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Any ideas for statting Warduke with 4e mechanics?
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<blockquote data-quote="AFGNCAAP" data-source="post: 4345604" data-attributes="member: 871"><p>Here is his 3.5 D&D incarnation, verbatim from the <em>Dungeon Magazine</em> issue.</p><p></p><p> <strong>Warduke, Male Human Fighter 18:</strong> CR 20; Medium humanoid (human); HD 18d10+162; hp 318; Init +3; Spd 30 ft.; AC 34, touch 16, flat-footed 29; Base Atk +18; Grp +29; Atk +34 melee (1d10+18+1d6 fire/17-20, +3 bane vs. humans anarchic flaming burst bastard sword); Full Atk +32/+27/+22/+17 melee (1d10+18+1d6 fire/17–20, +3 bane vs. humans anarchic flaming burst bastard sword) and +32 melee (1d8+6 shield bash); SA fear gaze, death knell; SQ damage reduction 3/—, immune to charm, low-light vision, see invisibility, spell resistance 27, word of recall; AL CE; SV Fort +20, Ref +9, Will +8; Str 32, Dex 16, Con 28, Int 13, Wis 15, Cha 20.</p><p></p><p> <em>Skills:</em> Climb +32, Intimidate +35, Jump +32, Knowledge (the planes) +12, Survival +12 (+14 on other planes), Swim +14.</p><p></p><p> <em>Feats:</em> Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Improved Shield Bash, Mobility, Power Attack, Quick Draw, Spring Attack, Track, Two-Weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Whirlwind Attack. </p><p></p><p> <em>Languages:</em> Common, Abyssal, Infernal</p><p></p><p> <em>Inherent Bonuses:</em> Warduke has had several of his ability scores improved with inherent bonuses from wish spells, often granted as payment for particularly important missions. He has a +5 inherent bonus to Strength, a +4 inherent bonus to Constitution, and a +4 inherent bonus to Charisma.</p><p></p><p> <em>Possessions:</em> 3 bane vs. humans anarchic flaming burst bastard sword, dagger of venom +3, +3 moderate fortification adamantine ceremonial spiked half-plate, +5 bashing heavy steel shield, Warduke's helm, amulet of health +6, gauntlets of giant strength +6, boots of speed, ring of protection +3, fearsome eye fiendish graft.</p><p></p><p> <em>Fearsome Eye:</em> This fiendish graft is bright red in color and has a black iris. It grants the grafted creature the ability to continuously see invisibility as the spell from a 20th-level caster. In addition, the grafted creature gains a fear gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 16) or be paralyzed with fear for 1d4 rounds. Normally, the save DC against this effect reflects a +2 bonus, but since both of Warduke's eyes are fearsome eyes, he gains the full +4 bonus to this DC. The grafted creature is immune to this gaze attack.</p><p></p><p>The Fiend Folio has full rules for fiendish grafts.</p><p></p><p> <em>Warduke's Helm (major artifact):</em> Warduke's helm is infused with powerful evil and bestows 2 negative levels on any non-evil character that puts it on. If a lawful good creature puts on the helm, the faceplate vanishes and long spikes begin to grow from the inner surface of the helm, dealing 2d6 points of slashing damage per round to the victim.</p><p></p><p> An evil creature gains several benefits by wearing the helm. It grants low-light vision to the wearer, as well as a natural armor bonus equal to his Charisma modifier (minimum of +1). The wearer gains a +10 competence bonus on Intimidate checks. The wearer also gains SR 10 + his character levels, as well as complete immunity to all Charm effects. So long as the helm is worn at least 8 hours a day the wearer does not age naturally.</p><p></p><p> The faceplate of the helm is set with what three rubies, one of which is much larger than the other two. The two smaller rubies each allow the wearer to cast a quickened still silent death knell. When the user casts this spell, one of the two small rubies glows red for the duration of the effect. As long as a ruby is glowing, it cannot cast a death knell; thus, Warduke can be under the effects of two death knells from his helm at a time.</p><p></p><p> The large ruby can cast a word of recall spell as a quickened, silent spell.</p><p></p><p> <em>Note:</em> Warduke has far better statistics and better possessions (including a major artifact) than most NPCs of his level possess. As a result, his CR is +2 higher than normal.</p><p> </p><p></p><p>*Warduke appears in Dungeon Magazine issue 105 on pages 70–71. The stats are taken verbatim.