senhull Inviata 23 Maggio 2013 Segnala Inviata 23 Maggio 2013 Ciao ragazzi, vorrei convertire i seguenti mostri 3.5 in 4E. Mi aiutate? ______________________ Lashemoi Barbarian (Raging) CR 6 MM5 186 hp 76 (7 HD); DR 5/slashing or piercing; lesser strength from pain Lashemoi barbarian 5 Usually NE Medium monstrous humanoid Init +0; Senses low-light vision; Listen +1, Spot +3 Languages Common AC 11, touch 8, flat-footed 11; Improved uncanny dodge, uncanny dodge (+3 natural) Fort +7, Ref +4, Will +6 Weakness broken courage Speed 40 ft. (8 squares) Melee 2 claws +11 each (1d6+3) Base Atk +7; Grp +8 Atk Options rage 2/day Abilities Str 17, Dex 11, Con 20, Int 5, Wis 11, Cha 8 SA lesser strength from pain SQ fast movement, trap sense +1 Feats Improved Natural Armor, improved Natural Attack, Weapon Focus (claw) Skills Hide +4, Listen+1, Spot +3 Broken Courage (Ex) A lashemoi takes a –4 penalty on saves against fear effects and on the level check made to oppose an Intimidate check. In addition, a lashemoi can be affected by fear effects that do not normally affect creatures of its Hit Dice. Lesser Strength from Pain (Ex) Whenever a lashemoi takes damage from any source, it gains a +1 bonus on attack rolls, a +1 bonus on damage rolls, and its natural armor bonus to AC increases by 1. This benefit lasts for 1 minute from the round in which the lashemoi first takes damage. These bonuses stack each time the lashemoi takes damage, to a maximum bonus of a +5 bonus on attack rolls, a +5 bonus on damage rolls, and a +5 natural armor bonus to AC. These bonuses accrue each time the lashemoi takes damage, even from multiple attacks in the same round. When not raging, the lashemoi barbarian has the following changed statistics: AC 13, touch 10, flat-footed 13 hp 62 (7 HD) Fort +7, Will +4 Melee 2 claws +9 each (1d6+1) Grp +8 Abilities Str 13, Con 16 ______________________ Hadrimoi CR 5 MM5 185 hp 58 (9 HD); DR 10/slashing and piercing; speed from pain Usually NE Medium monstrous humanoid Init +8; Senses low-light vision; Listen +4, Spot +4 Languages Common, Undercommon AC 14, touch 14, flat-footed 10; Dodge, Mobility (+4 Dex) Fort +5, Ref +10, Will +7 Weakness falling courage Speed 30 ft. (6 squares) Melee 4 daggers +13 each (1d4+1/19–20) with perfect symmetry or Ranged dagger +13/+8 (1d4+1) Base Atk +9; Grp +10 Atk Options dagger dance Abilities Str 13, Dex 18, Con 14, Int 12, Wis 13, Cha 11 SA dagger dance, speed from pain Feats Dodge, Improved Initiative, Mobility, Weapon Finesse Skills Hide +13, Jump +7, Listen +4, Move Silently +13, Sleight of Hand +10, Spot +4 Speed from Pain (Ex) Each time a hadrimoi takes damage, the fibrous tendrils that make up its body become increasingly elastic and responsive. The hadrimoi gains a +2 dodge bonus to AC, a +1 bonus on attack rolls and Reflex saves, and a bonus to his land speed of +10 feet. This benefit lasts for 1 minute from the round in which the hadrimoi first takes damage. These bonuses stack each time the hadrimoi takes damage, to a maximum +10 dodge bonus to AC, +5 bonus on attack rolls and Reflex saves, and +50-foot bonus to land speed. These bonuses accrue each time the hadrimoi takes damage, even from multiple attacks in the same round. Falling Courage (Ex) A hadrimoi whose bonus from its speed from pain ability reaches +30 feet or higher takes a –4 penalty on saves against fear effects and on the level check made to oppose an Intimidate check. In addition, while in this state, a hadrimoi can be affected by