I'm having a few wererats killed by the party in a previous encounter come back as undead (due to foul necromantic rituals, naturally).
Wererats are Skirmisher 3 (150 xp)
I'm using the Wight (Skirmisher 5 - 200 xp) and then adding the wererat regeneration 5 (silver weapons negate it for a round and combat advantage (+1d6 damage on melee when they have combat advantage) powers.
I don't want to raise the lvl of the Wight Wererat, so I'm thinking of just uping the XP value to compensate for the extra abilities. Question is, how much xp should each ability be "worth" at that level?
Right now I'm thinking of +25 xp for each ability, so the Wight Wererats will be Skirmisher 5 (250 xp).
Sound reasonable, or am I overlooking something?
Wererats are Skirmisher 3 (150 xp)
I'm using the Wight (Skirmisher 5 - 200 xp) and then adding the wererat regeneration 5 (silver weapons negate it for a round and combat advantage (+1d6 damage on melee when they have combat advantage) powers.
I don't want to raise the lvl of the Wight Wererat, so I'm thinking of just uping the XP value to compensate for the extra abilities. Question is, how much xp should each ability be "worth" at that level?
Right now I'm thinking of +25 xp for each ability, so the Wight Wererats will be Skirmisher 5 (250 xp).
Sound reasonable, or am I overlooking something?