So, been awhile. I will not bore you with details of what and why. On with the Post...
I've mentioned before about Making Custom Monsters that can be reskinned and Refluffed easily. Recently, I've needed several types of NPCs that share similar ability sets but are of different PC/NPC races. In this case, I needed Pira... I mean Sailors! Yeah, that is right. Sailors.
Anywho, I made a basic Sailor and added Racial Abilities to it to make four different "Sailors". And here they are...
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Dwarf Sailor Level 4 Skirmisher
Medium natural humanoid (dwarf) XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Stand Your Ground
When an effect pulls, pushes, or slides an Dwarf, the Dwarf moves 1 square less than the effect specifies. Also, a Dwarf can make a saving throw to avoid being knocked prone.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Dwarven Resiliance (healing) • Encounter
Effect: The Dwarf spends a Healing Surge and regains 10HP. If the Dwarf is bloodied when it uses this, it can use "Shifting Seas" as a free action.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment unaligned Languages Argon, Common, Dwarven
Equipment scimitar, leather armor
© 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.
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Dragonborn Sailor Level 4 Skirmisher
Medium natural humanoid (dragonborn) XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Dragonborn Fury
While Bloodied, A dragonborn gains a +1 racial bonus to attack rolls.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
C Dragon Breath (cold) • Encounter
Attack: Close Blast 3 (creatures in blast); +7 vs. Reflex
Hit: 1d6 + 3 Cold damage.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment unaligned Languages Argon, Common, Draconic
Equipment scimitar, leather armor
© 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.
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Elf Sailor Level 4 Skirmisher
Medium natural humanoid (elf) XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 7
Initiative +8
Perception +3
Low-Light Vision
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Wild Step
An elf ignores difficult terrain when it shifts.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Free Actions
Elven Accuracy • Encounter
Effect: An elf can reroll an attack roll. It must use the second roll, even if it’s lower.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment unaligned Languages Argon, Common, Elven
Equipment scimitar, leather armor
© 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.
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Warforged Sailor Level 4 Skirmisher
Medium natural humanoid (warforged, living construct) XP 175
HP 52; Bloodied 26
AC 18; Fortitude 16; Reflex 17; Will 15
Speed 6
Saving Throws +2 vs Ongoing Damage
Initiative +8
Perception +3
Traits
Combat Advantage
This deals +1d6 damage to targets granting it Combat Advantage.
Standard Actions
m Cutlas (weapon) • At-Will
Attack: Melee 1 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
r Crossbow • At-Will
Attack: Range 10/20 (1 creature); +9 vs. AC
Hit: 2d6 + 5.
Move Actions
Shifting Seas • At-Will
Effect: This creature shifts, climbs or swims 3 squares.
Minor Actions
Warforged Resolve (healing) • Encounter
Effect: The Warforged gains 5 temporary hit points and can make a saving throw against an ongoing damage effect. If it uses this power while bloodied, it also regains 5 hit points.
Skills Acrobatics +11, Athletics +9, Nature +8
Str 15 (+4) Dex 18 (+6) Wis 12 (+3)
Con 12 (+3) Int 12 (+3) Cha 12 (+3)
Alignment unaligned Languages Argon, Common
Equipment scimitar, leather armor
© 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.
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Showing posts with label Making Monsters. Show all posts
Showing posts with label Making Monsters. Show all posts
Sunday, May 4, 2014
Sunday, September 22, 2013
Shadows of the PCs #3: Shadow Sheska
So, back again later than I thought. So I'll just get on with the article.
So, continuing my list of articles on bringing my PC's Shadows to life, well, continues. Up this time is Shadow Sheska. Sheska was the Swordmage PC mentioned in an earlier article. Her Shadow was created the way it was due to the fact that Sheska's Player was starting to get bored of the Swordmage Class and was seeing the limitations of it as well. So, that is why her Shadow has an Anti-Magic theme to it. So on with the statblock!
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Shadow Sheska Level 10 Solo Soldier
Medium shadow humanoid (human, shadow) XP 2,500
HP 412; Bloodied 206
AC 26; Fortitude 23; Reflex 21; Will 22
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +14
Traits
O Anti-Magic Field • Aura 1
Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.
Standard Actions
m B.F.S. • At-Will
Attack: +15 vs. AC
Hit: 2d12 + 6.
