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Swarm Conversion for Units
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5584676" data-attributes="member: 20805"><p>I like the idea of a mark shedding spin off, moving a Minion out of the formation to take on the threat... or other conditions.</p><p></p><p> But I didn't read that before I worked on this... in the campaign I have ran Ragesian Archers against the group since level 1 (3.5 monsters) and upgraded them as the group continued leveling up.</p><p> So at 4th level they ran into a Master Archer Solo, at 8th two Master Archer Elites, at 12th 4 Master Archers, then at 20th they ran into 20 Master Archer Minions... and I was at the end of the line.</p><p> But now these cool rules come into play!</p><p></p><p>Now I have a level 26 Archer Squad to put the beat down on the group with.. and basically these are the same guys that the group faced back at 1st level! Loving it!</p><p></p><p>[sblock]</p><p>Ragesian Archer Squad</p><p>Level 26 Elite Artillery (SWARM)</p><p>HP 370 Bloodied 185</p><p>Space 3x3</p><p>AC = 38, Fort = 36, Ref = 38, Will = 38</p><p>Saving Throw = +2</p><p>Speed = 6</p><p>Resist: Half damage from melee and ranged attacks</p><p>Vulnerable: 10 from close or area attacks</p><p>Traits</p><p>> Swarm</p><p> - Swarm Attack Aura 3</p><p> Any enemy within the aura takes 5 damage plus 5 additional damage for each adjacent square occupied by the swarm</p><p>> Ranged Sneak Attack</p><p>When the target grants combat advantage or is flanked, the archer deals 2d6 extra damage to that enemy with its attacks.</p><p>Standard Actions</p><p>Standard Actions</p><p>M Pummel (weapon) * At-Will</p><p>Attack: Melee 1 (one creature) +26 vs. AC, and</p><p>the archer shifts 1 square.</p><p>Hit: 3d8+12 damage</p><p>R Mass Snipe (weapon)_ * At-Will</p><p>Attack: Ranged 20 (4 attacks, or 2 if split)</p><p> +30 vs. AC</p><p>Hit: 3d10+12 damage, and the target grants</p><p>combat advantage until the end of the archer’s</p><p>next turn.</p><p>r Mass Fire_ (weapon) * Recharge 456</p><p>Attack: Ranged 20 burst 5, or ranged burst 3 if split</p><p>All creatures in burst</p><p> +30 vs. AC</p><p>Hit: 2d10+12 damage and the target grants</p><p>combat advantage until the end of the archer’s</p><p>next turn.</p><p></p><p>Triggered Actions:</p><p>Disband: </p><p> Immediate Reaction: When first bloodied.</p><p> Split into two new swarms of Large size, each with 90 hit points. Conditions remain on one swarm, and that swarm gets an immediate save against all conditions even if they do not normally end on a save {marks included}. </p><p></p><p>Skills Nature +20, Stealth +19</p><p>Str 15 (+10) Dex 22 (+14) Wis 11 (+8)</p><p>Con 21 (+13) Int 18 (+12) Cha 8 (+7)</p><p>Alignment Unaligned; Languages Common, Orc</p><p>[/sblock]</p><p></p><p>I added the swarm traits, damaging aura, tweaked the Snipe ability, and added the Mass Fire option and bloodied split. For a first stab, I think this could work out pretty solidly. Did I miss anything?</p><p></p><p>The other niceity of this is that I can de-type back to a standard Monster at level 30 and have these guys in the battle royale at the end of the campaign arc.</p><p></p><p>Kudo's to S'mon for coming up with a mechanic that keeps critters viable through all tiers of play!</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5584676, member: 20805"] I like the idea of a mark shedding spin off, moving a Minion out of the formation to take on the threat... or other conditions. But I didn't read that before I worked on this... in the campaign I have ran Ragesian Archers against the group since level 1 (3.5 monsters) and upgraded them as the group continued leveling up. So at 4th level they ran into a Master Archer Solo, at 8th two Master Archer Elites, at 12th 4 Master Archers, then at 20th they ran into 20 Master Archer Minions... and I was at the end of the line. But now these cool rules come into play! Now I have a level 26 Archer Squad to put the beat down on the group with.. and basically these are the same guys that the group faced back at 1st level! Loving it! [sblock] Ragesian Archer Squad Level 26 Elite Artillery (SWARM) HP 370 Bloodied 185 Space 3x3 AC = 38, Fort = 36, Ref = 38, Will = 38 Saving Throw = +2 Speed = 6 Resist: Half damage from melee and ranged attacks Vulnerable: 10 from close or area attacks Traits > Swarm - Swarm Attack Aura 3 Any enemy within the aura takes 5 damage plus 5 additional damage for each adjacent square occupied by the swarm > Ranged Sneak Attack When the target grants combat advantage or is flanked, the archer deals 2d6 extra damage to that enemy with its attacks. Standard Actions Standard Actions M Pummel (weapon) * At-Will Attack: Melee 1 (one creature) +26 vs. AC, and the archer shifts 1 square. Hit: 3d8+12 damage R Mass Snipe (weapon)_ * At-Will Attack: Ranged 20 (4 attacks, or 2 if split) +30 vs. AC Hit: 3d10+12 damage, and the target grants combat advantage until the end of the archer’s next turn. r Mass Fire_ (weapon) * Recharge 456 Attack: Ranged 20 burst 5, or ranged burst 3 if split All creatures in burst +30 vs. AC Hit: 2d10+12 damage and the target grants combat advantage until the end of the archer’s next turn. Triggered Actions: Disband: Immediate Reaction: When first bloodied. Split into two new swarms of Large size, each with 90 hit points. Conditions remain on one swarm, and that swarm gets an immediate save against all conditions even if they do not normally end on a save {marks included}. Skills Nature +20, Stealth +19 Str 15 (+10) Dex 22 (+14) Wis 11 (+8) Con 21 (+13) Int 18 (+12) Cha 8 (+7) Alignment Unaligned; Languages Common, Orc [/sblock] I added the swarm traits, damaging aura, tweaked the Snipe ability, and added the Mass Fire option and bloodied split. For a first stab, I think this could work out pretty solidly. Did I miss anything? The other niceity of this is that I can de-type back to a standard Monster at level 30 and have these guys in the battle royale at the end of the campaign arc. Kudo's to S'mon for coming up with a mechanic that keeps critters viable through all tiers of play! [/QUOTE]
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