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<blockquote data-quote="GruTheWanderer" data-source="post: 124880" data-attributes="member: 3119"><p><strong>An excellent idea from a friend</strong></p><p></p><p>My friend is running a campaign in the Forgotten Realms, and suggested something that would work well for Middle Earth. He's going to use Worgs as an enemy race, and give them character levels. I tried his approach out, and it makes excellent enemies. Consider the following four examples:</p><p></p><p>Bbn2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d12+12; hp 48; Init +2 (Dex); Spd 70ft; AC 14[12] (+2 Dex, +2 natural); Melee bite +9[11]/+4[6] (1d6+4[6]); SA trip, rage; SQ scent, uncanny dodge; AL NE; SV Fort +8, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. </p><p>Skills and Feats: Hide +7, Listen +11, Move Silently +7, Spot +9, Wilderness Lore +4; Alertness, Power Attack. </p><p></p><p>Rgr2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d8+12; hp 44; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +10/+5 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +9, Ref +9, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. </p><p>Skills and Feats: Hide +11, Listen +9, Move Silently +11, Spot +9, Wilderness Lore +2; Alertness, Favored Enemy Strike, Track, Weapon Focus (bite). </p><p></p><p>Sor2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d4+12; hp 39; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +8 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +6, Ref +6, Will +6; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 12. </p><p>Skills and Feats: Concentration +4, Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2; Alertness, Combat Casting.</p><p>Spells per Day (6/5): 0 – Daze, Flare, Resistance, Detect Magic. 1st – Select one of the following combos:</p><p>First Combo: Chill Touch (Fort), Ray of Enfeeblement (Fort)</p><p>Second Combo: Mage Armor, Color Spray (Will)</p><p>Third Combo: Protection from Good, Grease (Reflex)</p><p></p><p>Drd2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d8+12; hp 43; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +7 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +9, Ref +6, Will +6; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. </p><p>Skills and Feats: Concentration +6, Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2; Alertness, Combat Casting.</p><p>Spells Prepared (5/3) 0 – Flare (x2), Resistance, Cure Minor Wounds (x2). 1st – Select one of the following combos:</p><p>First Combo: Faerie Fire, Obscuring Mist, Magic Fang</p><p>Second Combo: Invisibility to Animals, Entangle, Endure Elements</p><p>Third Combo: Magic Fang, Cure Light Wounds, Endure Elements </p><p></p><p>Let me know what you think.</p><p>Derek</p></blockquote><p></p>
[QUOTE="GruTheWanderer, post: 124880, member: 3119"] [b]An excellent idea from a friend[/b] My friend is running a campaign in the Forgotten Realms, and suggested something that would work well for Middle Earth. He's going to use Worgs as an enemy race, and give them character levels. I tried his approach out, and it makes excellent enemies. Consider the following four examples: Bbn2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d12+12; hp 48; Init +2 (Dex); Spd 70ft; AC 14[12] (+2 Dex, +2 natural); Melee bite +9[11]/+4[6] (1d6+4[6]); SA trip, rage; SQ scent, uncanny dodge; AL NE; SV Fort +8, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Skills and Feats: Hide +7, Listen +11, Move Silently +7, Spot +9, Wilderness Lore +4; Alertness, Power Attack. Rgr2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d8+12; hp 44; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +10/+5 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +9, Ref +9, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Skills and Feats: Hide +11, Listen +9, Move Silently +11, Spot +9, Wilderness Lore +2; Alertness, Favored Enemy Strike, Track, Weapon Focus (bite). Sor2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d4+12; hp 39; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +8 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +6, Ref +6, Will +6; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 12. Skills and Feats: Concentration +4, Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2; Alertness, Combat Casting. Spells per Day (6/5): 0 – Daze, Flare, Resistance, Detect Magic. 1st – Select one of the following combos: First Combo: Chill Touch (Fort), Ray of Enfeeblement (Fort) Second Combo: Mage Armor, Color Spray (Will) Third Combo: Protection from Good, Grease (Reflex) Drd2 Worgs: CR 4; Medium-size Magical Beast; HD 4d10+2d8+12; hp 43; Init +2 (Dex); Spd 50ft; AC 14 (+2 Dex, +2 natural); Melee bite +7 (1d6+4); SA trip; SQ scent; AL NE; SV Fort +9, Ref +6, Will +6; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10. Skills and Feats: Concentration +6, Hide +7, Listen +9, Move Silently +7, Spot +9, Wilderness Lore +2; Alertness, Combat Casting. Spells Prepared (5/3) 0 – Flare (x2), Resistance, Cure Minor Wounds (x2). 1st – Select one of the following combos: First Combo: Faerie Fire, Obscuring Mist, Magic Fang Second Combo: Invisibility to Animals, Entangle, Endure Elements Third Combo: Magic Fang, Cure Light Wounds, Endure Elements Let me know what you think. Derek [/QUOTE]
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