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Blog #6

Posted 9th April 2009 at 05:20 PM by FunkBGR (Ongoing Notes)
I mentioned in some previous posts how the module Hangman's Noose has problems in 3e and 4e with healing. Logue solves this with liberal potions as treasure - this doesn't work in 4e though.

So, I started looking at ways to give healing without spending surges. Here's one of those ways I came up with.

Sir Rekkart Cole is a Paladin who took part in the original murder trial of Jarbin Mord. He ended up being a big help to the party.

Sir Rekkart Cole
Level 2 Soldier (Paladin)
HP: 32 Bloodied: 16
AC 16 Fort 16 Ref 14 Will 15
Longsword (Magic +1) (standard, at-will): Atk +7; Dmg 1d8+4
Faithful Strike (standard, at will): Atk +8; Dmg 1d8+4
Shielding Smite (standard, encounter): Atk +6; Dmg 2d8+3 and Ally within 5 squares gains +2 power bonus to AC until end of next turn
Lay on Hands (minor, at-will):
- 2/times, target can heal a healing surge +1 hp
Str 16 (+4) Dex 10 (+1) Wis 14 (+3)
Con 14 (+3) Int 11 (+1) Cha 13 (+2)

His lay on hands was a huge boon to the healing problem.
Tags: npc
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Old

Blog #5

Posted 8th April 2009 at 04:00 PM by FunkBGR (Ongoing Notes)
Updated 9th April 2009 at 04:51 AM by FunkBGR
Here's my first "solo", the stats I used for the Croaker. In the original module, he's a tough undead critter who isn't meant to be beat by traditional means.

I tried to replicate that with this 5th level Solo in stats. He wasn't meant to kill players, just scare them.

Croaker (Jarbin Mord)
Level 5 Lurker (Solo)
Medium Humanoid (Undead) XP 100
Initiative +9
Sapped Will aura 5; enemies have a -2 penalty to defenses while within the aura.
Senses Perception +4, darkvision
HP 248; Bloodied 124
AC 21 Fortitude 20, Reflex 19, Will 17
Immune: Disease, Poison Resist: Necrotic 5 Vulnerable: Radiant 5
Action Points 2
Saving Throws +5
Speed 6
Animated Rope (standard; at-will)
Reach 2; +10 vs. AC; 1d8+6 damage and the target is grabbed (until escape). A target trying to escape the grab takes a -2 penalty to the check.
- String Up (minor, at-will) Grabbed target only.
+8 vs. Fortitude; 1d6+5 damage. 2 ongoing damage (target escapes grab). Target is still considered grabbed, but Croaker is free to perform other actions.
Maddening Touch (standard; encounter); +8 vs Reflex; 2d6+4 psychic damage and target is dazed (save ends).
Lasso (minor; at-will)
+8 vs. Reflex; target is pulled 3 squares.
Terrifying Moan (minor; encounter);
burst 10; +6 vs Will, Slowed until end of Croaker's next turn, Weakened (save ends)
- Bloodied Moan (immediate reaction; when bloodied);
Croaker can immediately use Terrifying Moan
Alignment Evil
Languages Common
Skills Stealth +11
Str 18 (+6) Dex 16 (+5) Wis 15 (+4)
Con 14 (+4) Int 12 (+3) Cha 10 (+2)

I realize that grab might be kinda wonky from how it is in the books, but honestly, it made some great visuals to have one of these guys' ropes start hanging PC's from the ceiling. I had PC's asking if they could cut ropes, and aid another to get people down, and pretty soon they were running away, while trying to slow this guy down so they could.

His first encounter with them was awesome on my end of things.

Note: I was heavily influenced by Keterys and his work, so he might have some stuff zoinked from him.
Tags: monster
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