadly, causing damage on the second day of infection in the amount of 1d6 points of Constitution damage.  This disease will last for 1d6 days, each subsequent day after the first causing this Con damage.  When a victim reaches 0 Con, he dies.  A saving throw can be made each day to end the disease (after Con damage is assessed, of course).

The most deadly aspect of the Vampire Raiders, however, is their otherworldly presence.  Simply being within 60 feet of a Raider forces characters to make a saving throw, with failure indicating that they are fascinated by the creature for 1d4 rounds, or until the fascination is broken in the usual ways.