fear effects that do not normally affect creatures of its Hit Dice. Perfect Symmetry (Ex) As a full attack, a hadrimoi can attack with up to four light weapons with no penalties on attack rolls. If it tries to use heavier weapons, it can make multiple attacks only according to its base attack bonus, and takes the normal penalties for attacking with two or more weapons. Dagger Dance (Ex) As a hadrimoi converts its pain to superior agility, it can perform a deadly attack. Once a hadrimoi’s bonus from its speed from pain ability reaches +30 feet or higher, the hadrimoi can move up to its speed as part of a full attack. It can move before, after, or between each of its attacks, as long as its total movement in the round does not exceed its speed. ______________________ Arkamoi CR 4 MM5 184 hp 29 (4 HD); DR 5/slashing or piercing Usually NE Medium monstrous humanoid Init +2; Senses low-light vision; Listen +1, Spot +1 Languages Common, Draconic, Undercommon AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) SR 14 Fort +3, Ref +6, Will +5 Speed 30 ft. (6 squares) Melee quarterstaff +4 (1d6) or Ranged light crossbow +6 (1d8/19–20) Base Atk +4; Grp +4 Special Actions arcane mastermind Sorcerer Spells Known (CL 5th); strength from magic: 2nd (5/day)—Melf’s acid arrow (+6 ranged touch), mirror image 1st (7/day)—burning hands (DC 13), disguise self, jump, mage armor 0 (6/day)—daze (DC 12), detect magic, flare (DC 12), light, ray of frost (+6 ranged touch), read magic Abilities Str 11, Dex 15, Con 14, Int 15, Wis 12, Cha 15 SA spells, strength from magic Feats Combat Casting, Toughness Skills Concentration +9, Hide +9, Knowledge (arcana) +9, Listen +1, Spellcraft +11, Spot +1 Possessions quarterstaff, light crossbow with 20 bolts Arcane Mastermind (Ex) When an arkamoi’s bonus to spell save DCs from its strength from magic ability (see below) is +3 or higher, its mind begins to work with lightning precision. Once per round as an immediate action, the arkamoi can lend tactical advice to an ally. This grants a +2 morale bonus on that ally’s next check, attack roll, or damage roll. Strength from Magic (Ex) Each time an arkamoi casts an arcane spell, magical feedback grants it a rush of power. For each arcane spell cast, the arkamoi increases the save DC of subsequent arcane spells it casts by 1. Additionally, the arkamoi gains a +2 bonus on damage rolls for subsequent spells, and gains a +2 deflection bonus to AC. This benefit lasts for 1 minute from the round in which the arkamoi’s first spell is cast. These bonuses stack each time the arkamoi casts an arcane spell, to a maximum of a +5 bonus to save DCs, a +10 bonus on damage rolls, and a +10 deflection bonus to AC. ______________________ Grazie in anticipo.
Amministratore Subumloc Inviato 23 Maggio 2013 Amministratore Segnala Inviato 23 Maggio 2013 Ciao, posso aiutarti io per la conversione, ma avrei bisogno di sapere per che livello ti servono e quali sono in particolare i tratti che ti interessano dei vari mostri. EDIT: Inoltre, gli ushemoi appaiono (circa) in 4e come Foulspawn (manuale dei mostri 1), anche se hanno abilità diverse.
senhull Inviato 23 Maggio 2013 Autore Segnala Inviato 23 Maggio 2013 Grazie 1000 per la dritta! Sono stati convertiti e in ITA sono "Progenie aberrante". Pensavo di inserirli in una sfida per un gruppo di 5 PG di livello 7. Mi servirebbero tutti. La mia idea è di inserire in una mia avventura (opportunamente adattata) l'arena Ushemoi descritta in Dungeon magazine #153.
