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New Monsters damage et al driving me insane.
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<blockquote data-quote="Goonalan" data-source="post: 5358510" data-attributes="member: 16069"><p>Right then, I'm trying to patch up the monsters in the next scenario we're playing, as per the new rules in the errata, I'll be honest- I'm struggling because there doesn't seem to be any quick fix I can see, let me explain.</p><p></p><p>1. I'm doing this because even at Heroic Levels my players are not being challenged as much as they'd like, when I did this for the previous scenario (in a very ad hoc way) then it played much better. I know Heroic creatures don't have to be changed up but I want, we want to... not doing it is not an option.</p><p></p><p>2. Next, how do I know the monster doesn't already fit with the new rules- the guys below are from Scales of War Den of the Destroyer from Dungeon magazine 160 November 2008. I'm therefore pretty sure they need fixing.</p><p></p><p>Which still leaves me with the question- when did the new designs start, from what date (or Dungeon magazine, or WOTC adventure) did the changes come into play?</p><p></p><p>3. I've got all the errata to hand and yet I'm still not sure what needs to be changed, the truth is I want (need) an official line. I'm not foolish enough to think that WOTC are going to go back and re-do all the previous monsters. However this is genuinely preventing me from gaming- I'm an anally retentive so-and-so and if it's not right (the official version) then I don't... well at the moment I don't game.</p><p></p><p>So here are the bad guys and my versions, before and after-</p><p></p><p>BEFORE-</p><p></p><p>Bounty Hunter Snaremaster</p><p>Level 7 Artillery</p><p>Small natural humanoid </p><p>XP 300</p><p>HP 61; Bloodied 31</p><p>AC 19; Fortitude 18; Reflex 20; Will 19</p><p>Speed 6</p><p>Initiative +7</p><p>Perception +11</p><p></p><p>Standard Actions</p><p>m Rapier (weapon) • At-Will</p><p>Attack: +14 vs. AC</p><p>Hit: 1d8 + 5 damage.</p><p>r Bolas (weapon) • At-Will</p><p>Attack: Ranged 10/20; +12 vs. Reflex</p><p>Hit: 2d4 + 5 damage, and the target is restrained (save ends).</p><p>R Keep'Em Separated (weapon) • Recharge</p><p>Attack: Ranged 10/20 (three targets in range); +10 vs. Reflex</p><p>Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).</p><p>Triggered Actions</p><p>Second Chance • Encounter</p><p>Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.</p><p>Str 10 (+3)</p><p>Dex 19 (+7)</p><p>Wis 16 (+6)</p><p>Con 13 (+4)</p><p>Int 13 (+4)</p><p>Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, rapier, bola x6</p><p>Monster found in Dungeon Magazine 160 and Compendium</p><p></p><p>AFTER-</p><p>Bounty Hunter Snaremaster ND</p><p>Level 7 Artillery</p><p>Small natural humanoid </p><p>XP 300</p><p>HP 61; Bloodied 31</p><p>AC 19; Fortitude 18; Reflex 20; Will 19</p><p>Speed 6</p><p>Initiative +7</p><p>Perception +11</p><p></p><p>Standard Actions</p><p>m Rapier (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 2d8 + 3 damage.</p><p>r Bolas (weapon) • At-Will</p><p>Attack: Ranged 10/20; +12 vs. Reflex</p><p>Hit: 3d4 + 6 damage, and the target is restrained (save ends).</p><p>R Keep'Em Separated (weapon) • Recharge</p><p>Attack: Ranged 10/20 (three targets in range); +11 vs. Reflex</p><p>Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends).</p><p>Triggered Actions</p><p>Second Chance • Encounter</p><p>Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result.</p><p>Str 10 (+3)</p><p>Dex 19 (+7)</p><p>Wis 16 (+6)</p><p>Con 13 (+4)</p><p>Int 13 (+4)</p><p>Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, rapier, bola x6</p><p></p><p>CHANGES- Rapier reduced to +12 To Hit damage changed from Low to Medium, Bola damage Low to Medium.</p><p></p><p>BEFORE-</p><p>Bounty Hunter Subduer</p><p>Level 7 Skirmisher</p><p>Medium natural humanoid </p><p>XP 300</p><p>HP 76; Bloodied 38</p><p>AC 21; Fortitude 20; Reflex 19; Will 18</p><p>Speed 6</p><p>Initiative +8</p><p>Perception +5</p><p></p><p>Traits</p><p>Combat Advantage</p><p>The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.</p><p>Standard Actions</p><p>m Maul (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 2d6 + 5 damage.