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Upgrading Monsters to Elite - Can Anyone Help?
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<blockquote data-quote="orcmonk220" data-source="post: 5416107" data-attributes="member: 49104"><p>I'll definately look up the errata on the monsters, and likely print them out. I have to pick up the DMG2 at some point, but currently looking at the PH2 to flesh out the classes and races I want in my campaign (druids, bards, sorcerers, half-orcs and gnomes mostly).</p><p></p><p>Seems like you're right. Dire Rats are brutes, and monsters can only summon minions. I've got rid of that move anyway, but I'll likely throw in a handful of Giant Rat minions in order to give him some flanking and force the players to not concentrate their entire firepower on Vernon. Maybe 4, making it a 400XP battle...</p><p></p><p>I'm going to make the Short Sword 2d6+4, but I think I'll keep the bite at 2d4+3. As he'll possibly be making 2 bites per turn, with 5 ongoing instead of 2, I think the dice damage can b a little lower.</p><p></p><p>I've written in an ability that grants CA which isn't a recharge power, but is definately dependant on condition. It's basically an attack from the rubbish with his Short Sword, so basically he'd disappear then strike an enemy when they get close and unaware that he's there.</p><p></p><p>I think I'm going to have 5 ongoing the first time a player is hit by a bite, then 2 for every time they get bit afterwards. Is that a little too weak?</p><p></p><p>I would do that normally I think, but I'd like to have this guy stay around a while because he's the end-of-adventure boss.</p><p></p><p>--------------------------------------</p><p></p><p>So far, I've got this as the character. Please tell me what you think and let me know if you think it'd work. <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><strong>Vernon Atcher, Wererat (hybrid form). Level 3 Elite Skirmisher (XP 300).</strong></p><p>Medium natural humanoid (shapechanger).</p><p> </p><p> <strong>Initiative</strong> +7. <strong>Senses</strong> Perception +7; low-light vision.</p><p> <strong>HP</strong> 96; bloodied 48.</p><p> <strong>Regeneration</strong> 5 (if the wererat takes damage from a silver weapon, its regeneration doesn‘t function on its next turn).</p><p> <strong>AC</strong> 17; Fortitude 15, Reflex 16, Will 13.</p><p> <strong>Saving Throw</strong> +2.</p><p> <strong>Immune</strong> filth fever (see below).</p><p> <strong>Speed</strong> 6, climb 4 (not in human form).</p><p> <strong>Action Points</strong> 1.</p><p></p><p> [melee] <strong>Short Sword and Bite</strong> (standard, at-will) - Disease, Weapon.</p><p>+8 vs. AC; 2d6 + 4 damage, and +8 vs. AC; 2d4 + 3 damage, and the target takes 5 ongoing damage (2 ongoing damage after first time hit with Bite, save ends) and contracts filth fever.</p><p> </p><p> [melee] <strong>Short Sword</strong> (standard, at-will) - Weapon.</p><p>+8 vs. AC; 2d6 + 4 damage.</p><p> </p><p> [melee] <strong>Bite</strong> (minor, at-will) - Disease.</p><p>+8 vs. AC; 2d4 + 3 damage, and the target takes 5 ongoing damage (2 ongoing damage after first time hit with a bite attack, save ends) and contracts filth fever.</p><p></p><p>[melee] <strong>Darting Bite </strong>(minor, at-will) - Disease.</p><p>Vernon Achter shifts 1 square, then makes a bite attack.</p><p></p><p>[melee] <strong>Leaping Attack </strong>(standard, encounter, [5][6] recharge) - Weapon.</p><p>Vernon Achter shifts up to 6 squares, making 1 short sword attack at any point during his movement.</p><p></p><p>[melee] <strong>Vermin Strike </strong>(triggered, when first bloodied) - Weapon.</p><p>Vernon Achter shifts up to 8 squares, making up to 3 short sword attack at any point during his movement.</p><p> </p><p> <strong>Change Shape</strong> (minor, at-will) - Polymorph.</p><p>Vernon Achter can alter its physical form to appear as a dire rat or a unique human. It looses its bite attack in human form.</p><p> </p><p> <strong>Combat Advantage </strong>(1/turn)<strong>.</strong></p><p>Vernon Achter deals an extra 1d8 damage on melee attacks against any target it has combat advantage against.</p><p></p><p><strong>Trash Dive </strong>(1/turn)<strong>.</strong></p><p><strong></strong>If Vernon Achter attacks from a rubbish pile using his short sword, he has combat advantage against his target.</p><p> </p><p> <strong>Alignment</strong> Evil. <strong>Languages</strong> Common.</p><p> <strong>Skills</strong> Bluff +6, Stealth +10, Streetwise +6, Thievery +10.</p><p> </p><p> <strong>Str</strong> 10 (+1), <strong>Dex</strong> 18 (+5), <strong>Wis</strong> 12 (+2).</p><p> <strong>Con</strong> 16 (+4), <strong>Int</strong> 10 (+1), <strong>Cha</strong> 11 (+1).</p><p> </p><p> <strong>Equipment</strong> cloak, short sword.</p></blockquote><p></p>
