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Creating NPCs/Classed Monsters
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<blockquote data-quote="dragon_eater" data-source="post: 4316426" data-attributes="member: 63122"><p>Every Monster and NPC follows the experience table on page 56 of the DMG. </p><p></p><p></p><p></p><p>In the order in the DMG.</p><p></p><p><strong>1. Choose Level</strong></p><p> Level 14</p><p><strong>2. Choose Race and Class</strong></p><p> Human Cleric</p><p><strong>3. Determine Ability Scores</strong></p><p> Str 10, Con 14, Dex 11, Int 12, Wis 16, Cha 13 <- Base Stats</p><p> Str 11, Con 18, Dex 12, Int 13, Wis 22, Char 14 <- After Ability score increase from level and race.</p><p><strong>4. Determine Hit Points and Healing Surges</strong></p><p> Hit Points = 8*Level + Con Score = 130</p><p> Healing Surges: 2 because he is paragon tier.</p><p><strong>5. Calculate Defenses</strong></p><p> Base: (10+1/2 level+stat mod) Fort 21, Ref 18, Will 25 (Clerics get +2), AC 23 (Chain).</p><p>Then add the level bonus of +5 to all of them to get:</p><p> Fort 26, Ref 23, Will 30, AC 28</p><p><strong>6. Powers:</strong> ( 1 at will, 2 encounter, 1 daily, 2 utility, class abilities)</p><p> Lance of Faith (At Will)</p><p> Divine Power (level 9 Daily)</p><p> Plague of Doom (Level 13 encounter)</p><p> Awe Strike (level 7 encounter)</p><p> Mass Cure Light Wounds (level 10 utility)</p><p> Divine Vigor (level 6 utility)</p><p> Healing Word (class feature)</p><p> Channel Divinity: Divine Fortune (class feature)</p><p><strong>7. Choose Skills</strong></p><p> Religion and whatever else you want him to have.</p><p><strong>8. Choose Equipment</strong></p><p> Chain Mail, probably a mace, anything else you want him to have. Remember he has a Magic Threshold of +2.</p><p><strong>9. Calculate Attack and Damage</strong></p><p> Calculate these as you would for a PC and then add +5 to attack and damage. </p><p> +14 vs AC for the Mace for 1d8 + 5, +18 vs Reflex for Lance of Faith for 1d8+11 damage.</p><p><strong>10. Choose Ritual</strong>s</p><p> Give the Cleric whatever rituals you feel is appropriate.</p><p></p><p><strong>Unlisted Rule 0</strong>: Fudge whatever you want to make the character interesting.</p></blockquote><p></p>
[QUOTE="dragon_eater, post: 4316426, member: 63122"] Every Monster and NPC follows the experience table on page 56 of the DMG. In the order in the DMG. [B]1. Choose Level[/B] Level 14 [B]2. Choose Race and Class[/B] Human Cleric [B]3. Determine Ability Scores[/B] Str 10, Con 14, Dex 11, Int 12, Wis 16, Cha 13 <- Base Stats Str 11, Con 18, Dex 12, Int 13, Wis 22, Char 14 <- After Ability score increase from level and race. [B]4. Determine Hit Points and Healing Surges[/B] Hit Points = 8*Level + Con Score = 130 Healing Surges: 2 because he is paragon tier. [B]5. Calculate Defenses[/B] Base: (10+1/2 level+stat mod) Fort 21, Ref 18, Will 25 (Clerics get +2), AC 23 (Chain). Then add the level bonus of +5 to all of them to get: Fort 26, Ref 23, Will 30, AC 28 [B]6. Powers:[/B] ( 1 at will, 2 encounter, 1 daily, 2 utility, class abilities) Lance of Faith (At Will) Divine Power (level 9 Daily) Plague of Doom (Level 13 encounter) Awe Strike (level 7 encounter) Mass Cure Light Wounds (level 10 utility) Divine Vigor (level 6 utility) Healing Word (class feature) Channel Divinity: Divine Fortune (class feature) [B]7. Choose Skills[/B] Religion and whatever else you want him to have. [B]8. Choose Equipment[/B] Chain Mail, probably a mace, anything else you want him to have. Remember he has a Magic Threshold of +2. [B]9. Calculate Attack and Damage[/B] Calculate these as you would for a PC and then add +5 to attack and damage. +14 vs AC for the Mace for 1d8 + 5, +18 vs Reflex for Lance of Faith for 1d8+11 damage. [B]10. Choose Ritual[/B]s Give the Cleric whatever rituals you feel is appropriate. [B]Unlisted Rule 0[/B]: Fudge whatever you want to make the character interesting. [/QUOTE]
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