4e Ravenloft Conversion Thread

Discussing all things Ravenloft
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Isabella
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Post by Isabella »

DocBeard wrote: Yeah, I agree. I'd rename Warrior's Surge something along the line of Monsterous Fury or Outcast's Rage ...something to focus more on the Frankenstienian "Angry Caliban smash puny humans!" thing instead of just being mighty, bloodthirsty warriors. Hrm...

How about this:
Judging By Its Cover
The twisted form of the Caliban can have the strange effect of soothing savage beasts...
Prerequisites: Caliban.
Benefit: Before acting in an encounter, the Caliban can use Bluff attempt to convince a monster that it is a fellow beast; preaditors see the Caliban as a lower priority to the meatier targets, humaniods see someone like them not attacking, and so on. Any monster can make a Will save to see through the lie, and the lie is immediately ruined after the Caliban takes a hostile action.
This seems a liiiittle complicated for our 4e conversion. One of the biggest complaints with 3.5 (the reason I quit the system, really) is that it was full of overcomplicated rules (and Ravenloft only added more and more rules on top of that). Wouldn't it be easier to say the caliban has an encounter power that targets a monster, which makes it invisible to that monster until the caliban attacks it? Simpler mechanical effect, same end result - the monster ignores it.
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Post by DocBeard »

This seems a liiiittle complicated for our 4e conversion. One of the biggest complaints with 3.5 (the reason I quit the system, really) is that it was full of overcomplicated rules (and Ravenloft only added more and more rules on top of that). Wouldn't it be easier to say the caliban has an encounter power that targets a monster, which makes it invisible to that monster until the caliban attacks it? Simpler mechanical effect, same end result - the monster ignores it.
I like that. A lot more elegant.
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Post by Mistress of Mockery »

Wolfwere
The wolfwere is a vicious wolf-like beast that has the amazing gift of being able to appear human. These intelligent hunters often take the guise of travellers, waiting for prey. They will mindlessly strum away or otherwise play instruments that have seemingly no harmful affect. Those who listen, however, will soon find themselves magically infringed by the calming music. That’s when the wolfwere corners them, reveals its true nature, and strikes.

Wolfwere Level 8 Brute
Medium natural beast (shapechangers) XP 350
Initiative +6 Senses Perception +11; low-light vision
HP 104; Bloodied 52
Regeneration 5 (if the wolfwere takes damage from a cold iron weapon, its regeneration doesn’t function on its next turn)
AC 20; Fortitude 19, Reflex 17, Will 18
Speed 8 (6 in human or hybrid form)
Bite (standard; at-will)
+11 vs. AC; 2d6 + 5 damage
Blood Rage
The wolfwere’s melee attacks deal 4 extra damage against a bloodied target.
Change Shape (minor; at-will) + Polymorph
A wolfwere can alter its physical form to appear as a charming humanoid or a werewolf-like hybrid (see Change Shape, page 280 of the Monster Manual). It cannot use its bite attack in humanoid form and can only use its Song of Lethargy in human form.
Song of Lethargy (standard; recharge 5 6) + Implement
Close burst 5; +9 vs. Will; the target is slowed (save ends).
Alignment Evil Languages Common
Skills: Bluff +11, Insight +10, Intimidate +11, Nature +10
Str 16 (+7) Dex 14 (+6) Wis 12 (+5)
Con 14 (+6) Int 12 (+5) Cha 14 (+6)

Wolfwere Tactics
A hunting wolfwere will often take the guise of a traveling minstrel, monk, bard, or the like. The appealing humanoid will welcome prey to a meal and song, comforting them to lower their guard. When their guard is lowered, the wolfwere will strike, turning into its hybrid form or its true form, (that of a wolf) and attack with its vicious maw.

