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General Tabletop Discussion
*Pathfinder & Starfinder
Doing the Monster Math for the original MM
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<blockquote data-quote="caudor" data-source="post: 5594177" data-attributes="member: 8367"><p>Thread Rez! I knew I had seen a thread that provided a step by step method of updating monster to MM3 math (with some examples). Thanks again Aegeri <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I want to see if I've learned this correctly by trying my hand at it. I chose an easy one--the Hill Giant from MM1.</p><p></p><p>Forgive me for the format, I haven't figured out to make the pretty stat blocks used in other examples. Here is my updated version:</p><p></p><p>Hill Giant Level 13 Brute Large natural humanoid (giant) XP 800 </p><p>Initiative +5 </p><p>Senses Perception +7 </p><p>HP 159; Bloodied 79 AC 25; Fortitude 27, Reflex 21, Will 23 Speed 8 </p><p> </p><p>m Greatclub (standard; at-will) ✦ Weapon Reach 2; +17 vs. AC; 1d10 + 15 damage. </p><p></p><p>M Sweeping Club (standard; encounter) ✦ Weapon </p><p>The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone. </p><p></p><p>R Hurl Rock (standard; at-will) Ranged 8/16; +17 vs. AC; 2d6 + 15 damage. </p><p></p><p>Alignment Chaotic evil Languages Giant Skills Athletics +16 Str 21 (+11) Dex 8 (+5) Wis 12 (+7) Con 19 (+10) Int 7 (+4) Cha 9 (+5) Equipment hide armor, greatclub</p><p>All stats are copyright of Wizards of the Coast.</p><p>--------</p><p>Changes I made:</p><p>1. Tripled the static damage on both the melee and ranged attacks</p><p>2. Since we are dealing with a brute (not an elite or solo), I didn't see a need to change the HP or the Non-AC defenses.</p><p>3. Added +2 to hit for all attacks</p><p></p><p>Thanks for looking this over. If you see anything I messed up, please let me know.</p></blockquote><p></p>
[QUOTE="caudor, post: 5594177, member: 8367"] Thread Rez! I knew I had seen a thread that provided a step by step method of updating monster to MM3 math (with some examples). Thanks again Aegeri :) I want to see if I've learned this correctly by trying my hand at it. I chose an easy one--the Hill Giant from MM1. Forgive me for the format, I haven't figured out to make the pretty stat blocks used in other examples. Here is my updated version: Hill Giant Level 13 Brute Large natural humanoid (giant) XP 800 Initiative +5 Senses Perception +7 HP 159; Bloodied 79 AC 25; Fortitude 27, Reflex 21, Will 23 Speed 8 m Greatclub (standard; at-will) ✦ Weapon Reach 2; +17 vs. AC; 1d10 + 15 damage. M Sweeping Club (standard; encounter) ✦ Weapon The hill giant makes a greatclub attack against two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone. R Hurl Rock (standard; at-will) Ranged 8/16; +17 vs. AC; 2d6 + 15 damage. Alignment Chaotic evil Languages Giant Skills Athletics +16 Str 21 (+11) Dex 8 (+5) Wis 12 (+7) Con 19 (+10) Int 7 (+4) Cha 9 (+5) Equipment hide armor, greatclub All stats are copyright of Wizards of the Coast. -------- Changes I made: 1. Tripled the static damage on both the melee and ranged attacks 2. Since we are dealing with a brute (not an elite or solo), I didn't see a need to change the HP or the Non-AC defenses. 3. Added +2 to hit for all attacks Thanks for looking this over. If you see anything I messed up, please let me know. [/QUOTE]
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Doing the Monster Math for the original MM
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