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Scaling classic adventures: Is there a downside?
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<blockquote data-quote="S'mon" data-source="post: 6094047" data-attributes="member: 463"><p>Hm, yeah I can see you'd probably want to be in Paragon for D1-D2. You could do D3 ok in Epic by using the MM3 drow.</p><p></p><p>Here are some "original G1-3" style hill frost and fire giants I did in 2011 when I was thinking like you, geared to the level 8-12 range of the originals.</p><p></p><p>ANT ELITES (HP ARE HALF RAW)</p><p></p><p>Hill Giant Barbarian Level 8 Elite Brute</p><p>Large natural humanoid XP 700</p><p>Initiative +3 Senses Perception +4</p><p>HP 107; Bloodied 53</p><p>AC 21; Fortitude 22; Reflex 17; Will 18</p><p>Saving Throws +2</p><p>Speed 8 </p><p>Action Points 1</p><p>m Greatclub (standard; at-will) • Weapon</p><p>Reach 2; +13 vs AC; 3d10 + 9 damage</p><p>m Sweeping Club (standard; at-will) • Weapon</p><p>Reach 2; The hill giant makes a greatclub attack against one or two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.; +13 vs AC; 3d10 + 9 damage</p><p>R Hurl Rock (standard; at-will) </p><p>Ranged 12; +10 vs Reflex; 3d6 + 9 damage; and a Small or Medium target is pushed 1 square and knocked prone.</p><p>M Brutal Strike (standard; recharge 5 6) • Weapon</p><p>Reach 2; The hill giant makes a brutal overhead strike to the foe's head.; +13 vs AC; 4d10 + 18 damage, and a Small, Medium or Large target is knocked prone and dazed (save ends)</p><p></p><p>Steady Footing</p><p>When an effect pulls, pushes, or slides a hill giant, the giant moves 1 square less than the effect specifies. Also, the giant can make a saving throw to avoid being knocked prone.</p><p>Alignment Chaotic Evil Languages Giant</p><p>Skills Athletics +14</p><p>Str 21 (+9) Dex 8 (+3) Wis 10 (+4)</p><p>Con 17 (+7) Int 5 (+1) Cha 7 (+2)</p><p>Equipment Hide Armor, Greatclub</p><p></p><p>Frost Giant Level 10 Elite Brute</p><p>Large elemental humanoid XP 1,000</p><p>Initiative +6 Senses Perception +8</p><p>HP 128; Bloodied 64</p><p>AC 24; Fortitude 22; Reflex 19; Will 20</p><p>Resist 10 cold</p><p>Saving Throws +2</p><p>Speed 8 </p><p>Action Points 1</p><p>m Icy Greataxe (standard; at-will) • Cold, Weapon</p><p>Reach 2; +15 vs AC; 3d12 + 10 (crit 3d12 + 46) weapon damage plus 10 cold damage; and a small or medium target is knocked prone</p><p>M Dying Swipe (when the frost giant drops to 0 hit points) </p><p>The frost giant makes an icy greataxe attack</p><p>C Chilling Breath (minor; recharge 5 6) • Cold</p><p>Close Blast 3; The giant's breath enfolds his foes, and chilling ice rimes their bodies.; +11 vs Fortitude; 2d6 + 9 cold damage, and the target is slowed and gains vulnerable 10 cold (save ends both)</p><p>R Icy Dart (standard; at-will) • Cold, Weapon</p><p>The giant plucks an icicle from his beard and throws it at the foe.</p><p>Ranged 10; +13 vs AC; 3d6 + 10 cold damage</p><p> Icebound Footing (at-will) </p><p>When an effect pulls, pushes, or slides a frost giant, the giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone.</p><p>Alignment Evil Languages Giant</p><p>Skills Athletics +15, Endurance +14</p><p>Str 21 (+10) Dex 13 (+6) Wis 17 (+8)</p><p>Con 18 (+9) Int 10 (+5) Cha 12 (+6)</p><p>Equipment Scale Armor, Greataxe</p><p></p><p>Fire Giant Warrior Level 11 Elite Brute</p><p>Large elemental humanoid XP 1,200</p><p>Initiative +4 Senses Perception +11</p><p>HP 144; Bloodied 72</p><p>AC 26; Fortitude 24; Reflex 20; Will 21</p><p>Resist 15 fire</p><p>Saving Throws +2</p><p>Speed 7 </p><p>Action Points 1</p><p>m Searing Greatsword (standard; at-will) • Fire, Weapon</p><p>Reach 2; +16 vs AC; 4d10 + 11 damage plus 10 fire damage, and a Secondary Attack vs small or medium target: + 14 vs Fortitude. Hit: Target is knocked prone.</p><p>M Sweeping Sword (standard; at-will) • Fire, Weapon</p><p>Reach 2, 1 or 2 targets, Requires greatsword; +14 vs AC; 3d10 + 11 damage plus 10 fire damage, and small or medium targets are pushed 3 squares and knocked prone.</p><p>R Iron Dart (standard; at-will) • Weapon</p><p>Ranged 20; +15 vs AC; 2d8 + 10 damage, and a small or medium target is pushed 2 squares.</p><p></p><p>Steady Footing</p><p>When an effect pulls, pushes, or slides a fire giant, the giant moves 1 square less than the effect specifies. Also, the giant can make a saving throw to avoid being knocked prone.</p><p>Alignment Evil Languages Giant</p><p>Skills Intimidate +13, Athletics +16, Endurance +17</p><p>Str 23 (+11) Dex 9 (+4) Wis 13 (+6)</p><p>Con 24 (+12) Int 12 (+6) Cha 16 (+8)</p><p>Equipment Plate Armor, Greatsword</p></blockquote><p></p>