I heard something about wolfweres in Kartakass (or something), I think. I remembered them from my 2nd edition AD&D Monstrous Manual (and sure enough, there they were). Tried my best (and borrowed heavily from the werewolf) to update them to 4e. I'm not sure if they're the same as 'Loftian wolfweres, but *shrugs*
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Post by Nikolas of the Mists »

Isabella wrote:Wouldn't it be easier to say the caliban has an encounter power that targets a monster, which makes it invisible to that monster until the caliban attacks it? Simpler mechanical effect, same end result - the monster ignores it.
Eh, possibly for a much higher level Feat. I started with Heroic level feats for now, and something that would effectively be invisibility, no matter how conditional, is broken at the Heroic level of things. Considering that a Ring of Invisibility in 4e is a level 18 magical item, I'd be inclined to try and avoid any mechanic like that within the heroic Tier.

The loose definition of "monster" is also very nebulous now. There is no longer the "monstrous humanoid" subtype like we had in 3.5, so we have to rely upon the new [Origin], [Type] and [Keyword]s when incorporating new game mechanics.
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Post by Isabella »

I was merely trying to demonstrate that things don't need to be that complicated; for one thing, will saves don't exist any more, so the monster cannot make them to see through the illusion. And I might add the gnome has a one round invisibility effect as a racial power.

What you (or whoever is making the feat for whatever) probably want to look at instead is the "Create a Diversion to Hide" use of the Bluff skill and use that as a starting point instead.
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Post by Mistress of Mockery »

Superior Ranged Weapons
Pistol +3 2d6 10/20 60 gp 3 lb. Firearm Load move
Musket +3 2d8 25/50 120 gp 10 lb. Firearm Load move
Bullets (10) 2 gp 2 lbs.

Gunslinger
“I don’t have to be careful, I’ve got a gun.”

Prerequisites: Ranger class, weapon proficiency (pistol) or weapon proficiency (musket)

You and your gun become one as you perfect the various techniques used in combat with your beloved weapon. Your mastery of firearms allows you to implement your weapons in ways lesser gunfighters marvel at. Your allies marvel as you grow with skill and luck, saving their lives with your incredibly unique favoured weapon.

Gunslinger Path Features
Marksman’s Action (11th level): You can spend an action point to reroll one ranged attack roll or ranged damage roll, instead of taking an extra action.
Rapid Reload (11th level): You can reload a firearm as a minor action instead of a move action.
Deadly Precision (16th level): You can score critical hits with firearms on a roll of 18-20.


Gunslinger Exploits
Sharp Shot Gunslinger Attack 11
You take careful aim as you slowly pull the trigger, careful to avoid that wall.
Encounter + Weapon
Standard Action Ranged
Weapon
Target: One creature with cover (but not superior cover)
Attack: Dexterity vs. AC
Effect: Ignore the target’s cover.
Hit: 2[W] + dexterity damage.
Miss: Half damage.

Reckless Assault Gunslinger Utility 12
Aw, hell, you only live once..
Encounter + Martial, Stance
Minor Action Personal

Effect: You take a -2 penalty to all defenses and gain a +2 bonus to attack rolls.

Harrying Shot Gunslinger Attack 20
You know where and when to shoot, causing not only severe pain to your target, but also greatly hindering them.
Daily + Weapon
Standard Action Ranged
Weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 5[W] damage. The target is either slowed or weakened, your decision.
Miss: Half damage.


Definitely not Ravenlofty, but one of my players said he wanted to play a gunslinger-type character. Just thought I'd share.
Last edited by Mistress of Mockery on Thu Jun 12, 2008 5:05 am, edited 1 time in total.
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Post by Nikolas of the Mists »

One option I was toying with was simply to give Rangers from CL 8 or 9 Domains automatic proficiency with firearms.
The ranger feats mechanically hold up really well no matter what weapon you give them, the flavour text is simply geared toward bows.

Updated my version of the Caliban to have Cursed Lineage instead of the Size is Speed ability. Added the Heroic Tier Racial feat Cold-Blooded Killer for now. I would like to add a less combat oriented racial feat, it's just a matter of finding something that is simple, fits well and isn't replicated by multitude of other feats out there.
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Post by cure »

One of the Frat members has toyed with the idea too. Guns would not be exotic in the most cultured lands (irony of ironies) but great swords and heavy armour would be. That is of course if 'exotic' and heavy armour 'proficiency' still mean anything in 4e . . . .
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Post by Nikolas of the Mists »

Exotic WPs got upgraded to being in a class called "Superior" Weapons where you have to spend a feat on each specific weapon to be able to use them with proficiency. (Basically the same as 3.5)

