Dungeons of Dread Prerelease this past weekend?

i dont understand the stats.

Elf Archer
Medium Fey Humanoid
Level 2 Artillery
AC 15 Fort 12 Ref 15 Will 14 HP / Bloodied 20 / 10
Init +10, Speed 7
Senses: Perception +12
Attacks:
Melee Shortsword +7 vs AC; 1d6+2
Ranged: Bow (Range 15/30); +9 vs AC; 1d8+4
Abilities: Archers Mobility: If moves at least 4, +2 ranged attack
Str +2 (13) Con +2 (12) Dex +4 (16) Int +1 (10) Wis +3 (15) Cha +1 (10)


How can one have a 16 dex and have an ability modifier of +4. what am I missing? They all seem to be following a pattern. did the bonus for stats change or something?
 

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TrogsTavern said:
That hydra is sweet. So for each 50 it gains a head. So by the time it has lost 200 HP it will be getting 8 bite attacks per round. Awesome.

And that lamia kicks ass too. *makes :] plans*

I hope the stats from the actual Monsterous Manual maybe give a little more info - like if using fire on a head prevents it from regrowing. Previously we've always seen some way to prevent the return of new heads, so I wonder if we'll be seeing it still in 4th edition or not.
 


TheLordWinter said:
I hope the stats from the actual Monsterous Manual maybe give a little more info - like if using fire on a head prevents it from regrowing. Previously we've always seen some way to prevent the return of new heads, so I wonder if we'll be seeing it still in 4th edition or not.
I think the way to kill this hydra is by reducing it's HP to zero, even in the MM. An alternative hydra could be fun, though.
 

Wormwood said:
Right there. This is why I love 4e.

Give me a 9th-level NPC spellcaster that I can actually *use*, not just some dude with a laundry list of spells---most of them useless stat-block filler---that I have to look up in play.

As someone who just had to build a bunch of drow for tonite's 3.5 game, I couldn't agree more.

Moreover, as we see more of these monsters we are also seeing some of the non-combat powers. While I won't argue that many of the combat powers themselves are evocotive, some of the non-combat ones drip with RP possibilities. Namely the expected shapechange powers:
Rakshasa Baron: Assume Humanoid form (Insight DC 32)
Howling Hag: Crone’s Guise. Old female M humanoid. Direct sunlight ends

Just. Awesome.
 

Almost missed out this two-weapon fighter.

Everfrost Ranger
Medium Natural Humanoid
Level 9 Skirmisher
AC 24 Fort 17 Ref 22 Will 20 HP/Bloodied 66/33
Init +8 Spd 6
Senses: Perception +12
Attacks
Basic Melee: Longsword +11 vs AC; 1d8+4 + 5 cold
Melee: Handaxe +11 vs AC; 1d8+3
Ranged: Longbow; Range 20/40; +13 vs AC (1d8+4 + 5 cold)
Limited Powers
Melee: Whirlwind of Steel; Longsword or handaxe, each enemy within reach. Recharge 5
Melee: Counterattack; Immediate, when hit by adjacent enemy; longsword or handaxe against that enemy, +2 attack. Recharge 5
Abilities
Shift 2: Move 2 when shifting
Skills
Endurance +10, Stealth +13
Str +6 (15) Con +5 (13) Dex +8 (19) Int +4 (10) Wis +7 (17) Cha +4 (10)
 

Lurker59 said:
The archer gets a +1 to ability modifiers because it's 2nd level.

That's incorrect. It's because at 2nd level your +1/2 per level skill bonus finally shows up. For some insane reason the monster stat blocks show the skill bonus next to the ability instead of the actual ability modifier. Search around here and you'll find it.

Confused? So was I when I first heard about this silliness.
 

Yikes, I hope two-weapon fighting is better for the PCs than it is for the Everfrost Ranger. +11 vs AC seems pretty low for level 9, and I don't think the encounter powers really make up for it.
 

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