D&D 4E *** 4e Stats for Spined Devil ***

Status
Not open for further replies.
RigaMortus2 said:
Well, it seems like a special attack (not your typical bow and arrow shot). Special attacks often target Fort, Ref, and Will. So I don't see anything too strange about that.

Agreed. It's equivalent to a dragon's breath attack. And the stat that modifies the attack is dex (so a penalty or bonus to the devil's dex would be easily calculated)
 

log in or register to remove this ad

jodyjohnson said:
His Fort WIll and Reflex defenses are 10+level+base stat mod (the adjusted stat mod listed is base + 1/2 level)

If you are working off 10+1/2 level+printed stat mod you are adding 1/2 level twice (which accounts for the +3 since level is 6).
Nothing so far suggests that "base stat mod" exists at all. All I can see is that Str 19 grants +7 bonus.

I understand your reasoning. It's just that an idea of there being various ability modifiers for the same ability score seems unnecessarily complex and rather counterintuitive.
 




Paraxis said:
As far as if there will be different Hit Points per level for different types of Monsters and Classes, I think there will be. I understand the idea behind a flat number like 5 per level, but with the whole concept of roles in the party and one being a defender (the guy who is supposed to take a good number of the hits) it just seems to me that they would get more hit points then say a striker who is all about hit and run or ranged attacks.

Agreed on the defender, though its easy enough to drop in defender gains +2 hit points per level in its talent tree.

Re dragon and undead etc... may be as simple as 10 hps per level, rather than 5
 

Sir Brennen said:
Then check out the +4 damage mod for the claw attacks.
I don't think monsters will use the same rules as player characters in this respect. That is, strength modifier is not applied to melee damage.
 

I'm quite sure this +9 is not the ability modifier. It's the check modifier, if you need one. Remember that most skills won't be stated, except it the creature has some special bonus with it. Thus, you need the total modifier, not just the ability modifier.

The ability modifier is still the same than what it has always been in D20 IMHO.
 



Status
Not open for further replies.
Remove ads

Top