David Fryer
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Okay, I created a new creature for an encounter during my game this week. However, I have not ever created a monster for 4E on my own before, I have always used programs to do it. So please look over my work and let me know what I did well and where I could improve.
Worgen Ripper Level 3 Soldier
Medium Natural Humanoid XP 150
Initative +4 Senses Perception +7, Darkvision
HP 46; Bloodied 23, see also Worgen Rage
AC 19, Fortitude 13, Reflex 12, Will 10
Speed 10
M Serrated Claws (Standard, At Will)
+10 vs AC, 1d6+3 damage
m Bleeding Strike (Standard, Recharge 5,6)
+7 vs Fortitude; 3d6+3 damage and 5 ongoing damage (Save Ends)
Worgen Rage When Bloodied
The Worgen Ripper gets a +2 bonus to all attack rolls
Alignment Chaotic Evil Languages Common
Skills Perception +9
Str 17 Dex 14 Wis 14
Con 14 Int 10 Cha 8
Worgen Ripper Tactics
The worgen ripper moves in close quickly and uses Bleeding Strike to take down the strongest looking opponent first. Then it will concentrat it's attacks on individuals using area effect atacks, using its Bleeding Strike as often as it can.
| Paul Worthen RPG Superstar 2009 Top 32 |
To me, this guy doesn't say "soldier." Soldiers typically have abilities that lockdown or weaken enemies. This guy looks like a skirmisher to me. He's fast and has abilities that do decent damage - those are the marks of a skirmisher. My first suggestion is to change him from a soldier to a skirmisher in the monster-builder (which will change his defenses, HP, and attacks a bit) and I think you'll have a more effective monster.
For a true soldier-type, change his powers a bit to make them more "soldier-y."
Have "serrated claws" deal the same damage, but add the following effect:
"if the target shifts away from the Worgen Ripper before the start of the Worgen Ripper's next turn, the Worgen Ripper may make an opportunity attack against the target"
Replace "Bleeding Strike" with "Hamstring":
+10 vs AC; 3d6+3 damage and the target is slowed (save ends)
| Scott Betts |
You could also consider appending "and marks the target when he hits with a melee attack," to the Worgen Rage power.
As a side note, if you're trying to put together a coherent Worgen "race" that can then be translated to a player race, the Worgen Rage power as written is probably too powerful for a PC racial feature. It works fine on a monster, though.
alleynbard
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I don't have much to add, as the suggestions so far have been fantastic.
I am curious, are you going allow worgen to shift the way they do in WoW? For the most part, that shifting is not controllable, at least as far as we have been told. Though I kind of wonder if the new worgen player race will allow for shifting.
Slightly off topic, I have been interested in converting all the different moonkin to 4e. I imagine the owlbear could be used as model, and some of the other types from WoW would really develop a whole culture around the owlbear concept. If you use the origin story for the moonkin, being sacred to Elune, then they would be an fascinating addition to the world.
Sorry, last question, are you gaming in Azeroth or adapting worgen to a new world?
I am just very curious, as I am a big WoW fan and would love to see more fan driven conversions for 4e. Perhaps I will conjure up what I can when I have the time.
David Fryer
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I don't have much to add, as the suggestions so far have been fantastic.
I am curious, are you going allow worgen to shift the way they do in WoW? For the most part, that shifting is not controllable, at least as far as we have been told. Though I kind of wonder if the new worgen player race will allow for shifting.
Sorry, last question, are you gaming in Azeroth or adapting worgen to a new world?
I am just very curious, as I am a big WoW fan and would love to see more fan driven conversions for 4e. Perhaps I will conjure up what I can when I have the time.
To answer your questions, no they will not shift, at least not in the encounter they are going to be used in. They are going to be bodyguards for a low-level boss and I have decided he has placed magical collars on them to keep them from shifting.
The world I am using is a hybrid that combines elements from WoW with elements from Exalted and a few other sorces.
alleynbard
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alleynbard wrote:I don't have much to add, as the suggestions so far have been fantastic.
I am curious, are you going allow worgen to shift the way they do in WoW? For the most part, that shifting is not controllable, at least as far as we have been told. Though I kind of wonder if the new worgen player race will allow for shifting.
Sorry, last question, are you gaming in Azeroth or adapting worgen to a new world?
I am just very curious, as I am a big WoW fan and would love to see more fan driven conversions for 4e. Perhaps I will conjure up what I can when I have the time.
To answer your questions, no they will not shift, at least not in the encounter they are going to be used in. They are going to be bodyguards for a low-level boss and I have decided he has placed magical collars on them to keep them from shifting.
The world I am using is a hybrid that combines elements from WoW with elements from Exalted and a few other sorces.
Nice...sounds like a lot of fun. I always enjoyed the Exalted setting but was never very fond of the rules.
Good choice on the shifting. I think that will work better. With 4e that kind of shifting really doesn't need a mechanical expression anyway. Of course, as I think on it, only some worgen shift between forms uncontrollably, specifically the ones in Pyrewood village. All the others either remain in form or shift when they are threatened. In other words, it likely doesn't matter all that much to the creature.
Sorry about the long mental journey it took to get to that point. :)
| jcarleski |
Also, seriously consider upping his NADs - probably at least 3 points each. He's going to get DESTROYED by an illusionist, warlock or bard with a 10 Will at level 3. PCs will be hitting that defense with probably a +4 or +5 (+3 or +4 stat mod, +1/2 level), maybe even a +6 if they've picked up a decent implement. Do you really want him to get hit on a roll of 5? With those stats, you've got a Brute with not enough HP. AC looks good, though.
Also, if you don't like the marking mechanic for whatever reason, you can have them shift as a reaction to an adjacent enemy shifting or do something that makes the area around them difficult terrain.