Showing posts with label Re-Skinning Monsters. Show all posts
Showing posts with label Re-Skinning Monsters. Show all posts

Sunday, May 4, 2014

Making Modular Monsters

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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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

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