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Dark One Battle Champion
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<blockquote data-quote="fanboy2000" data-source="post: 4862642" data-attributes="member: 19998"><p>So, I'm moving away from WotC published adventures and building my own adventures. I'm currently designing an encounter with Dark Ones, but they don't have very many in the MM, so I'm modifying the base Dark Creeper. Here's there leader. (Name suggestions would be greatly appreciated.)</p><p></p><p>Dark Champion Level 6 Elite Solder</p><p>Small fey humanoid XP 500</p><p></p><p><strong>Initiative</strong> +8 <strong>Senses</strong> Perception +6; darkvision HP 132; Bloodied 66 AC 22; Fortitude 19, Reflex 19, Will 17</p><p><strong>Saving Throws</strong> +2</p><p><strong>Speed</strong> 6</p><p><strong>Action Pionts</strong> 1</p><p></p><p><strong>Dagger</strong> (Standard, at-will)  Weapon</p><p>+11 vs AC; 1d4+5 damage.</p><p></p><p><strong>Dagger</strong> (Standard, at-will)  Weapon</p><p>Range 5/10; +11 vs AC; 1d4+5 damage.</p><p></p><p><strong>Killing Dark </strong>(when reduced to 0 hit points)</p><p>Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness.</p><p></p><p><strong>Dark Step</strong> (Move, at-will)</p><p>The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to.</p><p></p><p><strong>Dark Champion Tactics</strong></p><p>The Dark Champion and it’s allies deal an extra 1d6 damage agains enimies that the battle Champion flanks.</p><p></p><p><strong>Dark Talent</strong></p><p>The Dark Champion can score a critical hit on a natural 19 or 20.</p><p></p><p><strong>Inspiring Assault</strong></p><p>Whenever the Dark Champion crits, the Dark Champion and all it’s allies within 5 squares regain 3 HP.</p><p></p><p><strong>Double Dagger</strong> (standard, recharge ) - weapon</p><p>Dark Champion makes 2 Dagger attacks, these can be either melee or ranged attacks.</p><p></p><p><strong>Dagger Spray</strong> (standard, encounter) - weapon</p><p>Close Blast 3; attack +11 vs. Reflex; 3d8+4 damage; on miss half damage</p><p></p><p><strong>Alignment</strong> Evil <strong>Languages</strong> Common</p><p><strong>Skills</strong> Stealth +13, Thievery +13</p><p>Str 11 (+2) Wis 14 (+4)</p><p>Dex 18 (+6) Int 13 (+3)</p><p>Con 14 (+4) Cha 13 (+3)</p><p><strong>Equipment</strong> black garments, daggers x5.</p><p></p><p>I took the Dark Creeper on page 49 of the MM and maid, IIRC, the following changes: leveled him up 2 levels, changed the alignment to evil, and then applied the Battle Champion template. (I love templates.) I also changed the name of Battle Lord Tactics, and Battle Talent. I don't like the name Dark Talent very much, though it fits better than Battle Talent. Again, any suggestions would be great.</p><p></p><p>I was surprised how well the Battle Champion complimented the Dark Creeper. But the Battle Lord Tactics power is essentially a form of sneak attack, a good fit for a lord of shadowy fey rogues. Battle Talent, I think, expands on this theme, the guy can do max damage more often because he's craftier.</p><p></p><p>Edit: hey, this is my 700th post!</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 4862642, member: 19998"] So, I'm moving away from WotC published adventures and building my own adventures. I'm currently designing an encounter with Dark Ones, but they don't have very many in the MM, so I'm modifying the base Dark Creeper. Here's there leader. (Name suggestions would be greatly appreciated.) Dark Champion Level 6 Elite Solder Small fey humanoid XP 500 [B]Initiative[/B] +8 [B]Senses[/B] Perception +6; darkvision HP 132; Bloodied 66 AC 22; Fortitude 19, Reflex 19, Will 17 [B]Saving Throws[/B] +2 [B]Speed[/B] 6 [B]Action Pionts[/B] 1  [B]Dagger[/B] (Standard, at-will)  Weapon +11 vs AC; 1d4+5 damage. [B]Dagger[/B] (Standard, at-will)  Weapon Range 5/10; +11 vs AC; 1d4+5 damage. [B]Killing Dark [/B](when reduced to 0 hit points) Close burst 1; targets enemies; each target is blinded (save ends). When slain, a dark creeper explodes in a spout of darkness. [B]Dark Step[/B] (Move, at-will) The dark creeper moves up to 4 squares, gains a +4 bonus to AC against opportunity attacks, and gains combat advantage against any target that it ends its move adjacent to. [B]Dark Champion Tactics[/B] The Dark Champion and it’s allies deal an extra 1d6 damage agains enimies that the battle Champion flanks. [B]Dark Talent[/B] The Dark Champion can score a critical hit on a natural 19 or 20. [B]Inspiring Assault[/B] Whenever the Dark Champion crits, the Dark Champion and all it’s allies within 5 squares regain 3 HP. [B]Double Dagger[/B] (standard, recharge ) - weapon Dark Champion makes 2 Dagger attacks, these can be either melee or ranged attacks. [B]Dagger Spray[/B] (standard, encounter) - weapon Close Blast 3; attack +11 vs. Reflex; 3d8+4 damage; on miss half damage [B]Alignment[/B] Evil [B]Languages[/B] Common [B]Skills[/B] Stealth +13, Thievery +13 Str 11 (+2) Wis 14 (+4) Dex 18 (+6) Int 13 (+3) Con 14 (+4) Cha 13 (+3) [B]Equipment[/B] black garments, daggers x5. I took the Dark Creeper on page 49 of the MM and maid, IIRC, the following changes: leveled him up 2 levels, changed the alignment to evil, and then applied the Battle Champion template. (I love templates.) I also changed the name of Battle Lord Tactics, and Battle Talent. I don't like the name Dark Talent very much, though it fits better than Battle Talent. Again, any suggestions would be great. I was surprised how well the Battle Champion complimented the Dark Creeper. But the Battle Lord Tactics power is essentially a form of sneak attack, a good fit for a lord of shadowy fey rogues. Battle Talent, I think, expands on this theme, the guy can do max damage more often because he's craftier. Edit: hey, this is my 700th post! [/QUOTE]
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