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Characters to Monsters
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<blockquote data-quote="Mesh Hong" data-source="post: 5268532" data-attributes="member: 73463"><p><span style="font-family: 'Verdana'"><span style="color: white">Well Derulbaskul has pretty much covered everything and given an excellent example of how to transform a PC to a monster.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">For what its worth here is my general advice on the subject.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">1. PCs and monsters use different creation systems.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">2. PC and Monster powers are different.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">The above two simple statements being true gives you the key to turning a PC from a character sheet into a monster stat block. Very simply put while there are many strict rules to follow when creating a PC there are very few rules to follow when creating a monster.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">In other words you look at the character sheet for inspiration, but inspiration only. What you are looking for are the key elements that define the PC, for this try not to focus too much on specific powers or even their mechanics, try to focus on <em>who they are </em>and <em>what they do</em>.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Figuring that out should give you a good idea of what role the creature will have, this will give you the basic mechanics for the monster. The stats, HPs, Defences, Attack values and an idea of the damage range.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Once you have reached this stage the real fun begins. Now you need to give the monster enough powers to achieve your ideal solution while not making the monster too unwieldy to run. The balance here depends on the importance of the monster (basic, elite, solo), and the number of powers you need to represent its design role.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Obviously you should bear in mind the survivability of the creature, or in other words try not to give it so many powers that it will not have chance to use them all before it is dead. Remember that PCs are built with choice and survivability for over 30 levels in mind while a monster is usually designed for one encounter and is expected to die.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">As this is basic general advice I am going to stop there.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'"><span style="font-size: 12px">Example</span></span></strong><span style="font-family: 'Verdana'"> (using the first PC stat block you gave):</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared Silverhawk – Level 6 tempest fighter.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Step 1: Who/what is he?</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">From looking at the build this is a mobile fighter who uses 2 shortswords. He is happiest when he is moving about and attacking multiple targets.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Ok this tells me he is a skirmisher and for the purposes of this exercise I am going to say he is a named villain and make him an elite.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Step 2: Stats</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Baseline for a level 6 elite skirmisher is</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">HPs 144</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">AC 20; Fortitude/Reflex/Will 18</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack bonus +11 vs. AC; +9 vs. NADs</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">MM3 damage expectations: 2d6+7 (max 19) / 1d8+6 (max 14)</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Step 3: Powers</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Basic attack, everybody needs a basic melee attack.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Sword Jab</strong> (standard; at will)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +11 vs. AC; 2d6+7 damage</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Elites above level 5 need an attack that can target 2 enemies, our monsters inspiration comes from moving and attacking multiple enemies so that fits nicely.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Double Sword Shuffle</strong> (standard; at will)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared makes a Sword Jab attack against a primary and secondary target; </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared may shift a total of 3 squares at any point before, between or after </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">these attacks</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Now we have designed these two powers we have fulfilled our basic requirements, everything we add from this point is down to theme and flair. This is when you start to think about recharge and encounter powers, and traits and triggered actions.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">This is also where we take another look at the monsters role. A skirmisher usually has good movement related powers and sometimes deals more damage under a certain circumstance (usually with combat advantage). As this is a level 6 elite I don’t really think it needs a bump in damage, but I do want to concentrate on movement.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">One thing that immediately strikes me is that a fighters mark/challenge is going to stop any shifting away this monster can do, so I should design something with that in mind. At this point I also remind myself not to be too vicious as this is only a level 6 creature.