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<blockquote data-quote="the Jester" data-source="post: 5608087" data-attributes="member: 1210"><p>Here's my revised version of the invisible stalker- this one has more major changes.</p><p></p><p>I changed it to a lurker and revised how its Blustery Invisibility works to give it an "every other round I can lurk up" element, added a "must be lurking" high-damage attack, adjusted hit points for the change to its role and fiddled with the damage of its existing attacks.</p><p></p><p>I also tinkered with its accuracy- it is one point lower than typical for its level, but since it will have combat advantage an awful lot, I figure that's okay (giving it a likely accuracy one point above its level most of the time).</p><p></p><p></p><p><strong><span style="font-size: 18px">Invisible Stalker --- Level 10 Lurker </span></strong> </p><p>Medium elemental humanoid (air) --- XP 500 </p><p><em> An invisible stalker is a playful form of air elemental that is composed of pure wind, so it is naturally invisible. Invisible stalkers do not seem to understand the difference between living creatures and dead bodies, probably due to the lack of distinction between elementals and their environment.</em></p><p>HP 81; Bloodied 40 Initiative +14</p><p>AC 22; Fortitude 22; Reflex 21; Will 20 Perception +9</p><p>Speed 6, fly 12</p><p></p><p><strong>TRAITS </strong></p><p><strong>Blustery Invisibility</strong></p><p> The invisible stalker is invisible but is surrounded by blowing winds and debris. Despite its invisibility, enemies may attack it as if it merely had concealment (but see also Still Winds). The invisible stalker has combat advantage against creatures that cannot detect invisible creatures, so it usually gains a +2 bonus on attack rolls.</p><p></p><p><strong>STANDARD ACTIONS </strong></p><p><strong>(mbasic) Invisible Strike * At Will</strong></p><p> Attack: Melee 1 (one creature); +14 vs. AC.</p><p> Hit: 2d8+9 damage.</p><p></p><p><strong>(m) Unseen Strangulation * Recharge when the invisible stalker uses Still Winds</strong></p><p> Requirement: The invisible stalker must have used Still Winds on its previous turn.</p><p> Attack: Melee 1 (one creature); +12 vs. Fortitude.</p><p> Hit: 2d10+8 damage and the target is grabbed (Escape DC x). Until it escapes the grab, it takes ongoing 10 damage.</p><p></p><p><strong>(close) Forceful Gust * Recharge 6</strong></p><p> Attack: Close blast 6 (creatures in blast); +13 vs. Reflex.</p><p> Hit: 3d6+5 damage and the target is pushed 3 squares and knocked prone.</p><p> Miss: The target is pushed 1 square.</p><p></p><p><strong>Still Winds * At Will</strong></p><p> Effect: The invisible stalker stills the winds that surround it. Until the end of its next turn, enemies treat it as if it were fully invisible.</p><p>---</p><p>Skills Stealth +15</p><p>Str 23 Dex 20 Wis 18</p><p>Con 15 Int 7 Cha 8 </p><p>Alignment unaligned Languages Primordial</p></blockquote><p></p>
[QUOTE="the Jester, post: 5608087, member: 1210"] Here's my revised version of the invisible stalker- this one has more major changes. I changed it to a lurker and revised how its Blustery Invisibility works to give it an "every other round I can lurk up" element, added a "must be lurking" high-damage attack, adjusted hit points for the change to its role and fiddled with the damage of its existing attacks. I also tinkered with its accuracy- it is one point lower than typical for its level, but since it will have combat advantage an awful lot, I figure that's okay (giving it a likely accuracy one point above its level most of the time). [B][SIZE=5]Invisible Stalker --- Level 10 Lurker [/SIZE][/B] Medium elemental humanoid (air) --- XP 500 [I] An invisible stalker is a playful form of air elemental that is composed of pure wind, so it is naturally invisible. Invisible stalkers do not seem to understand the difference between living creatures and dead bodies, probably due to the lack of distinction between elementals and their environment.[/I] HP 81; Bloodied 40 Initiative +14 AC 22; Fortitude 22; Reflex 21; Will 20 Perception +9 Speed 6, fly 12 [B]TRAITS Blustery Invisibility[/B] The invisible stalker is invisible but is surrounded by blowing winds and debris. Despite its invisibility, enemies may attack it as if it merely had concealment (but see also Still Winds). The invisible stalker has combat advantage against creatures that cannot detect invisible creatures, so it usually gains a +2 bonus on attack rolls. [B]STANDARD ACTIONS (mbasic) Invisible Strike * At Will[/B] Attack: Melee 1 (one creature); +14 vs. AC. Hit: 2d8+9 damage. [B](m) Unseen Strangulation * Recharge when the invisible stalker uses Still Winds[/B] Requirement: The invisible stalker must have used Still Winds on its previous turn. Attack: Melee 1 (one creature); +12 vs. Fortitude. Hit: 2d10+8 damage and the target is grabbed (Escape DC x). Until it escapes the grab, it takes ongoing 10 damage. [B](close) Forceful Gust * Recharge 6[/B] Attack: Close blast 6 (creatures in blast); +13 vs. Reflex. Hit: 3d6+5 damage and the target is pushed 3 squares and knocked prone. Miss: The target is pushed 1 square. [B]Still Winds * At Will[/B] Effect: The invisible stalker stills the winds that surround it. Until the end of its next turn, enemies treat it as if it were fully invisible. --- Skills Stealth +15 Str 23 Dex 20 Wis 18 Con 15 Int 7 Cha 8 Alignment unaligned Languages Primordial [/QUOTE]
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