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Defiant Rake Vampire Lord
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<blockquote data-quote="Ingolf" data-source="post: 4171669" data-attributes="member: 1783"><p>Tear this apart, it took me about 5 minutes and I probably made a mistake or three along the way. I first increased the level 7 Defiant Rake to level 11 and then applied the Vampire Lord template.</p><p></p><p>Oddities include - no adjustment listed in the article for increasing skills/initiative scores. I went with the assumption that only the increased stat modifiers (1 per 2 levels) would apply. Also, I was not sure how many hit points/level to give a skirmisher - I guessed that 6 would be about right so I went with that.</p><p></p><p>Defiant Rake Vampire Lord</p><p>Level 11 Skirmisher</p><p>Humanoid (undead) Elite</p><p></p><p>Initiative +9 Senses: Perception +4, Darkvision</p><p>HP 208; Bloodied 104 </p><p>AC 27; Fortitude 20, Reflex 24, Will 23 Speed 6</p><p>Immune: Disease, Poison Resist: 10 Necrotic</p><p>Vulnerable: Radiant 10</p><p>Saving Throws: +2</p><p>Action Points: 1</p><p>Regeneration 10 (regeneration does not function while the vampire lord is exposed to direct sunlight) </p><p>POWERS</p><p>m Rapier (standard; at-will) • Weapon +16 vs. AC; 1d8+7 damage. </p><p></p><p>r Hand Crossbow (standard; at-will) • Weapon Range 10/20; +16 vs. AC; 1d6+7 damage. </p><p></p><p>Sneak Attack +2d6 damage when the defiant rake has combat advantage. </p><p></p><p>Snap Shot (minor; recharge 5,6) • Weapon Requires hand crossbow; Make a hand crossbow attack. </p><p></p><p>Wicked Dodge (immediate reaction, when target of melee attack; recharge 5,6) +14 vs. Will; attack automatically misses or instead targets any other creature within attacker’s reach (your choice). </p><p></p><p>m Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) Healing</p><p>Requires combat advantage. Level + 2 vs. Fortitude; 2d12 + Charisma modifier damage, and the target is weakened (save ends), and the vampire lord heals 52 hit points.</p><p></p><p>Dominating Gaze (minor, recharge 6) Charm</p><p>Ranged 5; Level + 2 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). The vampire lord can dominate only one creature at a time.</p><p></p><p>Mist Form (standard; encounter) Polymorph</p><p>The vampire lord becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action. </p><p></p><p>Skills Bluff +13, Stealth +14, Thievery +14 </p><p>Str 10 (+4) Dex 20 (+9) Wis 10 (+4) Con 12 (+5) Int 12(+5) Cha 18 (+8)</p><p></p><p>ETA: Darkvision, readability</p></blockquote><p></p>
[QUOTE="Ingolf, post: 4171669, member: 1783"] Tear this apart, it took me about 5 minutes and I probably made a mistake or three along the way. I first increased the level 7 Defiant Rake to level 11 and then applied the Vampire Lord template. Oddities include - no adjustment listed in the article for increasing skills/initiative scores. I went with the assumption that only the increased stat modifiers (1 per 2 levels) would apply. Also, I was not sure how many hit points/level to give a skirmisher - I guessed that 6 would be about right so I went with that. Defiant Rake Vampire Lord Level 11 Skirmisher Humanoid (undead) Elite Initiative +9 Senses: Perception +4, Darkvision HP 208; Bloodied 104 AC 27; Fortitude 20, Reflex 24, Will 23 Speed 6 Immune: Disease, Poison Resist: 10 Necrotic Vulnerable: Radiant 10 Saving Throws: +2 Action Points: 1 Regeneration 10 (regeneration does not function while the vampire lord is exposed to direct sunlight) POWERS m Rapier (standard; at-will) • Weapon +16 vs. AC; 1d8+7 damage. r Hand Crossbow (standard; at-will) • Weapon Range 10/20; +16 vs. AC; 1d6+7 damage. Sneak Attack +2d6 damage when the defiant rake has combat advantage. Snap Shot (minor; recharge 5,6) • Weapon Requires hand crossbow; Make a hand crossbow attack. Wicked Dodge (immediate reaction, when target of melee attack; recharge 5,6) +14 vs. Will; attack automatically misses or instead targets any other creature within attacker’s reach (your choice). m Blood Drain (standard, encounter; recharges when an adjacent creature becomes bloodied) Healing Requires combat advantage. Level + 2 vs. Fortitude; 2d12 + Charisma modifier damage, and the target is weakened (save ends), and the vampire lord heals 52 hit points. Dominating Gaze (minor, recharge 6) Charm Ranged 5; Level + 2 vs. Will; the target is dominated (save ends, with a –2 penalty to the saving throw). Aftereffect: The target is dazed (save ends). The vampire lord can dominate only one creature at a time. Mist Form (standard; encounter) Polymorph The vampire lord becomes insubstantial and gains a fly speed of 12, but cannot make attacks. The vampire lord can remain in mist form for up to 1 hour or end the effect as a minor action. Skills Bluff +13, Stealth +14, Thievery +14 Str 10 (+4) Dex 20 (+9) Wis 10 (+4) Con 12 (+5) Int 12(+5) Cha 18 (+8) ETA: Darkvision, readability [/QUOTE]
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