[QUOTE="orcmonk220, post: 5416107, member: 49104"] I'll definately look up the errata on the monsters, and likely print them out. I have to pick up the DMG2 at some point, but currently looking at the PH2 to flesh out the classes and races I want in my campaign (druids, bards, sorcerers, half-orcs and gnomes mostly). Seems like you're right. Dire Rats are brutes, and monsters can only summon minions. I've got rid of that move anyway, but I'll likely throw in a handful of Giant Rat minions in order to give him some flanking and force the players to not concentrate their entire firepower on Vernon. Maybe 4, making it a 400XP battle... I'm going to make the Short Sword 2d6+4, but I think I'll keep the bite at 2d4+3. As he'll possibly be making 2 bites per turn, with 5 ongoing instead of 2, I think the dice damage can b a little lower. I've written in an ability that grants CA which isn't a recharge power, but is definately dependant on condition. It's basically an attack from the rubbish with his Short Sword, so basically he'd disappear then strike an enemy when they get close and unaware that he's there. I think I'm going to have 5 ongoing the first time a player is hit by a bite, then 2 for every time they get bit afterwards. Is that a little too weak? I would do that normally I think, but I'd like to have this guy stay around a while because he's the end-of-adventure boss. -------------------------------------- So far, I've got this as the character. Please tell me what you think and let me know if you think it'd work. :) [B]Vernon Atcher, Wererat (hybrid form). Level 3 Elite Skirmisher (XP 300).[/B] Medium natural humanoid (shapechanger). [B]Initiative[/B] +7. [B]Senses[/B] Perception +7; low-light vision. [B]HP[/B] 96; bloodied 48. [B]Regeneration[/B] 5 (if the wererat takes damage from a silver weapon, its regeneration doesn‘t function on its next turn). [B]AC[/B] 17; Fortitude 15, Reflex 16, Will 13. [B]Saving Throw[/B] +2. [B]Immune[/B] filth fever (see below). [B]Speed[/B] 6, climb 4 (not in human form). [B]Action Points[/B] 1. [melee] [B]Short Sword and Bite[/B] (standard, at-will) - Disease, Weapon. +8 vs. AC; 2d6 + 4 damage, and +8 vs. AC; 2d4 + 3 damage, and the target takes 5 ongoing damage (2 ongoing damage after first time hit with Bite, save ends) and contracts filth fever. [melee] [B]Short Sword[/B] (standard, at-will) - Weapon. +8 vs. AC; 2d6 + 4 damage. [melee] [B]Bite[/B] (minor, at-will) - Disease. +8 vs. AC; 2d4 + 3 damage, and the target takes 5 ongoing damage (2 ongoing damage after first time hit with a bite attack, save ends) and contracts filth fever. [melee] [B]Darting Bite [/B](minor, at-will) - Disease. Vernon Achter shifts 1 square, then makes a bite attack. [melee] [B]Leaping Attack [/B](standard, encounter, [5][6] recharge) - Weapon. Vernon Achter shifts up to 6 squares, making 1 short sword attack at any point during his movement. [melee] [B]Vermin Strike [/B](triggered, when first bloodied) - Weapon. Vernon Achter shifts up to 8 squares, making up to 3 short sword attack at any point during his movement. [B]Change Shape[/B] (minor, at-will) - Polymorph. Vernon Achter can alter its physical form to appear as a dire rat or a unique human. It looses its bite attack in human form. [B]Combat Advantage [/B](1/turn)[B].[/B] Vernon Achter deals an extra 1d8 damage on melee attacks against any target it has combat advantage against. [B]Trash Dive [/B](1/turn)[B]. [/B]If Vernon Achter attacks from a rubbish pile using his short sword, he has combat advantage against his target. [B]Alignment[/B] Evil. [B]Languages[/B] Common. [B]Skills[/B] Bluff +6, Stealth +10, Streetwise +6, Thievery +10. [B]Str[/B] 10 (+1), [B]Dex[/B] 18 (+5), [B]Wis[/B] 12 (+2). [B]Con[/B] 16 (+4), [B]Int[/B] 10 (+1), [B]Cha[/B] 11 (+1). [B]Equipment[/B] cloak, short sword. [/QUOTE]
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