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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5393055" data-attributes="member: 1165"><p>No.</p><p></p><p>There are several problems with these statements.</p><p></p><p>First of all, humanoid "monsters" generally have the race-specific traits found in the PH. For instance, halfling "monsters" often have Second Chance, dwarves often have Steady-Footed and +5 to save vs poison, and so forth.</p><p></p><p>Second, there are no official stats for Drizzt. You read something bad, maybe a fanboy's "re-creation". (Even a Drizzt fan could simply throw Drizzt at a lower-level "evil" party; the PCs couldn't hit him, he couldn't miss, it'd be just like reading a Salvatore novel!)</p><p></p><p>Third, the only way Drizzt gets 700 hit points is if he's a solo. There's no way a standard skirmisher of any level gets that many hit points.</p><p></p><p>Fourth, there <em>are</em> NPC rules you can use instead of monster rules, and they even work well, but they're complicated.</p><p></p><p>Look at this 5th-level ranger. Then try picturing him at 16th-level or more to simulate Drizzt. (He would have at least three more abilities.)</p><p></p><p>Soveliss, elf archer ranger</p><p>Level 5 Skirmisher (really Artillery) 5; XP 200</p><p>HP 60 (30)</p><p>Initiative +6</p><p>AC 20; Fort 17, Ref 19, Will 16</p><p>Perception +11, low-light vision</p><p>Speed 7</p><p></p><p><strong>Traits</strong></p><p><strong>Defensive Mobility:</strong> The ranger gains a +2 bonus to AC against opportunity attacks.</p><p><strong>Group Awareness</strong> * Aura 5. Non-elf allies in the aura gain a +1 racial bonus bonus to Perception checks.</p><p><strong>Wild Step:</strong> The elf ignores difficult terrain when it shifts.</p><p></p><p><strong>Standard Actions</strong></p><p><strong>Short Sword</strong> (weapon) * At-Will. Attack: +7 vs AC. Hit: 1d6+3 damage.</p><p><strong>Nimble Strike</strong> (martial, weapon) * At-Will. Attack: Ranged 20.40; +10 vs AC. Hit: 1d10+6 damage (+1d6 on crit). Effect: The ranger may shift 1 square before or after the attack.</p><p><strong>Cut and Run</strong> (martial, weapon) * Encounter. Attack: Ranged 20/40 (1 or 2 enemies); +10 vs AC. Hit: 1d10+6 damage (+1d6 on crit). Effect: After the first or second attack, the ranger may shift 3 squares.</p><p><strong>Second Wind</strong> (healing) * Encounter. The ranger spends a healing surge and regains 15 hit points. The ranger gains a +2 bonus to all defenses until the start of their next turn.</p><p><strong>Splintering Shot</strong> (martial, weapon) * Daily. Attack: Ranged 20/40; +10 vs AC. Hit: 3d10+6 damage (+1d6 on crit), and the target takes a -2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter.</p><p></p><p><strong>Minor Actions</strong></p><p><strong>Hunter's Quarry</strong> * At-Will (1/round). Targets nearest enemy; the ranger deals +1d8 damage once per turn against it's quarry. Only one creature can be the ranger's quarry at a time.</p><p></p><p><strong>Triggered Actions</strong></p><p><strong>Elven Accuracy</strong> * Encounter. Trigger: The elf misses with an attack roll. Effect (Free Action): The elf rerolls the attack roll, and must use the second roll.</p><p><strong>Yield Ground</strong> (martial) * Encounter. Trigger: An enemy damages the ranger with a melee attack. Effect (Immediate Reaction): The ranger shifts 2 squares and gains a +2 power bonus to all defenses until the end of their next turn.</p><p></p><p>Skills: Nature +10, Stealth +11</p><p>Str 15, Dex 19, Wis 15</p><p>Con 12, Int 11, Cha 10</p><p>Equipment: +1 longbow, 20 arrows, short sword, +1 leather armor, +1 cloak of protection.</p><p></p><p>If you were to "Drizzt" this guy up, you'd run into a few problems. Drizzt has a lot more equipment than a 16th-22nd level ranger is likely to have, and some (his leg bracers) would be really hard to stat out. He has a bunch of abilities (hunter's "rage", for instance) that aren't part of the ranger class. And then you end up with a character who is <em>very</em> complicated to run in combat.</p><p></p><p></p><p></p><p>Wrong.</p><p></p><p>If you compare the 5th-level ranger I have above to a 5th-level ranger PC, you'll find they're a lot weaker. They have fewer abilities and probably less equipment. Their hit point total isn't the same. They have fewer healing surges (NPCs get 1 surge per tier, period). If anything, he's getting nerfed.</p><p></p><p></p><p></p><p>Orcus is a solo. That's a very bad example.</p><p></p><p></p><p></p><p>Again, wrong. You've been told already by other people, NPCs are rarely solos, and classed NPCs (if they use the template rather than the "base" NPC rules I used above would still be elites, no more).