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D&D Older Editions, OSR, & D&D Variants
Iron Ring member conversions to 4e f/ B10 Night's Dark Terror
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<blockquote data-quote="Magus Coeruleus" data-source="post: 4311884" data-attributes="member: 1704"><p>Here is my first 4e reaver. In B10, this is just a fighter who is on shore with some hounds who ambush the riverboat and attack with them from the riverbank while the other reaver and hounds work the ship. I thought it would be interesting to make him an archer whose main schtick is to coordinate the Hounds' ranged attacks, sort of a cross between an archer ranger and a warlord, hence Artillery (Leader) monster type.</p><p></p><p><span style="font-size: 15px">Huntsman Reaver of the Iron Ring (Human)</span></p><p>Medium natural humanoid</p><p>Level 4 Artillery (Leader)</p><p><strong>XP </strong>175</p><p><strong>Initiative </strong>+6 <strong>Senses </strong>Perception +4</p><p><strong>Hound the Quarry</strong> aura 5; minion allies in the aura who can see the huntsman reaver’s quarry gain a +1 to attack rolls against it.</p><p><strong>HP </strong>42; <strong>Bloodied </strong>21</p><p><strong>AC </strong>18; <strong>Fortitude </strong>15<strong>, Reflex </strong>17<strong>, Will </strong>14</p><p><strong>Speed </strong>6</p><p> <img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> <strong>Long sword</strong> (standard; at-will) ● Weapon: +7 vs. AC; 1d8+2 damage</p><p> <img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> <strong>Longbow </strong>(standard; at-will ) ● Weapon: Ranged 20/40; +9 vs. AC; 1d10+4 damage</p><p><strong>Huntsman’s Quarry</strong> (minor; at-will): Once per turn, the huntsman reaver can designate the closest enemy he can see as his quarry; once per round, he can deal +1d6 damage to this quarry on a successful hit; he can have one quarry at a time</p><p><strong>Alignment </strong>Evil <strong>Languages </strong>Common</p><p><strong>Skills </strong>Nature +9, Stealth +11</p><p><strong>Str </strong>14 (+4) <strong>Dex </strong>18 (+6) <strong>Wis </strong>14 (+4)</p><p><strong>Con </strong>12 (+3) <strong>Int </strong>10 (+2) <strong>Cha </strong>12 (+3)</p><p><strong>Equipment </strong>Hide armor, long sword, longbow, quiver with 20 arrows</p><p></p><p>I have to say, looking across other Level 4 Artillery or other similar things in general, I really have a hard time knowing whether I'm making this of appropriate difficulty and not too easy/tough for a Level 4 foe. I started with the simple NPC generating method (ranger) and it seemed like it would create a much more powerful (and complicated) monster than MM 4th level things. I mean, this guy would have had AC 20 (10 + 2 (1/2 level) + 6 (Dex Mod) + 3 (hide armor), lots of abilities. That general (not NPC) table in the DMG confuses the hell out of me; I do NOT commonly see Artillery showing attack mods of Level + 7. And why does that table have all sorts of things at x + Level anyway, when in other places the general rule is 10 + 1/2 level + ability mod?</p><p></p><p>Anyone, enough whining. Any feedback on this guy?</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="Magus Coeruleus, post: 4311884, member: 1704"] Here is my first 4e reaver. In B10, this is just a fighter who is on shore with some hounds who ambush the riverboat and attack with them from the riverbank while the other reaver and hounds work the ship. I thought it would be interesting to make him an archer whose main schtick is to coordinate the Hounds' ranged attacks, sort of a cross between an archer ranger and a warlord, hence Artillery (Leader) monster type. [SIZE=4]Huntsman Reaver of the Iron Ring (Human)[/SIZE] Medium natural humanoid Level 4 Artillery (Leader) [B]XP [/B]175 [B]Initiative [/B]+6 [B]Senses [/B]Perception +4 [B]Hound the Quarry[/B] aura 5; minion allies in the aura who can see the huntsman reaver’s quarry gain a +1 to attack rolls against it. [B]HP [/B]42; [B]Bloodied [/B]21 [B]AC [/B]18; [B]Fortitude [/B]15[B], Reflex [/B]17[B], Will [/B]14 [B]Speed [/B]6 :bmelee: [B]Long sword[/B] (standard; at-will) ● Weapon: +7 vs. AC; 1d8+2 damage :ranged: [B]Longbow [/B](standard; at-will ) ● Weapon: Ranged 20/40; +9 vs. AC; 1d10+4 damage [B]Huntsman’s Quarry[/B] (minor; at-will): Once per turn, the huntsman reaver can designate the closest enemy he can see as his quarry; once per round, he can deal +1d6 damage to this quarry on a successful hit; he can have one quarry at a time [B]Alignment [/B]Evil [B]Languages [/B]Common [B]Skills [/B]Nature +9, Stealth +11 [B]Str [/B]14 (+4) [B]Dex [/B]18 (+6) [B]Wis [/B]14 (+4) [B]Con [/B]12 (+3) [B]Int [/B]10 (+2) [B]Cha [/B]12 (+3) [B]Equipment [/B]Hide armor, long sword, longbow, quiver with 20 arrows I have to say, looking across other Level 4 Artillery or other similar things in general, I really have a hard time knowing whether I'm making this of appropriate difficulty and not too easy/tough for a Level 4 foe. I started with the simple NPC generating method (ranger) and it seemed like it would create a much more powerful (and complicated) monster than MM 4th level things. I mean, this guy would have had AC 20 (10 + 2 (1/2 level) + 6 (Dex Mod) + 3 (hide armor), lots of abilities. That general (not NPC) table in the DMG confuses the hell out of me; I do NOT commonly see Artillery showing attack mods of Level + 7. And why does that table have all sorts of things at x + Level anyway, when in other places the general rule is 10 + 1/2 level + ability mod? Anyone, enough whining. Any feedback on this guy? Thanks! [/QUOTE]
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