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Debug my Doppelganger Rogue
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<blockquote data-quote="Lizard" data-source="post: 4271946" data-attributes="member: 1054"><p>OK, the FLGS uncrated the books and I spent some time looking at the parts of most interest to me -- monster creation. A bit sparse, but that's my feeling for the entire set. Everything's been flayed to the bone. (Is there no non-lethal damage anymore? Rangers no longer have favored enemy? No familiars, no companions, etc, etc, etc...)</p><p></p><p>Anyway, I decided to try to create a doppelganger with rogue levels -- or, in this case, a rogue template. Here's what I came up with. Can someone check my math? Esp. the Sneak Attack stacking w/the doppelganger's natural abilities. Also not sure if it should get +2 AC from leather armor.</p><p></p><p>BTW, the way the MM lists the attribute modifiers is a real PITA, since you need the raw (no 1/2 level adds) for figuring out damage modifiers, etc, when adding powers.</p><p></p><p>Also, it's not clear whether you should use the "monster rules" (p. 184) for figuring out attacks when using exploits, or the "PC" rules -- IOW, is Deep cut +13 (Level +5) or +9 (1/2 level + Dex Mod)? I went with +13, but I'm not sure, and that's a pretty large difference.</p><p></p><p>Overall, time to create was pretty low -- about 10-15 minutes, and most of the was copying over the data. I hope WOTC releases legal PDFs soon, and that they're not crippled. (Allow copy/paste)</p><p></p><p>Also, is this effective as an opponent? Or am I putting too much into "Make sure you have CA" and need to spread it out a bit?</p><p></p><p>I miss picking feats. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite3" alt=":(" title="Frown :(" loading="lazy" data-shortname=":(" /></p><p></p><p>Also also, I'm having trouble with the skills: The Bluff +15, for example...shouldn't that be +13 (+8 base, +5 trained?) Or is this "Exception based design"?</p><p></p><p>"Hey, we miscalculated some..."</p><p>"Exception based design!"</p><p>"But, look, the book says..."</p><p>"Exception based design!"</p><p>"Bu..."</p><p>"Exception based design!"</p><p></p><p>===========================</p><p>Doppelganger Master Assassin Level 8 Elite Lurker (Rogue)</p><p>Med. Nat. Hum. XP 700</p><p>Initiative +13 </p><p>Perception +10</p><p>HP 148; Bloodied 74</p><p>Armor 25, Fortitude 18, Reflex 23, Will 21</p><p>Speed: 6</p><p>Dagger (standard, at-will) </p><p>+13 vs. AC; 1d4 + 5 damage.</p><p></p><p>Shapeshifter Feint (minor, at-will)</p><p>+11 vs. Reflex;gain combat advantage</p><p></p><p>Cloud Mind (standard, sustain minor, encounter) </p><p>Close burst 5, +11 vs. Will, invisible to all in area</p><p></p><p>Combat Advantage</p><p>+2d6 damage if combat advantage</p><p></p><p>Sneak Attack</p><p>Add +2d6 once per turn if CA (+4d6 total)</p><p></p><p>Change Shape (minor, at-will)</p><p></p><p>Sly Flourish (Standard, at-will)</p><p>+13 vs. AC, 1d4+9</p><p></p><p>Setup Strike (Standard; Encounter)</p><p>+13 vs AC, 2d4+5, gain combat advantage</p><p></p><p>Deep Cut (Standard, Daily)</p><p>+13 vs AC, 2d4+5, ongoing 6 damage, save ends</p><p></p><p>Alignment Evil Languages Common</p><p></p><p>Chameleon (Utility)</p><p>Can make a stealth check if you lose cover or concealment</p><p></p><p>Skills Bluff +15, Insight +12, Thievery +14, Stealth +14, Streetwise +10</p><p></p><p>Saves: +2</p><p></p><p>Surges: 1 (No Second Wind)</p><p></p><p>Action Points: 1</p><p></p><p>Str 12 (+1/+5) Dex 21 (+5/+9) Wis 12 (+1/+5)</p><p>Con 15 (+2/+6) Int 13 (+1/+5) Cha 19 (+4/+8)</p><p></p><p>Equipment: Leather Armor (+2 AC), Dagger</p></blockquote><p></p>
[QUOTE="Lizard, post: 4271946, member: 1054"] OK, the FLGS uncrated the books and I spent some time looking at the parts of most interest to me -- monster creation. A bit sparse, but that's my feeling for the entire set. Everything's been flayed to the bone. (Is there no non-lethal damage anymore? Rangers no longer have favored enemy? No familiars, no companions, etc, etc, etc...) Anyway, I decided to try to create a doppelganger with rogue levels -- or, in this case, a rogue template. Here's what I came up with. Can someone check my math? Esp. the Sneak Attack stacking w/the doppelganger's natural abilities. Also not sure if it should get +2 AC from leather armor. BTW, the way the MM lists the attribute modifiers is a real PITA, since you need the raw (no 1/2 level adds) for figuring out damage modifiers, etc, when adding powers. Also, it's not clear whether you should use the "monster rules" (p. 184) for figuring out attacks when using exploits, or the "PC" rules -- IOW, is Deep cut +13 (Level +5) or +9 (1/2 level + Dex Mod)? I went with +13, but I'm not sure, and that's a pretty large difference. Overall, time to create was pretty low -- about 10-15 minutes, and most of the was copying over the data. I hope WOTC releases legal PDFs soon, and that they're not crippled. (Allow copy/paste) Also, is this effective as an opponent? Or am I putting too much into "Make sure you have CA" and need to spread it out a bit? I miss picking feats. :( Also also, I'm having trouble with the skills: The Bluff +15, for example...shouldn't that be +13 (+8 base, +5 trained?) Or is this "Exception based design"? "Hey, we miscalculated some..." "Exception based design!" "But, look, the book says..." "Exception based design!" "Bu..." "Exception based design!" =========================== Doppelganger Master Assassin Level 8 Elite Lurker (Rogue) Med. Nat. Hum. XP 700 Initiative +13 Perception +10 HP 148; Bloodied 74 Armor 25, Fortitude 18, Reflex 23, Will 21 Speed: 6 Dagger (standard, at-will) +13 vs. AC; 1d4 + 5 damage. Shapeshifter Feint (minor, at-will) +11 vs. Reflex;gain combat advantage Cloud Mind (standard, sustain minor, encounter) Close burst 5, +11 vs. Will, invisible to all in area Combat Advantage +2d6 damage if combat advantage Sneak Attack Add +2d6 once per turn if CA (+4d6 total) Change Shape (minor, at-will) Sly Flourish (Standard, at-will) +13 vs. AC, 1d4+9 Setup Strike (Standard; Encounter) +13 vs AC, 2d4+5, gain combat advantage Deep Cut (Standard, Daily) +13 vs AC, 2d4+5, ongoing 6 damage, save ends Alignment Evil Languages Common Chameleon (Utility) Can make a stealth check if you lose cover or concealment Skills Bluff +15, Insight +12, Thievery +14, Stealth +14, Streetwise +10 Saves: +2 Surges: 1 (No Second Wind) Action Points: 1 Str 12 (+1/+5) Dex 21 (+5/+9) Wis 12 (+1/+5) Con 15 (+2/+6) Int 13 (+1/+5) Cha 19 (+4/+8) Equipment: Leather Armor (+2 AC), Dagger [/QUOTE]
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