Tuesday, September 18, 2012

Building and Re-skinning Basics Part 2

     Well, I promised everyone techniques for Re-Skinning "Warrior-types" but I realized I needed to talk about another Technique before I got to that. I call it "Race-Swapping".
     Basically, "Race-Swapping" is a rather simple thing to do but it can grant you dozens of variants for any NPC style monster. If you've every seen a monster, Custom or not, and lamented "Why did it have to be another Kobold, when I need Halflings"? Well, this technique is for you! So let us get to an example Monster...

-----
Kobold Chemist    Level 1 Controller
Small natural humanoid (reptile)    XP 100
HP 26; Bloodied 13
AC 15; Fortitude 12; Reflex 13; Will 14
Speed 6
Initiative +1
Perception +0
Darkvision
Traits
Trap Sense
The kobold gains a +2 bonus to all defenses against traps.
Standard Actions
m Stab • At-Will
Attack: +6 vs. AC
Hit: 2d4 + 4.
r Strange Concoction • At-Will
Attack: Range 5/10; +5 vs. Reflex
Hit: 1d8 + 5.
Effect: Roll a d4. [1]. Poison Damage and Ongoing 2 Poison(Save Ends)  [2]: Cold Damage and Slowed (Save Ends) [3]: Acid Damage and -2AC(Save Ends) [4]: Fire Damage and -2 Attack(Save Ends).
Minor Actions
Shifty • At-Will
Effect: The kobold shifts 1 square.
Triggered Actions
C Self Destruct • At-Will
Trigger: The Kobold is reduced to 0HP.
Effect (Free): Close Burst 1 (Creatures in Burst); The Kobold makes a Basic Ranged Attack against each creature in the burst.
Skills Arcana +5, Nature +5
Str 10 (+0)    Dex 13 (+1)    Wis 10 (+0)
Con 10 (+0)    Int 10 (+0)    Cha 16 (+3)
Alignment evil     Languages Common, Draconic
Equipment dagger, flask (empty) x10

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

A very basic Alchemist style Monster. But, it is a Kobold. How do we get that Halfling we wanted? By "Race-Swapping" of course. To do this, we need to perform a Kobold-ectomy and a Halfling Transplant! First we remove the Kobold Abilities "Trap Sense" and "Shifty". Then we replace them with the Halfling Racial Abilities "Nimble Reaction" and "Second Chance".  And here is the result...

-----
Halfling Chemist    Level 1 Controller
Small natural humanoid (halfling)    XP 100
HP 26; Bloodied 13
AC 15; Fortitude 12; Reflex 13; Will 14
Speed 6
Initiative +1
Perception +0

Traits
Nimble Reaction
Halflings gain a +2 racial bonus to AC against opportunity attacks.
Standard Actions
m Stab • At-Will
Attack: +6 vs. AC
Hit: 2d4 + 4.
r Strange Concoction • At-Will
Attack: Range 5/10; +5 vs. Reflex
Hit: 1d8 + 5.
Effect: Roll a d4. [1]. Poison Damage and Ongoing 2 Poison(Save Ends)  [2]: Cold Damage and Slowed (Save Ends) [3]: Acid Damage and -2AC(Save Ends) [4]: Fire Damage and -2 Attack(Save Ends).
Free Actions
C Self Destruct • At-Will
Trigger: The Halfling is reduced to 0HP.
Effect: Close Burst 1 (Creatures in Burst); The Halfling makes a Basic Ranged Attack against each creature in the burst.
Triggered Actions
Second Chance • Encounter
Trigger: The Halfling is hit by an attack.
Effect (Immediate Interrupt): The attacker must make a new attack roll and use the new result.
Skills Arcana +5, Nature +5
Str 10 (+0)    Dex 13 (+1)    Wis 10 (+0)
Con 10 (+0)    Int 10 (+0)    Cha 16 (+3)
Alignment evil     Languages Common, Draconic
Equipment dagger, flask (empty) x10

© 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This formatted statistics block has been generated using the D&D Adventure Tools.
-----

The Monster is mostly unchanged as far as its crunchy mechanics but now has quite a bit of difference in the fluff department. While this technique does change the Mechanics a bit, it mostly does so to support your Story.
Next time, we will be talking about one of the more difficult "Warrior-Types" to make and Re-Skin, The Archer!
GF

No comments:

Post a Comment