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">How about:</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Push and Strike</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Primary target; attack +9 vs. Fortitude; 1d8+7 damage; on hit target is </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">pushed 1 square and knocked prone; hit or miss Jared may shift 2 squares </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">and make a Sword Jab attack against a secondary target</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">This attack is by no means optimal (it is less damage than his at will) but contains enough utility that it will be a good option in a tight situation. I made it a recharge 4 because I want it regularly available, but not necessarily every turn.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Wanting to add another layer of depth to the mobile nature of Jared and take inspiration from footwork lure I think about an interrupt action that might provide a few interesting tactical opportunities.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Draw Them In</span></strong><span style="font-family: 'Verdana'"> (immediate interrupt; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) <strong>triggered action</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">When Jared is targeted by a melee attack by an adjacent enemy he may </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">shift 2 squares as an immediate interrupt, the target may choose to follow </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared up and continue the attack or stay where they are and lose the </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">action</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Well the list of powers is growing and we still need at least one encounter power looking at the inspiration list I see Funnelling Flurry and Tempest Dance. I also see Hounding Longarm and I don’t know what its on the list for as it requires a reach weapon which Jared doesn’t have, its effect is also quite fiddly.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Hounding Longarm does give me the inspiration for a power though.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Hounding Flurry</strong> (standard, encounter)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">4 attacks against the same target; attack +11 vs. AC; 1d6+7 damage; on </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">hit target is pushed 1 square and Jared follows up; after resolving all </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">attacks if 2 attacks hit the target is knocked prone, if 3 attacks hit the </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">target is knocked prone and slowed (save ends), if all 4 attacks the target </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">is knocked prone and dazed (save ends)</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">When I review the power I wonder if it could be too powerful. The max damage is 52, the max damage from 2 standard attacks is 38 but this is being shared by 2 separate targets.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I ponder it for a few minutes weighing up the pros and cons, it is 4 attacks rather than 1 so it is most likely that some but not all the attacks will hit, knocked prone and dazed is also a slightly cruel combination of effects. The MM3 rules for the damage from a limited attack is standard attack plus up to 50%, in this case that would be in the region of 28/29 damage, add in a second standard attack as its an elite and that increases it by 19 damage which is a total of 48 damage. That’s almost certainly too much damage especially when you consider that the monster has an action point available to it.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I really like the concept of power though so I am determined to get it into a usable state. In the end I plumb for reducing its accuracy and damage and toning the effects down. I also make a mental note to give some thought to the creatures optimal action point use.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Hounding Flurry</strong> (standard, encounter)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">4 attacks against the same target; attack +10 vs. AC; 1d6+5 damage; on </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">hit target is pushed 1 square and Jared follows up; after resolving all </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">attacks if 2 attacks hit the target takes a -1 penalty to attack rolls (save </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">ends), if 3 attacks hit the target instead takes a -2 penalty to attacks </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">rolls (save ends), if all 4 attacks the target is instead dazed (save ends)</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">It’s a big attack, he’s only got one chance to use it and my gut tells me it will be OK.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">At this point I take a look at my powers list and think they are OK, I haven’t included anything for his items but as this is a level 6 creature I think I will leave them alone for the sake of simplicity.