Amministratore Subumloc Inviato 24 Maggio 2013 Amministratore Segnala Inviato 24 Maggio 2013 Dunque, ho provato a buttare giù una conversione rapida mettendo un po' più di enfasi sul discorso dei "bonus dopo lo stimolo X", ma cercando di tenermi comunque sul semplice. Volendo si può anche prendere i bonus scalabili pari pari dalla 3.5 e applicarli anche qui. Comunque, riguardandomi le progenie aberranti sul manuale, mi sono accorto che hanno già quasi tutte dei bonus situazionali integrati nelle statistiche, per cui magari puoi usare direttamente quelle. Spoiler: Arkamoi Level 7 Artillery (Leader) Medium aberrant humanoid XP 300 HP 62; Bloodied 31 AC 18; Fortitude 16; Reflex 18; Will 20 Speed 6 Initiative +5 Perception +4 Low-Light Vision Traits O Arcane Mastermind • Aura 10 (solo se Strength from Magic è attivo) Gli alleati nell'aura ottengono un bonus di potere di +2 a un tiro di attacco, prova di abilità, prova di caratteristica o tiro salvezza effettuato nel proprio turno. Standard Actions m Twisted Staff (weapon) • At-Will Attack: +10 vs. AC Hit: 2d8 + 3 damage, and the target is pushed 1 square. R Warp Orb • At-Will Attack: Ranged 10; +12 vs. Reflex Hit: 1d10 + 8 damage, and the target is dazed (save ends). C Distortion Blast • Daily Attack: Close blast 5; +8 vs. Fortitude Hit: 5d6 + 5 damage, and the target is dazed (save ends). Aberrant creatures take half damage. Triggered Actions Strength from Magic • Encounter Trigger: Quando l'Arkamoi colpisce un avversario con un potere con la parola chiave Arcano o con Warp Orb. Effect (No Action): Fino alla fine dell'incontro, l'Arkamoi ottiene un bonus di potere di +2 alle difese, ai tiri di attacco e ai tiri per i danni dei poteri con la parola chiave Arcano e di Warp Orb. Skills Arcana +10 Str 11 (+3) Dex 15 (+5) Wis 12 (+4) Con 14 (+5) Int 15 (+5) Cha 15 (+5) Alignment evil*****Languages Deep Speech, Telepathy 10 Equipment staff implement © 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. Lashemoi Level 7 Soldier Medium aberrant humanoid XP 300 HP 80; Bloodied 40 AC 23; Fortitude 23; Reflex 19; Will 19 Speed 7 Initiative +5 Perception +3 Low-Light Vision Traits Strength from Pain Quando è sanguinante, il lashemoi ottiene un bonus di +2 ai tiri di attacco, ai tiri per i danni e alle difese. Broken Courage Quando il lashemoi è sanguinante, gli attacchi con la parola chiave Paura e le prove di Intimidire effettuate contro di esso ricevono un bonus di +2. Standard Actions m Greatsword (weapon) • At-Will Attack: +12 vs. AC Hit: 1d10 + 3 damage. Berserker Charge • At-Will Effect: The foulspawn berserker deals an extra 5 damage when it makes a successful charge attack. Skills Athletics +9 Str 12 (+4) Dex 11 (+3) Wis 11 (+3) Con 16 (+6) Int 5 (+0) Cha 8 (+2) Alignment evil*****Languages Deep Speech, telepathy 10 Equipment greatsword © 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. Hadrimoi Level 8 Skirmisher Medium aberrant humanoid XP 350 HP 86; Bloodied 43 AC 22; Fortitude 20; Reflex 21; Will 19 Speed 7 Initiative +10 Perception +10 Low-Light Vision Traits Combat Advantage The hadrimoi deals an extra 2d6 damage against any target it has combat advantage against. Speed from Pain Quando è sanguinante, l'hadrimoi ottiene un bonus di +2 ai tiri di attacco, alle difese e alla velocità. Falling Courage Quando l'hadrimoi è sanguinante, gli attacchi con la parola chiave Paura e le prove di Intimidire effettuate contro di esso ricevono un bonus di +2. Standard Actions m Bone Dagger (weapon) • At-Will Attack: +13 vs. AC Hit: 1d4 + 3 damage. R Bone Dagger (weapon) • At-Will Attack: Ranged 5/10; +13 vs. AC Hit: 1d4 + 3 damage. Perfect Symmetry (weapon) • At-Will Effect: L'hadrimoi effettua due attacchi di Bone Dagger in mischia o a distanza, in qualsiasi combinazione. Non provoca attacchi di opportunità per questi attacchi a distanza. M Dagger Dance (weapon) • Encounter Requirements: L'hadrimoi deve essere sanguinante. Effect: l'hadrimoi effettua quattro attacchi in mischia con Bone Dagger, e scatta di 2 quadretti dopo ciascun attacco. Skills Athletics +10, Stealth +13 Str 13 (+5) Dex 18 (+8) Wis 13 (+5) Con 14 (+6) Int 12 (+5) Cha 11 (+4) Alignment evil*****Languages Deep Speech, telepathy 10 Equipment dagger x8 © 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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