C B.F.S. Sweep (weapon) • Recharge 5 6
Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex
Hit: 3d12 + 6.
Double Trouble • At-Will
Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.
Minor Actions
Curse of the Broken Wand • Daily
Effect: Sheska is Weakened until the end of the encounter. When Shadow Sheska is Bloodied, Sheska has Ongoing 10 Damage. When Shadow Sheska is destroyed, Sheska loses all Arcane Powers if she is still weakened by this power..
Skills Athletics +15
Str 21 (+10) Dex 15 (+7) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment fullblade, scale armor
© 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.
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So details about the Powers...
--Anti-Magic Field--
Basically, this Shadow sucks the Magic from the World just by her presence. Mechanically, this is represented by giving a penalty to Arcane attacks against her and things near her. This was bad for two of the PCs, Sheska and Vorgh. Vorgh had regained his Humanity and Living status after his last Level Up and was now a Chaos Sorcerer. However, this pretty much never came up in the fight since their players rolled like bosses for the whole battle!
--B.F.S. & B.F.S. Sweep--
the abbreviation stands for "Big Freaking Sword". :P An early Build of Sheska used a Fullblade so I did these as a throwback to that.
--Curse of the Broken Wand--
This is how Sheska the Swordmage became Sheska the Brawler Fighter.
So, next on the List will be Shadows of the Parties Elven Sentinel Druid, Dara Silverleaf, and Her Bear Companion, Peevo. See you next time:)
GF
So, continuing my list of articles on bringing my PC's Shadows to life, well, continues. Up this time is Shadow Sheska. Sheska was the Swordmage PC mentioned in an earlier article. Her Shadow was created the way it was due to the fact that Sheska's Player was starting to get bored of the Swordmage Class and was seeing the limitations of it as well. So, that is why her Shadow has an Anti-Magic theme to it. So on with the statblock!
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Shadow Sheska Level 10 Solo Soldier
Medium shadow humanoid (human, shadow) XP 2,500
HP 412; Bloodied 206
AC 26; Fortitude 23; Reflex 21; Will 22
Speed 6
Saving Throws +5; Action Points 2
Initiative +9
Perception +14
Traits
O Anti-Magic Field • Aura 1
Arcane attack powers have a -2 penalty to hit Shadow Sheska and any other creature in the aura.
Standard Actions
m B.F.S. • At-Will
Attack: +15 vs. AC
Hit: 2d12 + 6.
C B.F.S. Sweep (weapon) • Recharge 5 6
Attack: Close Burst 2 (Enemies in burst); +13 vs. Reflex
Hit: 3d12 + 6.
Double Trouble • At-Will
Effect: Shadow Sheska makes 2 Basic Melee attacks and Shifts 5 squares in between the attacks.
Minor Actions
Curse of the Broken Wand • Daily
Effect: Sheska is Weakened until the end of the encounter. When Shadow Sheska is Bloodied, Sheska has Ongoing 10 Damage. When Shadow Sheska is destroyed, Sheska loses all Arcane Powers if she is still weakened by this power..
Skills Athletics +15
Str 21 (+10) Dex 15 (+7) Wis 18 (+9)
Con 15 (+7) Int 15 (+7) Cha 15 (+7)
Alignment chaotic evil Languages Common, Elven
Equipment fullblade, scale armor
© 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.
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So details about the Powers...
--Anti-Magic Field--
Basically, this Shadow sucks the Magic from the World just by her presence. Mechanically, this is represented by giving a penalty to Arcane attacks against her and things near her. This was bad for two of the PCs, Sheska and Vorgh. Vorgh had regained his Humanity and Living status after his last Level Up and was now a Chaos Sorcerer. However, this pretty much never came up in the fight since their players rolled like bosses for the whole battle!
--B.F.S. & B.F.S. Sweep--
the abbreviation stands for "Big Freaking Sword". :P An early Build of Sheska used a Fullblade so I did these as a throwback to that.
--Curse of the Broken Wand--
This is how Sheska the Swordmage became Sheska the Brawler Fighter.
So, next on the List will be Shadows of the Parties Elven Sentinel Druid, Dara Silverleaf, and Her Bear Companion, Peevo. See you next time:)
GF
Wednesday, October 3, 2012
Creating Archer NPC Monsters
Creating Archer NPC Monsters
Well, I promised that I would discuss the creation and Re-skinning of Archer type Monsters, so here goes.