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">He does need a little something extra though, so I turn my attention to his action point. Action Surge, Heroic Recovery and Boundless Endurance all strike me thematically about resolve under pressure. This fits with a defensive style bonus when he spends his action point, tying a defensive or healing bonus to his action point will also stop its use for going nova early in the fight. This could be a good thing.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Determined Action</span></strong><span style="font-family: 'Verdana'"> – <strong>trait, healing</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">When Jared spends his action point he also regains 30 HPs and gains a +2 </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">bonus to all his defences until the end of his next turn</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">This is a nice little recovery as a pay off for holding back with the action point and will make him more resilient for a turn which is in keeping with his fighter background.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">So lets have a look at our list of abilities:</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Determined Action</span></strong><span style="font-family: 'Verdana'"> – <strong>trait, healing</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Sword Jab</strong> (standard; at will)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Double Sword Shuffle</strong> (standard; at will)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Push and Strike</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />)</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Hounding Flurry</strong> (standard, encounter)</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Draw Them In</span></strong><span style="font-family: 'Verdana'"> (immediate interrupt; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) <strong>triggered action</strong></span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Looking at the list it is still missing something so I go back to the items and like the look of cape of the Monteback so I add that in. Now as an example of monsters following different rules to PCs I decide to play with the cloak a little, it will still function as it does in the book if the PCs take it as loot but it will be slightly different for Jared.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Cape</span></strong><strong><span style="font-family: 'Verdana'"> of Monteback</span></strong><span style="font-family: 'Verdana'"> (move, encounter) <strong>teleport</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared teleports 5 squares and gains combat advantage against any enemy </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">he ends this move adjacent to until the end of his current turn</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Step 4: Putting it all together</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Now lets see what we’ve got.</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'"><span style="font-size: 12px">Jared Silverhawk</span></span></strong><span style="font-family: 'Verdana'"> Level 6 Elite Skirmisher </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Medium Natural Humanoid XP 500 </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Initiative</span></strong><span style="font-family: 'Verdana'"> +8 <strong>Senses</strong> Perception +4 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">HP</span></strong><span style="font-family: 'Verdana'"> 140; Bloodied 70 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">AC</span></strong><span style="font-family: 'Verdana'"> 20; <strong>Fortitude</strong> 19, <strong>Reflex</strong> 18, <strong>Will</strong> 17 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Saving</span></strong><span style="font-family: 'Verdana'"> <strong>Throws</strong> +2 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Speed</span></strong><span style="font-family: 'Verdana'"> 6 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Action</span></strong><span style="font-family: 'Verdana'"> <strong>Points</strong> 1 </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Determined Action</span></strong><span style="font-family: 'Arial'">♦</span><span style="font-family: 'Verdana'"> <strong>trait, healing</strong> </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">When Jared spends his action point he also regains 30 HPs and gains a +2 </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">bonus to all his defences until the end of his next turn </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Sword Jab</strong> (Standard; at-will) </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Attack +11 vs. AC; 2d6+7 damage </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">m <strong>Double Sword Shuffle</strong> (Standard; at-will) </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared makes a Sword Jab attack against a primary and secondary target; </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared may shift a total of 3 squares at any point before, between or after </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">these attacks </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Push and Strike</strong> (Standard; recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /><img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Primary target; attack +9 vs. Fortitude; 1d8+7 damage; on hit target is </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">pushed 1 square and knocked prone; hit or miss Jared may shift 2 squares </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">and make a Sword Jab attack against a secondary target </span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> <strong>Hounding