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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6200373" data-attributes="member: 1165"><p>Solos don't officially exist in 3rd Edition, but you could give it either extra hit points or temporary hit points to fill in the gap. 50 sounds fair for a "solo"; that's about as many hit points as 5 1st-level rangers.</p><p></p><p></p><p></p><p>Take a look at this link: <a href="http://paizo.com/PRD/monsters/monsterCreation.html" target="_blank">http://paizo.com/PRD/monsters/monsterCreation.html</a> (it's close enough to 3rd Edition to be useful to you) - I would choose 1st-level values for everything except damage (you can use that for damage <em>per attack</em> though) and hit points. (A 1st-level solo in 4e would have 1st-level stats in most areas, but have multiple attacks and many more hit points.)</p><p></p><p></p><p></p><p>A big mass of muscle should be as strong as your strongest PC, so it should have a Strength of 15-18. But what's important is your final damage and attack bonus. (Take a look at the link for approximate values and aim for those.)</p><p></p><p></p><p></p><p>It's agile and jumps around a lot. It needs higher Dex. Also, that boosts Initiative.</p><p></p><p></p><p></p><p>A 14 sounds fair. You want to be as high as possible so your Fortitude save is good.</p><p></p><p></p><p></p><p>I don't know the source material, but if it's an animal, it's Int should be 2.</p><p></p><p></p><p></p><p>High Wisdom for a good Will save. With a low Will save, it'll just get hit with Color Spray or Sleep in round one, resulting in a boring encounter. You probably don't want a racial bonus to Listen and Spot, to give stealthy PCs a chance.</p><p></p><p></p><p></p><p>That's Large (long).</p><p></p><p></p><p></p><p>Invisibility is extremely frustrating due to poorly-balanced rules. IMO, it shouldn't be invisible all the time. Perhaps it can cast Invisibility, and has "sneak attack", with low base damage. So it spends a turn becoming invisible, then next turn it attacks, hitting hard, but now you can see it again... The fighter won't lose his Dex bonus to AC due to Blind-Fight, I think, but I might be mixing 4e with 3e here.</p><p></p><p></p><p></p><p>If PCs have lots of Climb and Jump, they can keep up with it. Remind them of this. Make a "cheat sheet" for how Jump works.</p><p></p><p>There's no official rule for rain, but lowering the concealment to 20% sounds reasonable.</p><p></p><p></p><p></p><p>You don't want it to "rarely hit". 1st-level PCs tend to have high AC compared to their hit points. You're better off with a high attack bonus but low damage. The attack types seem good, but make them <em>all</em> primary. Multiple attacks suit a solo, I agree.</p><p></p><p>A vorpal tail is too good. Vorpal is a +5 weapon property, and 1st-level PCs can't handle something like that. If you want it to kill NPCs easily, just make them 1st-level NPC classes, and one of them gets sneak attacked. Dead.</p><p></p><p></p><p></p><p>Drop concealment to partial, although that's technically a house rule. Replicate the Faerie Fire spell for the glow.</p><p></p><p></p><p></p><p>Don't give it "secondary" attacks as it can't hit with them. Vorpal is too good. If it sneak attacks an NPC, it'll probably instantly kill them anyway, so make it a gory decapitation.</p><p></p><p></p><p></p><p>It already has claws, right?</p><p></p><p></p><p></p><p>D20 Modern has a young template, which gives -1 Dex/Int/Wis/Cha, -3 Str/Con. Pathfinder has such a template too: +4 Dex, -4 Strength/Con, no modifiers for mental stats.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6200373, member: 1165"] Solos don't officially exist in 3rd Edition, but you could give it either extra hit points or temporary hit points to fill in the gap. 50 sounds fair for a "solo"; that's about as many hit points as 5 1st-level rangers. Take a look at this link: [url]http://paizo.com/PRD/monsters/monsterCreation.html[/url] (it's close enough to 3rd Edition to be useful to you) - I would choose 1st-level values for everything except damage (you can use that for damage [i]per attack[/i] though) and hit points. (A 1st-level solo in 4e would have 1st-level stats in most areas, but have multiple attacks and many more hit points.) A big mass of muscle should be as strong as your strongest PC, so it should have a Strength of 15-18. But what's important is your final damage and attack bonus. (Take a look at the link for approximate values and aim for those.) It's agile and jumps around a lot. It needs higher Dex. Also, that boosts Initiative. A 14 sounds fair. You want to be as high as possible so your Fortitude save is good. I don't know the source material, but if it's an animal, it's Int should be 2. High Wisdom for a good Will save. With a low Will save, it'll just get hit with Color Spray or Sleep in round one, resulting in a boring encounter. You probably don't want a racial bonus to Listen and Spot, to give stealthy PCs a chance. That's Large (long). Invisibility is extremely frustrating due to poorly-balanced rules. IMO, it shouldn't be invisible all the time. Perhaps it can cast Invisibility, and has "sneak attack", with low base damage. So it spends a turn becoming invisible, then next turn it attacks, hitting hard, but now you can see it again... The fighter won't lose his Dex bonus to AC due to Blind-Fight, I think, but I might be mixing 4e with 3e here. If PCs have lots of Climb and Jump, they can keep up with it. Remind them of this. Make a "cheat sheet" for how Jump works. There's no official rule for rain, but lowering the concealment to 20% sounds reasonable. You don't want it to "rarely hit". 1st-level PCs tend to have high AC compared to their hit points. You're better off with a high attack bonus but low damage. The attack types seem good, but make them [i]all[/i] primary. Multiple attacks suit a solo, I agree. A vorpal tail is too good. Vorpal is a +5 weapon property, and 1st-level PCs can't handle something like that. If you want it to kill NPCs easily, just make them 1st-level NPC classes, and one of them gets sneak attacked. Dead. Drop concealment to partial, although that's technically a house rule. Replicate the Faerie Fire spell for the glow. Don't give it "secondary" attacks as it can't hit with them. Vorpal is too good. If it sneak attacks an NPC, it'll probably instantly kill them anyway, so make it a gory decapitation. It already has claws, right? D20 Modern has a young template, which gives -1 Dex/Int/Wis/Cha, -3 Str/Con. Pathfinder has such a template too: +4 Dex, -4 Strength/Con, no modifiers for mental stats. [/QUOTE]
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