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NPC encounter powers
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<blockquote data-quote="the Jester" data-source="post: 4487585" data-attributes="member: 1210"><p>Well, I've been doing tons of monster conversions, and I've just been making them up as I go. There are a few here and there that I've gotten wrong- my xvart slavers' stunning attack should probably either be "stunned until end of turn" or else be changed to a "recharge 6" instead of being "stunned (save ends)" at will- but they're easy enough to fix on the fly or after the fact.</p><p></p><p>For instance, let's say you want to make a "Master of the Thieves' Guild" type, and you want him to be 10th level, but you didn't want to just make him a 10th level rogue npc per the dmg. Make him a monster instead. So, flip to DMG 184. Figure out his level (10) and role (lurker or skirmisher, most likely). Let's say that he's a skirmisher. Then you fill in the blanks on some of his abilities, hit points and defenses... pick a couple of skills... and think about his powers. Figure out his basic attacks (melee dagger, ranged shuriken). Then take a moment to mull the guy over. </p><p></p><p>"Hmm," you say to yourself, "this guy rose to power through assassination and deception. He is a wily old human who trusts no one and always has an eye out for trouble. Also, he's a skirmisher- his powers should encourage him to move."</p><p></p><p>So give him +2d6 damage when he has combat advantage (sounds good for 10th level, no?). Give him a poisoned attack- I'd prolly make it recharge 4 5 6 and have it deal ongoing 5 poison and slowed (save ends). Those two cover his "rose by assassination" schtick pretty well. Tack on a +4 initiative bonus (above his normal bonuses) as Improved Initiatve to represent his "always looking for trouble" attitude. Then give him a movement based ability and something that will help him get combat advantage- something like this:</p><p></p><p><strong>(Melee) Tumbling Attack</strong> (standard; at will) <strong>Weapon:</strong> The Wily Guildmaster shifts 6 and makes an attack: +15 vs. AC; 2d6+5 damage and gain combat advantage against the target until the end of the its next turn.</p><p></p><p>Tada! You're done! <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>All custom, but quick and easy. I don't think you will find a list of just powers anywhere, short of in other monsters' statblocks. If you do find one, let me know. <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></blockquote><p></p>
[QUOTE="the Jester, post: 4487585, member: 1210"] Well, I've been doing tons of monster conversions, and I've just been making them up as I go. There are a few here and there that I've gotten wrong- my xvart slavers' stunning attack should probably either be "stunned until end of turn" or else be changed to a "recharge 6" instead of being "stunned (save ends)" at will- but they're easy enough to fix on the fly or after the fact. For instance, let's say you want to make a "Master of the Thieves' Guild" type, and you want him to be 10th level, but you didn't want to just make him a 10th level rogue npc per the dmg. Make him a monster instead. So, flip to DMG 184. Figure out his level (10) and role (lurker or skirmisher, most likely). Let's say that he's a skirmisher. Then you fill in the blanks on some of his abilities, hit points and defenses... pick a couple of skills... and think about his powers. Figure out his basic attacks (melee dagger, ranged shuriken). Then take a moment to mull the guy over. "Hmm," you say to yourself, "this guy rose to power through assassination and deception. He is a wily old human who trusts no one and always has an eye out for trouble. Also, he's a skirmisher- his powers should encourage him to move." So give him +2d6 damage when he has combat advantage (sounds good for 10th level, no?). Give him a poisoned attack- I'd prolly make it recharge 4 5 6 and have it deal ongoing 5 poison and slowed (save ends). Those two cover his "rose by assassination" schtick pretty well. Tack on a +4 initiative bonus (above his normal bonuses) as Improved Initiatve to represent his "always looking for trouble" attitude. Then give him a movement based ability and something that will help him get combat advantage- something like this: [b](Melee) Tumbling Attack[/b] (standard; at will) [b]Weapon:[/b] The Wily Guildmaster shifts 6 and makes an attack: +15 vs. AC; 2d6+5 damage and gain combat advantage against the target until the end of the its next turn. Tada! You're done! :) All custom, but quick and easy. I don't think you will find a list of just powers anywhere, short of in other monsters' statblocks. If you do find one, let me know. :) [/QUOTE]
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