Flurry</strong> (Standard; encounter) </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">4 attacks against the same target; attack +10 vs. AC; 1d6+5 damage; on </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">hit target is pushed 1 square and Jared follows up; after resolving all </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">attacks if 2 attacks hit the target takes a -1 penalty to attack rolls (save </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">ends), if 3 attacks hit the target instead takes a -2 penalty to attacks </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">rolls (save ends), if all 4 attacks the target is instead dazed (save ends) </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Cape</span></strong><strong><span style="font-family: 'Verdana'"> of Monteback</span></strong><span style="font-family: 'Verdana'"> (Move; encounter) </span><span style="font-family: 'Arial'">♦</span><span style="font-family: 'Verdana'"> <strong>teleportation</strong> </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared teleports 5 squares and gains combat advantage against any enemy </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">he ends this move adjacent to until the end of his current turn </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Draw Them In</span></strong><span style="font-family: 'Verdana'"> (Immediate Interrupt; recharge <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /><img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) </span><span style="font-family: 'Arial'">♦</span><span style="font-family: 'Verdana'"> <strong>triggered action</strong> </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">When Jared is targeted by a melee attack by an adjacent enemy he may </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">shift 2 squares as an immediate interrupt, the target may choose to follow </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Jared up and continue the attack or stay where they are and lose the </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">action </span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Alignment</span></strong><span style="font-family: 'Verdana'"> Unaligned <strong>Languages</strong> common </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Skills</span></strong><span style="font-family: 'Verdana'"> Athletics +12, <strong>Endurance</strong> +10, Streetwise +7 </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Str</span></strong><span style="font-family: 'Verdana'"> 19 (+7) <strong>Dex</strong> 16 (+6) <strong>Wis</strong> 12 (+4) </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Con</span></strong><span style="font-family: 'Verdana'"> 14 (+5) <strong>Int</strong> 10 (+3) <strong>Cha</strong> 8 (+2) </span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Equipment</span></strong><span style="font-family: 'Verdana'"> 2x shortsword, chainmail, cape of monteback</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">In this stage I make any final adjustments, paying special attention to HPs and Defences. In this case his Fortitude is 1 higher and his Will is 1 lower, roughly in line with his stats. I have a think about the effect of the extra 30 HPs Jared will get from Determined action and think that is will be fine.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">My final assessment is that he is not terribly exciting, but is certainly a competent and reasonable threat.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Job done, onto the next one.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Conclusion</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Well I am not sure if this post will be useful to you or not as it is all pretty much common sense. If it has come across as patronising I apologise.</span></span></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5268532, member: 73463"] [FONT=Verdana][COLOR=white]Well Derulbaskul has pretty much covered everything and given an excellent example of how to transform a PC to a monster.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]For what its worth here is my general advice on the subject.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]1. PCs and monsters use different creation systems.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]2. PC and Monster powers are different.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]The above two simple statements being true gives you the key to turning a PC from a character sheet into a monster stat block. Very simply put while there are many strict rules to follow when creating a PC there are very few rules to follow when creating a monster.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]In other words you look at the character sheet for inspiration, but inspiration only. What you are looking for are the key elements that define the PC, for this try not to focus too much on specific powers or even their mechanics, try to focus on [I]who they are [/I]and [I]what they do[/I].[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Figuring that out should give you a good idea of what role the creature will have, this will give you the basic mechanics for the monster. The stats, HPs, Defences, Attack values and an idea of the damage range.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Once you have reached this stage the real fun begins. Now you need to give the monster enough powers to achieve your ideal solution while not making the monster too unwieldy to run. The balance here depends on the importance of the monster (basic, elite, solo), and the number of powers you need to represent its design role.