Well, I have a couple of simple techniques for creating monsters of certain types. Artillery that feel like Archers are notoriously difficult to re-skin from a monster that is not intended as an Archer in the first place. So I tend to build Artillery that I intend as Archers independently of Caster type Artillery and have different types of powers and traits for each. I almost always keep my generic Archer abilities separate from my generic Caster abilities and rarely do I use them together on the same monster. But how do I organize these Abilities??? Custom Monsters, of course! I have several .monster files that are just used as convenient places to keep commonly used Powers and Traits! And this time, I'm providing the first of my Power Repository Files for download by all of you. I'm also providing the complete text as well, below, so that those who are not using the Original Adventure Tools can simply copy/paste the text into whatever you use for monster creation.
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Artillery Power Repository Level 1 Artillery
Medium XP 100
HP 22; Bloodied 11
AC 13; Fortitude 13; Reflex 14; Will 13
Speed 6
Initiative +3
Perception +0
Traits
Sniper's Eye
This Creature Deals +1D6 per tier Damage on Ranged Attacks against targets within 5 squares of it.
O Protection From Arrows • Aura 1
This Creature and all allies in aura get a +2 bonus to all defenses against ranged and area attacks.
Point Blank
This Creature has a +3 bonus to all defenses against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
R Lightning Arrow (lightning, weapon) • Recharge
Attack: Range 20 (1 Enemy in range); +6 vs. Reflex
Hit: 2d10 + 3 Lightning damage and each enemy adjacent to the target takes 5 Lightning damage per tier.
R Twin Shot • Encounter at-will if elite or solo
Effect: Make 2 Basic Ranged Attacks.
R Leg Shot (weapon) • Recharge 4 5 6
Attack: Range 20; +6 vs. Reflex
Hit: 1d10 + 5 damage and Slowed(Save Ends).
R Dazing Arrow (weapon, lightning) • Encounter
Attack: Range 20; +8 vs. AC
Hit: 2d10 + 3 lightning damage and target is Dazed until the end of this creature's next turn.
A Rain of Arrows (weapon) • Encounter
Attack: Area burst 1 in 10 (Enemies in burst); +8 vs. AC
Hit: 2d8 + 5.
R Shifty Shot (weapon) • At-Will
Attack: Range 15/30 (1 creature); +8 vs. AC
Hit: 1d8 + 6.
Effect: This Creature Shifts 1 square before or after the attack.
Free Actions
Ambush Shot • Encounter
Effect: The first ranged attack This Creature makes in the encounter gets a +2 bonus to the attack roll and Deals +1d6 damage per tier if it hits.
Triggered Actions
Arrow of Blood • Recharge
Trigger: An enemy within 10 becomes Bloodied.
Effect (Immediate Reaction): Range 10 (The Triggering Enemy.); Make a Basic Ranged Attack against the Target. This attack does not provoke opportunity attacks.
Don't Stand So Close to Me • At-Will
Trigger: An enemy makes a melee attack against this creature.
Effect (Immediate Reaction): (the triggering enemy); This Creature Shifts 1 square and makes a basic ranged attack against the triggering enemy.
R Arrow of Friendship (weapon) • Encounter
Trigger: An Ally within 5 squares is hit by an melee attack made by an enemy.
Effect (Immediate Interrupt): (The creature making the triggering attack.); This Creature makes a basic ranged attack against the attacking creature. If This Creature's attack hits, the Ally gets a +5 Power Bonus to all defenses against the Triggering Attack.
Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Alignment Languages —
© 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.
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Artillery Power Repository file
Well, I promised that I would discuss the creation and Re-skinning of Archer type Monsters, so here goes.
Well, I have a couple of simple techniques for creating monsters of certain types. Artillery that feel like Archers are notoriously difficult to re-skin from a monster that is not intended as an Archer in the first place. So I tend to build Artillery that I intend as Archers independently of Caster type Artillery and have different types of powers and traits for each. I almost always keep my generic Archer abilities separate from my generic Caster abilities and rarely do I use them together on the same monster. But how do I organize these Abilities??? Custom Monsters, of course! I have several .monster files that are just used as convenient places to keep commonly used Powers and Traits! And this time, I'm providing the first of my Power Repository Files for download by all of you. I'm also providing the complete text as well, below, so that those who are not using the Original Adventure Tools can simply copy/paste the text into whatever you use for monster creation.