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 4345604, member: 871"] Here is his 3.5 D&D incarnation, verbatim from the [I]Dungeon Magazine[/I] issue. [B]Warduke, Male Human Fighter 18:[/B] CR 20; Medium humanoid (human); HD 18d10+162; hp 318; Init +3; Spd 30 ft.; AC 34, touch 16, flat-footed 29; Base Atk +18; Grp +29; Atk +34 melee (1d10+18+1d6 fire/17-20, +3 bane vs. humans anarchic flaming burst bastard sword); Full Atk +32/+27/+22/+17 melee (1d10+18+1d6 fire/17–20, +3 bane vs. humans anarchic flaming burst bastard sword) and +32 melee (1d8+6 shield bash); SA fear gaze, death knell; SQ damage reduction 3/—, immune to charm, low-light vision, see invisibility, spell resistance 27, word of recall; AL CE; SV Fort +20, Ref +9, Will +8; Str 32, Dex 16, Con 28, Int 13, Wis 15, Cha 20. [I]Skills:[/I] Climb +32, Intimidate +35, Jump +32, Knowledge (the planes) +12, Survival +12 (+14 on other planes), Swim +14. [I]Feats:[/I] Combat Expertise, Dodge, Exotic Weapon Proficiency (bastard sword), Great Cleave, Greater Weapon Focus (bastard sword), Greater Weapon Specialization (bastard sword), Improved Critical (bastard sword), Improved Shield Bash, Mobility, Power Attack, Quick Draw, Spring Attack, Track, Two-Weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Whirlwind Attack. [I]Languages:[/I] Common, Abyssal, Infernal [I]Inherent Bonuses:[/I] Warduke has had several of his ability scores improved with inherent bonuses from wish spells, often granted as payment for particularly important missions. He has a +5 inherent bonus to Strength, a +4 inherent bonus to Constitution, and a +4 inherent bonus to Charisma. [I]Possessions:[/I] 3 bane vs. humans anarchic flaming burst bastard sword, dagger of venom +3, +3 moderate fortification adamantine ceremonial spiked half-plate, +5 bashing heavy steel shield, Warduke's helm, amulet of health +6, gauntlets of giant strength +6, boots of speed, ring of protection +3, fearsome eye fiendish graft. [I]Fearsome Eye:[/I] This fiendish graft is bright red in color and has a black iris. It grants the grafted creature the ability to continuously see invisibility as the spell from a 20th-level caster. In addition, the grafted creature gains a fear gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 16) or be paralyzed with fear for 1d4 rounds. Normally, the save DC against this effect reflects a +2 bonus, but since both of Warduke's eyes are fearsome eyes, he gains the full +4 bonus to this DC. The grafted creature is immune to this gaze attack. The Fiend Folio has full rules for fiendish grafts. [I]Warduke's Helm (major artifact):[/I] Warduke's helm is infused with powerful evil and bestows 2 negative levels on any non-evil character that puts it on. If a lawful good creature puts on the helm, the faceplate vanishes and long spikes begin to grow from the inner surface of the helm, dealing 2d6 points of slashing damage per round to the victim. An evil creature gains several benefits by wearing the helm. It grants low-light vision to the wearer, as well as a natural armor bonus equal to his Charisma modifier (minimum of +1). The wearer gains a +10 competence bonus on Intimidate checks. The wearer also gains SR 10 + his character levels, as well as complete immunity to all Charm effects. So long as the helm is worn at least 8 hours a day the wearer does not age naturally. The faceplate of the helm is set with what three rubies, one of which is much larger than the other two. The two smaller rubies each allow the wearer to cast a quickened still silent death knell. When the user casts this spell, one of the two small rubies glows red for the duration of the effect. As long as a ruby is glowing, it cannot cast a death knell; thus, Warduke can be under the effects of two death knells from his helm at a time. The large ruby can cast a word of recall spell as a quickened, silent spell. [I]Note:[/I] Warduke has far better statistics and better possessions (including a major artifact) than most NPCs of his level possess. As a result, his CR is +2 higher than normal. *Warduke appears in Dungeon Magazine issue 105 on pages 70–71. The stats are taken verbatim. [/QUOTE]
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Any ideas for statting Warduke with 4e mechanics?
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