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Obviously you should bear in mind the survivability of the creature, or in other words try not to give it so many powers that it will not have chance to use them all before it is dead. Remember that PCs are built with choice and survivability for over 30 levels in mind while a monster is usually designed for one encounter and is expected to die.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]As this is basic general advice I am going to stop there.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana][SIZE=3]Example[/SIZE][/FONT][/B][FONT=Verdana] (using the first PC stat block you gave):[/FONT][/COLOR] [FONT=Verdana][COLOR=white]Jared Silverhawk – Level 6 tempest fighter.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Step 1: Who/what is he?[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]From looking at the build this is a mobile fighter who uses 2 shortswords. He is happiest when he is moving about and attacking multiple targets.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Ok this tells me he is a skirmisher and for the purposes of this exercise I am going to say he is a named villain and make him an elite.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Step 2: Stats[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Baseline for a level 6 elite skirmisher is[/COLOR][/FONT] [FONT=Verdana][COLOR=white]HPs 144[/COLOR][/FONT] [FONT=Verdana][COLOR=white]AC 20; Fortitude/Reflex/Will 18[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Attack bonus +11 vs. AC; +9 vs. NADs[/COLOR][/FONT] [FONT=Verdana][COLOR=white]MM3 damage expectations: 2d6+7 (max 19) / 1d8+6 (max 14)[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Step 3: Powers[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Basic attack, everybody needs a basic melee attack.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:bmelee: [B]Sword Jab[/B] (standard; at will)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Attack +11 vs. AC; 2d6+7 damage[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Elites above level 5 need an attack that can target 2 enemies, our monsters inspiration comes from moving and attacking multiple enemies so that fits nicely.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Double Sword Shuffle[/B] (standard; at will)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared makes a Sword Jab attack against a primary and secondary target; [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared may shift a total of 3 squares at any point before, between or after [/COLOR][/FONT] [FONT=Verdana][COLOR=white]these attacks[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Now we have designed these two powers we have fulfilled our basic requirements, everything we add from this point is down to theme and flair. This is when you start to think about recharge and encounter powers, and traits and triggered actions.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]This is also where we take another look at the monsters role. A skirmisher usually has good movement related powers and sometimes deals more damage under a certain circumstance (usually with combat advantage). As this is a level 6 elite I don’t really think it needs a bump in damage, but I do want to concentrate on movement.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]One thing that immediately strikes me is that a fighters mark/challenge is going to stop any shifting away this monster can do, so I should design something with that in mind. At this point I also remind myself not to be too vicious as this is only a level 6 creature.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]How about:[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Push and Strike[/B] (standard; recharge :4::5::6:)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Primary target; attack +9 vs. Fortitude; 1d8+7 damage; on hit target is [/COLOR][/FONT] [FONT=Verdana][COLOR=white]pushed 1 square and knocked prone; hit or miss Jared may shift 2 squares [/COLOR][/FONT] [FONT=Verdana][COLOR=white]and make a Sword Jab attack against a secondary target[/COLOR][/FONT] [FONT=Verdana][COLOR=white]This attack is by no means optimal (it is less damage than his at will) but contains enough utility that it will be a good option in a tight situation. I made it a recharge 4 because I want it regularly available, but not necessarily every turn.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Wanting to add another layer of depth to the mobile nature of Jared and take inspiration from footwork lure I think about an interrupt action that might provide a few interesting tactical opportunities.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Draw Them In[/FONT][/B][FONT=Verdana] (immediate interrupt; recharge :5::6:) [B]triggered action[/B][/FONT][/COLOR] [FONT=Verdana][COLOR=white]When Jared is targeted by a melee attack by an adjacent enemy he may [/COLOR][/FONT] [FONT=Verdana][COLOR=white]shift 2 squares as an immediate interrupt, the target may choose to follow [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared up and continue the attack or stay where they are and lose the [/COLOR][/FONT] [FONT=Verdana][COLOR=white]action[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Well the list of powers is growing and we still need at least one encounter power looking at the inspiration list I see Funnelling Flurry and Tempest Dance. I also see Hounding Longarm and I don’t know what its on the list for as it requires a reach weapon which Jared doesn’t have, its effect is also quite fiddly.