[QUOTE="S'mon, post: 6094047, member: 463"] Hm, yeah I can see you'd probably want to be in Paragon for D1-D2. You could do D3 ok in Epic by using the MM3 drow. Here are some "original G1-3" style hill frost and fire giants I did in 2011 when I was thinking like you, geared to the level 8-12 range of the originals. ANT ELITES (HP ARE HALF RAW) Hill Giant Barbarian Level 8 Elite Brute Large natural humanoid XP 700 Initiative +3 Senses Perception +4 HP 107; Bloodied 53 AC 21; Fortitude 22; Reflex 17; Will 18 Saving Throws +2 Speed 8 Action Points 1 m Greatclub (standard; at-will) • Weapon Reach 2; +13 vs AC; 3d10 + 9 damage m Sweeping Club (standard; at-will) • Weapon Reach 2; The hill giant makes a greatclub attack against one or two Medium or smaller targets; on a hit, the target is pushed 2 squares and knocked prone.; +13 vs AC; 3d10 + 9 damage R Hurl Rock (standard; at-will) Ranged 12; +10 vs Reflex; 3d6 + 9 damage; and a Small or Medium target is pushed 1 square and knocked prone. M Brutal Strike (standard; recharge 5 6) • Weapon Reach 2; The hill giant makes a brutal overhead strike to the foe's head.; +13 vs AC; 4d10 + 18 damage, and a Small, Medium or Large target is knocked prone and dazed (save ends) Steady Footing When an effect pulls, pushes, or slides a hill giant, the giant moves 1 square less than the effect specifies. Also, the giant can make a saving throw to avoid being knocked prone. Alignment Chaotic Evil Languages Giant Skills Athletics +14 Str 21 (+9) Dex 8 (+3) Wis 10 (+4) Con 17 (+7) Int 5 (+1) Cha 7 (+2) Equipment Hide Armor, Greatclub Frost Giant Level 10 Elite Brute Large elemental humanoid XP 1,000 Initiative +6 Senses Perception +8 HP 128; Bloodied 64 AC 24; Fortitude 22; Reflex 19; Will 20 Resist 10 cold Saving Throws +2 Speed 8 Action Points 1 m Icy Greataxe (standard; at-will) • Cold, Weapon Reach 2; +15 vs AC; 3d12 + 10 (crit 3d12 + 46) weapon damage plus 10 cold damage; and a small or medium target is knocked prone M Dying Swipe (when the frost giant drops to 0 hit points) The frost giant makes an icy greataxe attack C Chilling Breath (minor; recharge 5 6) • Cold Close Blast 3; The giant's breath enfolds his foes, and chilling ice rimes their bodies.; +11 vs Fortitude; 2d6 + 9 cold damage, and the target is slowed and gains vulnerable 10 cold (save ends both) R Icy Dart (standard; at-will) • Cold, Weapon The giant plucks an icicle from his beard and throws it at the foe. Ranged 10; +13 vs AC; 3d6 + 10 cold damage Icebound Footing (at-will) When an effect pulls, pushes, or slides a frost giant, the giant moves 2 squares less than the effect specifies. Also, a frost giant can make a saving throw to avoid being knocked prone. Alignment Evil Languages Giant Skills Athletics +15, Endurance +14 Str 21 (+10) Dex 13 (+6) Wis 17 (+8) Con 18 (+9) Int 10 (+5) Cha 12 (+6) Equipment Scale Armor, Greataxe Fire Giant Warrior Level 11 Elite Brute Large elemental humanoid XP 1,200 Initiative +4 Senses Perception +11 HP 144; Bloodied 72 AC 26; Fortitude 24; Reflex 20; Will 21 Resist 15 fire Saving Throws +2 Speed 7 Action Points 1 m Searing Greatsword (standard; at-will) • Fire, Weapon Reach 2; +16 vs AC; 4d10 + 11 damage plus 10 fire damage, and a Secondary Attack vs small or medium target: + 14 vs Fortitude. Hit: Target is knocked prone. M Sweeping Sword (standard; at-will) • Fire, Weapon Reach 2, 1 or 2 targets, Requires greatsword; +14 vs AC; 3d10 + 11 damage plus 10 fire damage, and small or medium targets are pushed 3 squares and knocked prone. R Iron Dart (standard; at-will) • Weapon Ranged 20; +15 vs AC; 2d8 + 10 damage, and a small or medium target is pushed 2 squares. Steady Footing When an effect pulls, pushes, or slides a fire giant, the giant moves 1 square less than the effect specifies. Also, the giant can make a saving throw to avoid being knocked prone. Alignment Evil Languages Giant Skills Intimidate +13, Athletics +16, Endurance +17 Str 23 (+11) Dex 9 (+4) Wis 13 (+6) Con 24 (+12) Int 12 (+6) Cha 16 (+8) Equipment Plate Armor, Greatsword [/QUOTE]
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