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Artillery Power Repository Level 1 Artillery
Medium XP 100
HP 22; Bloodied 11
AC 13; Fortitude 13; Reflex 14; Will 13
Speed 6
Initiative +3
Perception +0
Traits
Sniper's Eye
This Creature Deals +1D6 per tier Damage on Ranged Attacks against targets within 5 squares of it.
O Protection From Arrows • Aura 1
This Creature and all allies in aura get a +2 bonus to all defenses against ranged and area attacks.
Point Blank
This Creature has a +3 bonus to all defenses against opportunity attacks triggered by using ranged attacks when threatened.
Standard Actions
R Lightning Arrow (lightning, weapon) • Recharge
Attack: Range 20 (1 Enemy in range); +6 vs. Reflex
Hit: 2d10 + 3 Lightning damage and each enemy adjacent to the target takes 5 Lightning damage per tier.
R Twin Shot • Encounter at-will if elite or solo
Effect: Make 2 Basic Ranged Attacks.
R Leg Shot (weapon) • Recharge 4 5 6
Attack: Range 20; +6 vs. Reflex
Hit: 1d10 + 5 damage and Slowed(Save Ends).
R Dazing Arrow (weapon, lightning) • Encounter
Attack: Range 20; +8 vs. AC
Hit: 2d10 + 3 lightning damage and target is Dazed until the end of this creature's next turn.
A Rain of Arrows (weapon) • Encounter
Attack: Area burst 1 in 10 (Enemies in burst); +8 vs. AC
Hit: 2d8 + 5.
R Shifty Shot (weapon) • At-Will
Attack: Range 15/30 (1 creature); +8 vs. AC
Hit: 1d8 + 6.
Effect: This Creature Shifts 1 square before or after the attack.
Free Actions
Ambush Shot • Encounter
Effect: The first ranged attack This Creature makes in the encounter gets a +2 bonus to the attack roll and Deals +1d6 damage per tier if it hits.
Triggered Actions
Arrow of Blood • Recharge
Trigger: An enemy within 10 becomes Bloodied.
Effect (Immediate Reaction): Range 10 (The Triggering Enemy.); Make a Basic Ranged Attack against the Target. This attack does not provoke opportunity attacks.
Don't Stand So Close to Me • At-Will
Trigger: An enemy makes a melee attack against this creature.
Effect (Immediate Reaction): (the triggering enemy); This Creature Shifts 1 square and makes a basic ranged attack against the triggering enemy.
R Arrow of Friendship (weapon) • Encounter
Trigger: An Ally within 5 squares is hit by an melee attack made by an enemy.
Effect (Immediate Interrupt): (The creature making the triggering attack.); This Creature makes a basic ranged attack against the attacking creature. If This Creature's attack hits, the Ally gets a +5 Power Bonus to all defenses against the Triggering Attack.
Str 10 (+0) Dex 16 (+3) Wis 10 (+0)
Con 10 (+0) Int 10 (+0) Cha 10 (+0)
Alignment Languages —
© 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.
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Artillery Power Repository file
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...
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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.
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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...
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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.
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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
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...
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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...
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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
Monday, September 10, 2012
Building to Re-skin Basics-Part 1
-----Building and Re-skinning Custom Monsters
--Building to Re-skin Basics-Part 1
Re-skining Monsters. A commonly used technique used by many DMs and also commonly written about by many Bloggers. So what can I bring to this rather crowded table? Well, most of those Bloggers talk about the re-skinning of published monsters. I'm going to write about making your own custom monsters so they are easy to re-skin in several ways.
So, how can we do this? Well I have a few techniques for making monsters that are easier to re-skin. I call these techniques "Energy Substitution", "Race Swapping" and the "Random Monster Power Tables". Today I am writing about "Energy Substitution".
Energy Substitution is based on a simple idea: Changing the damage type/s of the monster's powers and resistances. Turn a Fire Elemental into a Cold Elemental...or a Lightning Elemental or a, um, Poison Elemental?! This is a very basic thing you can do and it can easily make sense for many monsters. However, we are making Custom Monsters that we can use this technique on.