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Hounding Longarm does give me the inspiration for a power though.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Hounding Flurry[/B] (standard, encounter)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]4 attacks against the same target; attack +11 vs. AC; 1d6+7 damage; on [/COLOR][/FONT] [FONT=Verdana][COLOR=white]hit target is pushed 1 square and Jared follows up; after resolving all [/COLOR][/FONT] [FONT=Verdana][COLOR=white]attacks if 2 attacks hit the target is knocked prone, if 3 attacks hit the [/COLOR][/FONT] [FONT=Verdana][COLOR=white]target is knocked prone and slowed (save ends), if all 4 attacks the target [/COLOR][/FONT] [FONT=Verdana][COLOR=white]is knocked prone and dazed (save ends)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]When I review the power I wonder if it could be too powerful. The max damage is 52, the max damage from 2 standard attacks is 38 but this is being shared by 2 separate targets.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I ponder it for a few minutes weighing up the pros and cons, it is 4 attacks rather than 1 so it is most likely that some but not all the attacks will hit, knocked prone and dazed is also a slightly cruel combination of effects. The MM3 rules for the damage from a limited attack is standard attack plus up to 50%, in this case that would be in the region of 28/29 damage, add in a second standard attack as its an elite and that increases it by 19 damage which is a total of 48 damage. That’s almost certainly too much damage especially when you consider that the monster has an action point available to it.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I really like the concept of power though so I am determined to get it into a usable state. In the end I plumb for reducing its accuracy and damage and toning the effects down. I also make a mental note to give some thought to the creatures optimal action point use.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Hounding Flurry[/B] (standard, encounter)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]4 attacks against the same target; attack +10 vs. AC; 1d6+5 damage; on [/COLOR][/FONT] [FONT=Verdana][COLOR=white]hit target is pushed 1 square and Jared follows up; after resolving all [/COLOR][/FONT] [FONT=Verdana][COLOR=white]attacks if 2 attacks hit the target takes a -1 penalty to attack rolls (save [/COLOR][/FONT] [FONT=Verdana][COLOR=white]ends), if 3 attacks hit the target instead takes a -2 penalty to attacks [/COLOR][/FONT] [FONT=Verdana][COLOR=white]rolls (save ends), if all 4 attacks the target is instead dazed (save ends)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]It’s a big attack, he’s only got one chance to use it and my gut tells me it will be OK.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]At this point I take a look at my powers list and think they are OK, I haven’t included anything for his items but as this is a level 6 creature I think I will leave them alone for the sake of simplicity.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]He does need a little something extra though, so I turn my attention to his action point. Action Surge, Heroic Recovery and Boundless Endurance all strike me thematically about resolve under pressure. This fits with a defensive style bonus when he spends his action point, tying a defensive or healing bonus to his action point will also stop its use for going nova early in the fight. This could be a good thing.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Determined Action[/FONT][/B][FONT=Verdana] – [B]trait, healing[/B][/FONT][/COLOR] [FONT=Verdana][COLOR=white]When Jared spends his action point he also regains 30 HPs and gains a +2 [/COLOR][/FONT] [FONT=Verdana][COLOR=white]bonus to all his defences until the end of his next turn[/COLOR][/FONT] [FONT=Verdana][COLOR=white]This is a nice little recovery as a pay off for holding back with the action point and will make him more resilient for a turn which is in keeping with his fighter background.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]So lets have a look at our list of abilities:[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Determined Action[/FONT][/B][FONT=Verdana] – [B]trait, healing[/B][/FONT][/COLOR] [FONT=Verdana][COLOR=white]:bmelee: [B]Sword Jab[/B] (standard; at will)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Double Sword Shuffle[/B] (standard; at will)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Push and Strike[/B] (standard; recharge :4::5::6:)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Hounding Flurry[/B] (standard, encounter)[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Draw Them In[/FONT][/B][FONT=Verdana] (immediate interrupt; recharge :5::6:) [B]triggered action[/B][/FONT][/COLOR] [FONT=Verdana][COLOR=white]Looking at the list it is still missing something so I go back to the items and like the look of cape of the Monteback so I add that in. Now as an example of monsters following different rules to PCs I decide to play with the cloak a little, it will still function as it does in the book if the PCs take it as loot but it will be slightly different for Jared.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Cape[/FONT][/B][B][FONT=Verdana] of Monteback[/FONT][/B][FONT=Verdana] (move, encounter) [B]teleport[/B][/FONT][/COLOR] [FONT=Verdana][COLOR=white]Jared teleports 5 squares and gains combat advantage against any enemy [/COLOR][/FONT] [FONT=Verdana][COLOR=white]he ends this move adjacent to until the end of his current turn[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Step 4: Putting it all together[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Now lets see what we’ve got.