</p><p></p><p></p><p></p><p>Drizzt never followed the ranger rules in <em>any</em> edition, and I've read quite a few Drizzt books. He just gets called that.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5393055, member: 1165"] No. There are several problems with these statements. First of all, humanoid "monsters" generally have the race-specific traits found in the PH. For instance, halfling "monsters" often have Second Chance, dwarves often have Steady-Footed and +5 to save vs poison, and so forth. Second, there are no official stats for Drizzt. You read something bad, maybe a fanboy's "re-creation". (Even a Drizzt fan could simply throw Drizzt at a lower-level "evil" party; the PCs couldn't hit him, he couldn't miss, it'd be just like reading a Salvatore novel!) Third, the only way Drizzt gets 700 hit points is if he's a solo. There's no way a standard skirmisher of any level gets that many hit points. Fourth, there [i]are[/i] NPC rules you can use instead of monster rules, and they even work well, but they're complicated. Look at this 5th-level ranger. Then try picturing him at 16th-level or more to simulate Drizzt. (He would have at least three more abilities.) Soveliss, elf archer ranger Level 5 Skirmisher (really Artillery) 5; XP 200 HP 60 (30) Initiative +6 AC 20; Fort 17, Ref 19, Will 16 Perception +11, low-light vision Speed 7 [b]Traits[/b] [b]Defensive Mobility:[/b] The ranger gains a +2 bonus to AC against opportunity attacks. [b]Group Awareness[/b] * Aura 5. Non-elf allies in the aura gain a +1 racial bonus bonus to Perception checks. [b]Wild Step:[/b] The elf ignores difficult terrain when it shifts. [b]Standard Actions[/b] [b]Short Sword[/b] (weapon) * At-Will. Attack: +7 vs AC. Hit: 1d6+3 damage. [b]Nimble Strike[/b] (martial, weapon) * At-Will. Attack: Ranged 20.40; +10 vs AC. Hit: 1d10+6 damage (+1d6 on crit). Effect: The ranger may shift 1 square before or after the attack. [b]Cut and Run[/b] (martial, weapon) * Encounter. Attack: Ranged 20/40 (1 or 2 enemies); +10 vs AC. Hit: 1d10+6 damage (+1d6 on crit). Effect: After the first or second attack, the ranger may shift 3 squares. [b]Second Wind[/b] (healing) * Encounter. The ranger spends a healing surge and regains 15 hit points. The ranger gains a +2 bonus to all defenses until the start of their next turn. [b]Splintering Shot[/b] (martial, weapon) * Daily. Attack: Ranged 20/40; +10 vs AC. Hit: 3d10+6 damage (+1d6 on crit), and the target takes a -2 penalty to attack rolls until the end of the encounter. Miss: Half damage, and the target takes a -1 penalty to attack rolls until the end of the encounter. [b]Minor Actions[/b] [b]Hunter's Quarry[/b] * At-Will (1/round). Targets nearest enemy; the ranger deals +1d8 damage once per turn against it's quarry. Only one creature can be the ranger's quarry at a time. [b]Triggered Actions[/b] [b]Elven Accuracy[/b] * Encounter. Trigger: The elf misses with an attack roll. Effect (Free Action): The elf rerolls the attack roll, and must use the second roll. [b]Yield Ground[/b] (martial) * Encounter. Trigger: An enemy damages the ranger with a melee attack. Effect (Immediate Reaction): The ranger shifts 2 squares and gains a +2 power bonus to all defenses until the end of their next turn. Skills: Nature +10, Stealth +11 Str 15, Dex 19, Wis 15 Con 12, Int 11, Cha 10 Equipment: +1 longbow, 20 arrows, short sword, +1 leather armor, +1 cloak of protection. If you were to "Drizzt" this guy up, you'd run into a few problems. Drizzt has a lot more equipment than a 16th-22nd level ranger is likely to have, and some (his leg bracers) would be really hard to stat out. He has a bunch of abilities (hunter's "rage", for instance) that aren't part of the ranger class. And then you end up with a character who is [i]very[/i] complicated to run in combat. Wrong. If you compare the 5th-level ranger I have above to a 5th-level ranger PC, you'll find they're a lot weaker. They have fewer abilities and probably less equipment. Their hit point total isn't the same. They have fewer healing surges (NPCs get 1 surge per tier, period). If anything, he's getting nerfed. Orcus is a solo. That's a very bad example. Again, wrong. You've been told already by other people, NPCs are rarely solos, and classed NPCs (if they use the template rather than the "base" NPC rules I used above would still be elites, no more). Drizzt never followed the ranger rules in [i]any[/i] edition, and I've read quite a few Drizzt books. He just gets called that. [/QUOTE]
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