So, how about a sample of this concept to discuss before we go further...
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Kaos Demon Level 17 Minion Artillery
Medium elemental humanoid (demon) XP 400
HP 1; a missed attack never damages a minion
AC 29; Fortitude 29; Reflex 30; Will 28
Speed 6, fly 6 Hover
Resist 15 fire
Initiative +15
Perception +12
Traits
Pure Kaos
When created, the Kaos Demon has a Random Damage Type affinity. The Kaos Demon has Resist 15 to that type and all damage it deals is of the type it has an Affinity for. This Kaos Demon has Fire Affinity.
Standard Actions
m Kaos Strike (fire) • At-Will
Attack: +24 vs. AC
Hit: 15 Fire Damage.
r Kaos Shot (fire) • At-Will
Attack: Range 20 (1 creature in range); +22 vs. Reflex
Hit: 20 Fire Damage.
Skills Athletics +18, Endurance +17, Intimidate +17
Str 21 (+13) Dex 24 (+15) Wis 18 (+12)
Con 18 (+12) Int 18 (+12) Cha 18 (+12)
Alignment chaotic evil Languages Abyssal, Giant, Common
© 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.
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So, we have what appears at first to be a Fire Monster. But WAIT! Check the "Pure Kaos" trait. This is just a sample of what this monster can be. This monster can be easily re-skinned by changing its Damage type Affinity. So we just swap out "Fire" for "Cold" or "Lightning" or even "Psychic" or what ever damage type you want. Easy as Pie. This Technique is most effective on monsters that have either a unified energy type(Elementals for example) or a variety of powers that have different energy types(Casters and similar).
But what do you do with the "Warrior" types? I'll discuss techniques for use with those next time.
GF
--Building to Re-skin Basics-Part 1
Re-skining Monsters. A commonly used technique used by many DMs and also commonly written about by many Bloggers. So what can I bring to this rather crowded table? Well, most of those Bloggers talk about the re-skinning of published monsters. I'm going to write about making your own custom monsters so they are easy to re-skin in several ways.
So, how can we do this? Well I have a few techniques for making monsters that are easier to re-skin. I call these techniques "Energy Substitution", "Race Swapping" and the "Random Monster Power Tables". Today I am writing about "Energy Substitution".
Energy Substitution is based on a simple idea: Changing the damage type/s of the monster's powers and resistances. Turn a Fire Elemental into a Cold Elemental...or a Lightning Elemental or a, um, Poison Elemental?! This is a very basic thing you can do and it can easily make sense for many monsters. However, we are making Custom Monsters that we can use this technique on.
So, how about a sample of this concept to discuss before we go further...
-----
Kaos Demon Level 17 Minion Artillery
Medium elemental humanoid (demon) XP 400
HP 1; a missed attack never damages a minion
AC 29; Fortitude 29; Reflex 30; Will 28
Speed 6, fly 6 Hover
Resist 15 fire
Initiative +15
Perception +12
Traits
Pure Kaos
When created, the Kaos Demon has a Random Damage Type affinity. The Kaos Demon has Resist 15 to that type and all damage it deals is of the type it has an Affinity for. This Kaos Demon has Fire Affinity.
Standard Actions
m Kaos Strike (fire) • At-Will
Attack: +24 vs. AC
Hit: 15 Fire Damage.
r Kaos Shot (fire) • At-Will
Attack: Range 20 (1 creature in range); +22 vs. Reflex
Hit: 20 Fire Damage.
Skills Athletics +18, Endurance +17, Intimidate +17
Str 21 (+13) Dex 24 (+15) Wis 18 (+12)
Con 18 (+12) Int 18 (+12) Cha 18 (+12)
Alignment chaotic evil Languages Abyssal, Giant, Common
© 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.
-----
So, we have what appears at first to be a Fire Monster. But WAIT! Check the "Pure Kaos" trait. This is just a sample of what this monster can be. This monster can be easily re-skinned by changing its Damage type Affinity. So we just swap out "Fire" for "Cold" or "Lightning" or even "Psychic" or what ever damage type you want. Easy as Pie. This Technique is most effective on monsters that have either a unified energy type(Elementals for example) or a variety of powers that have different energy types(Casters and similar).
But what do you do with the "Warrior" types? I'll discuss techniques for use with those next time.
GF
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