[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana][SIZE=3]Jared Silverhawk[/SIZE][/FONT][/B][FONT=Verdana] Level 6 Elite Skirmisher [/FONT][/COLOR] [FONT=Verdana][COLOR=white]Medium Natural Humanoid XP 500 [/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Initiative[/FONT][/B][FONT=Verdana] +8 [B]Senses[/B] Perception +4 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]HP[/FONT][/B][FONT=Verdana] 140; Bloodied 70 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]AC[/FONT][/B][FONT=Verdana] 20; [B]Fortitude[/B] 19, [B]Reflex[/B] 18, [B]Will[/B] 17 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Saving[/FONT][/B][FONT=Verdana] [B]Throws[/B] +2 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Speed[/FONT][/B][FONT=Verdana] 6 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Action[/FONT][/B][FONT=Verdana] [B]Points[/B] 1 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Determined Action[/FONT][/B][FONT=Arial]♦[/FONT][FONT=Verdana] [B]trait, healing[/B] [/FONT][/COLOR] [FONT=Verdana][COLOR=white]When Jared spends his action point he also regains 30 HPs and gains a +2 [/COLOR][/FONT] [FONT=Verdana][COLOR=white]bonus to all his defences until the end of his next turn [/COLOR][/FONT] [FONT=Verdana][COLOR=white]:bmelee: [B]Sword Jab[/B] (Standard; at-will) [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Attack +11 vs. AC; 2d6+7 damage [/COLOR][/FONT] [FONT=Verdana][COLOR=white]m [B]Double Sword Shuffle[/B] (Standard; at-will) [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared makes a Sword Jab attack against a primary and secondary target; [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared may shift a total of 3 squares at any point before, between or after [/COLOR][/FONT] [FONT=Verdana][COLOR=white]these attacks [/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Push and Strike[/B] (Standard; recharge :4::5::6:) [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Primary target; attack +9 vs. Fortitude; 1d8+7 damage; on hit target is [/COLOR][/FONT] [FONT=Verdana][COLOR=white]pushed 1 square and knocked prone; hit or miss Jared may shift 2 squares [/COLOR][/FONT] [FONT=Verdana][COLOR=white]and make a Sword Jab attack against a secondary target [/COLOR][/FONT] [FONT=Verdana][COLOR=white]:melee: [B]Hounding Flurry[/B] (Standard; encounter) [/COLOR][/FONT] [FONT=Verdana][COLOR=white]4 attacks against the same target; attack +10 vs. AC; 1d6+5 damage; on [/COLOR][/FONT] [FONT=Verdana][COLOR=white]hit target is pushed 1 square and Jared follows up; after resolving all [/COLOR][/FONT] [FONT=Verdana][COLOR=white]attacks if 2 attacks hit the target takes a -1 penalty to attack rolls (save [/COLOR][/FONT] [FONT=Verdana][COLOR=white]ends), if 3 attacks hit the target instead takes a -2 penalty to attacks [/COLOR][/FONT] [FONT=Verdana][COLOR=white]rolls (save ends), if all 4 attacks the target is instead dazed (save ends) [/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Cape[/FONT][/B][B][FONT=Verdana] of Monteback[/FONT][/B][FONT=Verdana] (Move; encounter) [/FONT][FONT=Arial]♦[/FONT][FONT=Verdana] [B]teleportation[/B] [/FONT][/COLOR] [FONT=Verdana][COLOR=white]Jared teleports 5 squares and gains combat advantage against any enemy [/COLOR][/FONT] [FONT=Verdana][COLOR=white]he ends this move adjacent to until the end of his current turn [/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Draw Them In[/FONT][/B][FONT=Verdana] (Immediate Interrupt; recharge :5::6:) [/FONT][FONT=Arial]♦[/FONT][FONT=Verdana] [B]triggered action[/B] [/FONT][/COLOR] [FONT=Verdana][COLOR=white]When Jared is targeted by a melee attack by an adjacent enemy he may [/COLOR][/FONT] [FONT=Verdana][COLOR=white]shift 2 squares as an immediate interrupt, the target may choose to follow [/COLOR][/FONT] [FONT=Verdana][COLOR=white]Jared up and continue the attack or stay where they are and lose the [/COLOR][/FONT] [FONT=Verdana][COLOR=white]action [/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]Alignment[/FONT][/B][FONT=Verdana] Unaligned [B]Languages[/B] common [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Skills[/FONT][/B][FONT=Verdana] Athletics +12, [B]Endurance[/B] +10, Streetwise +7 [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Str[/FONT][/B][FONT=Verdana] 19 (+7) [B]Dex[/B] 16 (+6) [B]Wis[/B] 12 (+4) [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Con[/FONT][/B][FONT=Verdana] 14 (+5) [B]Int[/B] 10 (+3) [B]Cha[/B] 8 (+2) [/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Equipment[/FONT][/B][FONT=Verdana] 2x shortsword, chainmail, cape of monteback[/FONT][/COLOR] [FONT=Verdana][COLOR=white]In this stage I make any final adjustments, paying special attention to HPs and Defences. In this case his Fortitude is 1 higher and his Will is 1 lower, roughly in line with his stats. I have a think about the effect of the extra 30 HPs Jared will get from Determined action and think that is will be fine.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]My final assessment is that he is not terribly exciting, but is certainly a competent and reasonable threat.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Job done, onto the next one.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Conclusion[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Well I am not sure if this post will be useful to you or not as it is all pretty much common sense. If it has come across as patronising I apologise.[/COLOR][/FONT] [/QUOTE]
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