</p><p>M Knockout Blow (weapon) • Recharge 5 6</p><p>Requirements: Requires maul.</p><p>Attack: +10 vs. Fortitude</p><p>Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).</p><p>Skills Nature +10</p><p>Str 18 (+7)</p><p>Dex 16 (+6)</p><p>Wis 14 (+5)</p><p>Con 12 (+4)</p><p>Int 10 (+3)</p><p>Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common</p><p>Equipment leather armor, maul</p><p></p><p>AFTER-</p><p>Bounty Hunter Subduer ND</p><p>Level 7 Skirmisher</p><p>Medium natural humanoid </p><p>XP 300</p><p>HP 76; Bloodied 38</p><p>AC 21; Fortitude 20; Reflex 19; Will 18</p><p>Speed 6</p><p>Initiative +8</p><p>Perception +5</p><p></p><p>Traits</p><p>Combat Advantage</p><p>The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against.</p><p>Standard Actions</p><p>m Maul (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 2d6 + 5 damage.</p><p>M Knockout Blow (weapon) • Recharge</p><p>Attack: +10 vs. Fortitude</p><p>Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends).</p><p>Skills Nature +10</p><p>Str 18 (+7)</p><p>Dex 16 (+6)</p><p>Wis 14 (+5)</p><p>Con 12 (+4)</p><p>Int 10 (+3)</p><p>Cha 10 (+3)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common</p><p>Equipment leather armor, maul</p><p></p><p>CHANGES- None, Maul damage already set on Medium, and High for Knockout Blow.</p><p></p><p>BEFORE-</p><p>Bounty Hunter Strongarm</p><p>Level 7 Brute</p><p>Medium natural humanoid </p><p>XP 300</p><p>HP 98; Bloodied 49</p><p>AC 19; Fortitude 20; Reflex 17; Will 19</p><p>Speed 5</p><p>Initiative +4</p><p>Perception +11</p><p>Low-Light Vision</p><p>Traits</p><p>Brute Rush</p><p>When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.</p><p>Stand Your Ground</p><p>When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.</p><p>Standard Actions</p><p>m Greataxe (weapon) • At-Will</p><p>Attack: +10 vs. AC</p><p>Hit: 1d12 + 8 damage.</p><p>C Clear The Area (weapon) • Recharge 6</p><p>Requirements: Requires greataxe.</p><p>Attack: Close burst 1; +8 vs. AC</p><p>Hit: 2d12 + 10 damage, and the target is pushed 1 square.</p><p>Str 13 (+4)</p><p>Dex 12 (+4)</p><p>Wis 16 (+6)</p><p>Con 18 (+7)</p><p>Int 11 (+3)</p><p>Cha 8 (+2)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, greataxe</p><p></p><p>AFTER-</p><p>Bounty Hunter Strongarm ND</p><p>Level 7 Brute</p><p>Medium natural humanoid </p><p>XP 300</p><p>HP 98; Bloodied 49</p><p>AC 19; Fortitude 21; Reflex 17; Will 19</p><p>Speed 5</p><p>Initiative +4</p><p>Perception +11</p><p>Low-Light Vision</p><p>Traits</p><p>Brute Rush</p><p>When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square.</p><p>Stand Your Ground</p><p>When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone.</p><p>Standard Actions</p><p>m Greataxe (weapon) • At-Will</p><p>Attack: +12 vs. AC</p><p>Hit: 1d12 + 8 damage.</p><p>C Clear The Area (weapon) • Recharge</p><p>Attack: Close burst 1; +12 vs. AC</p><p>Hit: 2d12 + 10 damage, and the target is pushed 1 square.</p><p>Str 13 (+4)</p><p>Dex 12 (+4)</p><p>Wis 16 (+6)</p><p>Con 18 (+7)</p><p>Int 11 (+3)</p><p>Cha 8 (+2)</p><p>Alignment unaligned<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=":)" /><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=":)" /><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=":)" /><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=":)" /><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=":)" />Languages Common, Dwarven</p><p>Equipment leather armor, greataxe</p><p></p><p>CHANGES- Increased Fort Def by 1 to give average 19 (Brute 12+7 for other Defences). Increased To Hit Greataxe & Clear the Area To Hit as per Brute (Level +5 vs AC). No other changes as damage for both already set on High.</p><p></p><p>Sorry but this is really the only thing stopping me from gaming, there seems to be no pattern to it- it takes me just far too long to do and because there's nothing (or no-one) to say that's right then... </p><p></p><p>I need to find a simple solution to this and for life of me I can't see it, I see the errata says for the damage then single target... two or more targets... that just screams dull at me- everything does the same damage that's the same level... I don't get it.</p><p></p><p>I'm trying to compare it also to the charts from DM Tips but... again I can't see the pattern?