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Creating/adjusting Figurines of Wondrous Power?
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<blockquote data-quote="im_robertb" data-source="post: 4957273" data-attributes="member: 60909"><p>Does anyone have any guidelines for creating new figurines of wondrous power, or adjusting existing ones? I'm looking at the Ironwood Hound (Level 10) from Dungeon #160, Page 54. I'd like to make it a Level 13 item, but I'm unsure what adjustments I should give it. Better attacks, defenses, and HP, probably, but I'm not sure how much - they are neither monsters nor PCs, and are sort of in between. If possible, I'd like to swap it's push+shift ability for knocking prone - would that be a fair swap-out?</p><p></p><p>Also, the figurines in Dungeon #160 have melee basic attacks. The Adventurer's Vault says that Figurines don't have basic attacks, and therefore don't make Opportunity Attacks. Misprint, or intentional change?</p><p></p><p>For reference:</p><p>Ironwood Hound Level 10</p><p>This wooden statuette depicts a hunting hound dashing toward its prey.</p><p>Wondrous Item 5,000 gp</p><p>Power (Daily ✦ Conjuration): Standard Action. Use this figurine to conjure a yellow-furred hunting hound (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value.</p><p></p><p>Ironwood Hound</p><p>Medium natural animate</p><p>Initiative as conjurer Senses Perception +8; low-light vision</p><p>HP 15; Bloodied 7</p><p>AC 24; Fortitude 22, Reflex 19, Will 21</p><p>Speed 6</p><p><strong>m Bite</strong> (standard; at-will)</p><p>+15 vs. AC; 2d6 + 3 damage.</p><p><strong>M Drive Back</strong> (standard; at-will)</p><p>+13 vs. Fortitude; 2d6 + 3 damage, and the target is pushed 2 squares and the ironwood hound can shift 2 squares. The ironwood hound must end its shift adjacent to the target’s new position.</p><p>Alignment Unaligned Languages —</p><p>Str 13 (+6) Dex 12 (+6) Wis 16 (+8)</p><p>Con 18 (+9) Int 2 (+1) Cha 8 (+4)</p></blockquote><p></p>
[QUOTE="im_robertb, post: 4957273, member: 60909"] Does anyone have any guidelines for creating new figurines of wondrous power, or adjusting existing ones? I'm looking at the Ironwood Hound (Level 10) from Dungeon #160, Page 54. I'd like to make it a Level 13 item, but I'm unsure what adjustments I should give it. Better attacks, defenses, and HP, probably, but I'm not sure how much - they are neither monsters nor PCs, and are sort of in between. If possible, I'd like to swap it's push+shift ability for knocking prone - would that be a fair swap-out? Also, the figurines in Dungeon #160 have melee basic attacks. The Adventurer's Vault says that Figurines don't have basic attacks, and therefore don't make Opportunity Attacks. Misprint, or intentional change? For reference: Ironwood Hound Level 10 This wooden statuette depicts a hunting hound dashing toward its prey. Wondrous Item 5,000 gp Power (Daily ✦ Conjuration): Standard Action. Use this figurine to conjure a yellow-furred hunting hound (see below for statistics). As a free action, you can spend a healing surge when activating this item to give the creature temporary hit points equal to your healing surge value. Ironwood Hound Medium natural animate Initiative as conjurer Senses Perception +8; low-light vision HP 15; Bloodied 7 AC 24; Fortitude 22, Reflex 19, Will 21 Speed 6 [B]m Bite[/B] (standard; at-will) +15 vs. AC; 2d6 + 3 damage. [B]M Drive Back[/B] (standard; at-will) +13 vs. Fortitude; 2d6 + 3 damage, and the target is pushed 2 squares and the ironwood hound can shift 2 squares. The ironwood hound must end its shift adjacent to the target’s new position. Alignment Unaligned Languages — Str 13 (+6) Dex 12 (+6) Wis 16 (+8) Con 18 (+9) Int 2 (+1) Cha 8 (+4) [/QUOTE]
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