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Special Conversion Thread: Moldvay's Undead
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<blockquote data-quote="Cleon" data-source="post: 5152117" data-attributes="member: 57383"><p>So change it to:</p><p></p><p><strong>Haste (Su):</strong> A quick zombie is continuously accelerated as if it was under a <em>haste</em> spell (caster level 12th). This effect can be temporarily neutralized by a <em>slow </em>spell. A quick zombie that is unable to use its haste power has the following changes to its stats:</p><p> </p><p>Speed: 30 ft. (6 squares) </p><p> Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 12</p><p> Base Attack/Grapple: +1/+2</p><p> Attack: Slam +2 melee (1d8+1)</p><p> Full Attack: Slam +2 melee (1d8+1)</p><p>Saves: Fort +0, Ref +2, Will +3</p><p></p><p></p><p></p><p>Hmm, I like that idea. We could do a Quick Zombie Wyvern as a sample creature. Just the thing for the bad-guy-of-the-week to dash around on.</p><p></p><p>How about doing both. We can work out the standard "Human Commoner" and use that to figure out the template.</p><p></p><p>I'm wondering whether we shouldn't reduce the NA to +2 like a standard zombie and double the bonus from the Haste effect to +2 on attack, Reflex saves and dodge. A +1 just doesn't have much "oomph", and it means a <em>slow</em> spell would have a significant effect on its stats, e.g.:</p><p></p><p><strong>Hasty Quick Zombie</strong></p><p>Speed: 60 ft. (12 squares) </p><p> Armor Class: 16 (+2 Dex, +2 dodge, +2 natural), touch 14, flat-footed 12</p><p> Base Attack/Grapple: +1/+2</p><p> Attack: Slam +4 melee (1d8+1)</p><p> Full Attack: Slam +4 melee (1d8+1)</p><p>Saves: Fort +0, Ref +4, Will +3</p><p></p><p><strong><em>Slow</em> Quick Zombie</strong></p><p>Speed: 30 ft. (6 squares) </p><p> Armor Class: 15 (+2 Dex, +2 natural), touch 12, flat-footed 12</p><p> Base Attack/Grapple: +1/+2</p><p> Attack: Slam +2 melee (1d8+1)</p><p> Full Attack: Slam +2 melee (1d8+1)</p><p>Saves: Fort +0, Ref +2, Will +3</p><p></p><p>What think you?</p></blockquote><p></p>
[QUOTE="Cleon, post: 5152117, member: 57383"] So change it to: [B]Haste (Su):[/B] A quick zombie is continuously accelerated as if it was under a [I]haste[/I] spell (caster level 12th). This effect can be temporarily neutralized by a [I]slow [/I]spell. A quick zombie that is unable to use its haste power has the following changes to its stats: Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Slam +2 melee (1d8+1) Full Attack: Slam +2 melee (1d8+1) Saves: Fort +0, Ref +2, Will +3 Hmm, I like that idea. We could do a Quick Zombie Wyvern as a sample creature. Just the thing for the bad-guy-of-the-week to dash around on. How about doing both. We can work out the standard "Human Commoner" and use that to figure out the template. I'm wondering whether we shouldn't reduce the NA to +2 like a standard zombie and double the bonus from the Haste effect to +2 on attack, Reflex saves and dodge. A +1 just doesn't have much "oomph", and it means a [I]slow[/I] spell would have a significant effect on its stats, e.g.: [B]Hasty Quick Zombie[/B] Speed: 60 ft. (12 squares) Armor Class: 16 (+2 Dex, +2 dodge, +2 natural), touch 14, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Slam +4 melee (1d8+1) Full Attack: Slam +4 melee (1d8+1) Saves: Fort +0, Ref +4, Will +3 [B][I]Slow[/I] Quick Zombie[/B] Speed: 30 ft. (6 squares) Armor Class: 15 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Slam +2 melee (1d8+1) Full Attack: Slam +2 melee (1d8+1) Saves: Fort +0, Ref +2, Will +3 What think you? [/QUOTE]
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