</p><p></p><p>Yet another school of thought says just double the static damage, and in the case of Brutes triple it- that still doesn't feel right, for the Strongarms above that's +24 and +30 respectively.</p><p></p><p>Please help, this is stopping me from gaming- haven't played now in two weeks because I just can't look at my new creations and say/feel- 'that's it- that's right.'</p><p></p><p>And again I know (as in point 1. above) that perhaps Heroic creatures don't need this- it's just that I don't want to mess with the XP levels (add creatures to encounters) I want to be able to play the scenarios as written with the errata applied.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5358510, member: 16069"] Right then, I'm trying to patch up the monsters in the next scenario we're playing, as per the new rules in the errata, I'll be honest- I'm struggling because there doesn't seem to be any quick fix I can see, let me explain. 1. I'm doing this because even at Heroic Levels my players are not being challenged as much as they'd like, when I did this for the previous scenario (in a very ad hoc way) then it played much better. I know Heroic creatures don't have to be changed up but I want, we want to... not doing it is not an option. 2. Next, how do I know the monster doesn't already fit with the new rules- the guys below are from Scales of War Den of the Destroyer from Dungeon magazine 160 November 2008. I'm therefore pretty sure they need fixing. Which still leaves me with the question- when did the new designs start, from what date (or Dungeon magazine, or WOTC adventure) did the changes come into play? 3. I've got all the errata to hand and yet I'm still not sure what needs to be changed, the truth is I want (need) an official line. I'm not foolish enough to think that WOTC are going to go back and re-do all the previous monsters. However this is genuinely preventing me from gaming- I'm an anally retentive so-and-so and if it's not right (the official version) then I don't... well at the moment I don't game. So here are the bad guys and my versions, before and after- BEFORE- Bounty Hunter Snaremaster Level 7 Artillery Small natural humanoid XP 300 HP 61; Bloodied 31 AC 19; Fortitude 18; Reflex 20; Will 19 Speed 6 Initiative +7 Perception +11 Standard Actions m Rapier (weapon) • At-Will Attack: +14 vs. AC Hit: 1d8 + 5 damage. r Bolas (weapon) • At-Will Attack: Ranged 10/20; +12 vs. Reflex Hit: 2d4 + 5 damage, and the target is restrained (save ends). R Keep'Em Separated (weapon) • Recharge Attack: Ranged 10/20 (three targets in range); +10 vs. Reflex Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends). Triggered Actions Second Chance • Encounter Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result. Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Con 13 (+4) Int 13 (+4) Cha 10 (+3) Alignment unaligned:):):):):)Languages Common, Dwarven Equipment leather armor, rapier, bola x6 Monster found in Dungeon Magazine 160 and Compendium AFTER- Bounty Hunter Snaremaster ND Level 7 Artillery Small natural humanoid XP 300 HP 61; Bloodied 31 AC 19; Fortitude 18; Reflex 20; Will 19 Speed 6 Initiative +7 Perception +11 Standard Actions m Rapier (weapon) • At-Will Attack: +12 vs. AC Hit: 2d8 + 3 damage. r Bolas (weapon) • At-Will Attack: Ranged 10/20; +12 vs. Reflex Hit: 3d4 + 6 damage, and the target is restrained (save ends). R Keep'Em Separated (weapon) • Recharge Attack: Ranged 10/20 (three targets in range); +11 vs. Reflex Hit: 4d4 + 5 damage, and the target slides 2 squares and is restrained (save ends). Triggered Actions Second Chance • Encounter Effect (Immediate Interrupt): The bounty hunter snaremaster forces the attacker to reroll the attack and take the new result. Str 10 (+3) Dex 19 (+7) Wis 16 (+6) Con 13 (+4) Int 13 (+4) Cha 10 (+3) Alignment unaligned:):):):):)Languages Common, Dwarven Equipment leather armor, rapier, bola x6 CHANGES- Rapier reduced to +12 To Hit damage changed from Low to Medium, Bola damage Low to Medium. BEFORE- Bounty Hunter Subduer Level 7 Skirmisher Medium natural humanoid XP 300 HP 76; Bloodied 38 AC 21; Fortitude 20; Reflex 19; Will 18 Speed 6 Initiative +8 Perception +5 Traits Combat Advantage The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against. Standard Actions m Maul (weapon) • At-Will Attack: +12 vs. AC Hit: 2d6 + 5 damage. M Knockout Blow (weapon) • Recharge 5 6 Requirements: Requires maul. Attack: +10 vs. Fortitude Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends). Skills Nature +10 Str 18 (+7) Dex 16 (+6) Wis 14 (+5) Con 12 (+4) Int 10 (+3) Cha 10 (+3) Alignment unaligned:):):):):)Languages Common Equipment leather armor, maul AFTER- Bounty Hunter Subduer ND Level 7 Skirmisher Medium natural humanoid XP 300 HP 76; Bloodied 38 AC 21; Fortitude 20; Reflex 19; Will 18 Speed 6 Initiative +8 Perception +5 Traits Combat Advantage The bounty hunter subduer deals an extra 2d6 damage on melee attacks against any target it has combat advantage against. Standard Actions m Maul (weapon) • At-Will Attack: +12 vs. AC Hit: 2d6 + 5 damage. M Knockout Blow (weapon) • Recharge Attack: +10 vs. Fortitude Hit: 4d6 + 5 damage, and the target is knocked prone and dazed (save ends). Skills Nature +10 Str 18 (+7) Dex 16 (+6) Wis 14 (+5) Con 12 (+4) Int 10 (+3) Cha 10 (+3) Alignment unaligned:):):):):)Languages Common Equipment leather armor, maul CHANGES- None, Maul damage already set on Medium, and High for Knockout Blow. BEFORE- Bounty Hunter Strongarm Level 7 Brute Medium natural humanoid XP 300 HP 98; Bloodied 49 AC 19; Fortitude 20; Reflex 17; Will 19 Speed 5 Initiative +4 Perception +11 Low-Light Vision Traits Brute Rush When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square. Stand Your Ground When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone. Standard Actions m Greataxe (weapon) • At-Will Attack: +10 vs. AC Hit: 1d12 + 8 damage. C Clear The Area (weapon) • Recharge 6 Requirements: Requires greataxe. Attack: Close burst 1; +8 vs. AC Hit: 2d12 + 10 damage, and the target is pushed 1 square. Str 13 (+4) Dex 12 (+4) Wis 16 (+6) Con 18 (+7) Int 11 (+3) Cha 8 (+2) Alignment unaligned:):):):):)Languages Common, Dwarven Equipment leather armor, greataxe AFTER- Bounty Hunter Strongarm ND Level 7 Brute Medium natural humanoid XP 300 HP 98; Bloodied 49 AC 19; Fortitude 21; Reflex 17; Will 19 Speed 5 Initiative +4 Perception +11 Low-Light Vision Traits Brute Rush When a bounty hunter strongarm makes a bull rush attack, he pushes the target 2 squares instead of 1 square. Stand Your Ground When an effect forces the bounty hunter strongarm to move—through a push, a pull, or a slide—the bounty hunter strongarm moves 1 square less than the effect specifies. When an attack would knock the bounty hunter strongarm prone, the bounty hunter strongarm can roll a saving throw to avoid falling prone. Standard Actions m Greataxe (weapon) • At-Will Attack: +12 vs. AC Hit: 1d12 + 8 damage. C Clear The Area (weapon) • Recharge Attack: Close burst 1; +12 vs. AC Hit: 2d12 + 10 damage, and the target is pushed 1 square. Str 13 (+4) Dex 12 (+4) Wis 16 (+6) Con 18 (+7) Int 11 (+3) Cha 8 (+2) Alignment unaligned:):):):):)Languages Common, Dwarven Equipment leather armor, greataxe CHANGES- Increased Fort Def by 1 to give average 19 (Brute 12+7 for other Defences). Increased To Hit Greataxe & Clear the Area To Hit as per Brute (Level +5 vs AC). No other changes as damage for both already set on High. Sorry but this is really the only thing stopping me from gaming, there seems to be no pattern to it- it takes me just far too long to do and because there's nothing (or no-one) to say that's right then... I need to find a simple solution to this and for life of me I can't see it, I see the errata says for the damage then single target... two or more targets... that just screams dull at me- everything does the same damage that's the same level... I don't get it. I'm trying to compare it also to the charts from DM Tips but... again I can't see the pattern? Yet another school of thought says just double the static damage, and in the case of Brutes triple it- that still doesn't feel right, for the Strongarms above that's +24 and +30 respectively. Please help, this is stopping me from gaming- haven't played now in two weeks because I just can't look at my new creations and say/feel- 'that's it- that's right.' And again I know (as in point 1. above) that perhaps Heroic creatures don't need this- it's just that I don't want to mess with the XP levels (add creatures to encounters) I want to be able to play the scenarios as written with the errata applied. Thanks. [/QUOTE]
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