On the note of armor proficiency, not even 4e warriors are fully proficient (Although I suspect this is an oversight as Paladins can wear plate). For warriors plate armor requires you to spend a feat to use it optimally. Further expenditure of feats at the paragon level lets you specialize in the different forms of heavier armor (chain, hide plate and scale) doing things like reducing armor check, or speed penalties, or increasing its effective AC by one
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Post by DocBeard »

I'd say a feat is worth spending if you want to be a gun ranger. You can just use a pistol or musket without the profiency bonus if you don't want to spend it.
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Post by Lord Soth »

So how're we going to do NPC's? Are we going to write them up as full PC's, or are we going to use the simplified NPC rules from the DMG page 187? I'm writing up Eia Pax using those rules right now. Looking good so far, but a full-fledged PC writeup would look even better. Think I'll do both.

Although I'm having a bit of a pain with her weapons. She's got a +3 magic halberd, +2 magic longsword, and +2 magic short sword. She also gets one At-Will, two Encounter, and one Daily Power. So do I writeup three versions of each of those powers for each of her weapons, or just pick a weapon and writeup one version? For example, I've got this under Holy Strike.

w Holy Strike (standard; at-will) * Divine, Radiant, Weapon
+3 magic halberd; Reach 2; +18+8 radiant damage (plus an extra 3 damage on a Marked target and an extra 3d6 damage on a critical hit).
+2 magic longsword; +18 vs. AC; 1d8+8 radiant damage (plus an extra 3 damage on a Marked target and an extra 2d6 damage on a critical hit).
+2 magic short sword; +18 vs. AC; 1d6+8 radiant damage (plus an extra 3 damage on a Marked target and an extra 2d6 damage on a critical hit).

Should I do that or should I simply do this?

w Holy Strike (standard; at-will) * Divine, Radiant, Weapon
Requires +2 magic longsword; +18 vs. AC; 1d8+8 radiant damage (plus an extra 3 damage on a Marked target and an extra 2d6 damage on a critical hit).

Although I'm thinking of rearranging her equipment. Maybe just make the longsword and short sword regular weapons (she gets no benefit from them under these rules, anyway). Or drop the shortsword altogether. Maybe have her fight with a longsword and shield or halberd (and in that case I could easily write two NPC versions of her depending on how she's armed). I've already dropped her enchanted full plate armor in favor of scale armor (all it does is eliminate armor check penalties. Why create a new magic enchantment when there's a suit of armor with an AC one point shy of plate armor which inflicts no such penalties?).
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Post by Nikolas of the Mists »

I am not above saying that you have to spend a feat on it, like the Exotic WP of 3.5 (for things like reloading and weapon care/maintenance), just that in some CLs and locations certain things that are exotic to a standard fantasy setting of CL 5-7 aren't so exotic anymore.

====

Quality NPCs should really be done up with PC stats for the most part. The Monster Manual based NPCs are pretty lacklustre, and there aren't a lot of options for many of them.
"Over the hill you see a rugged dwarf"
"Does he have a crossbow or a hammer?".

Besides, it's not like NPC stat blocks could be any longer than some of those we've seen from 3.5 :)

As for your question about ability blocks I would do it independent of weapon, with weapon notations (abilities and damage) at the bottom of the section.

w Holy Strike (standard; at-will) * Divine, Radiant, Weapon
+18* vs. AC; 1[W] +8 radiant damage (plus an extra 3 damage on a Marked target).

Other combat related skill here, repeat

Melee Weapon: Halberd +3 (d10+3), Prof +2, Reach
Melee Weapon: Longsword +2 (d8+2), Prof +3, Versatile
Melee Weapon: Shortsword +2 (d6+2), Prof +3, Offhand

*this value should be your to hit without proficiency and enhancement bonuses I guess, so you just add whatever weapon line you're using to the skill.
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Post by Mistress of Mockery »

Nikolas of the Mists wrote: The ranger feats mechanically hold up really well no matter what weapon you give them, the flavour text is simply geared toward bows.
Not sure what you're saying. If you're trying to say that there's no use for a 'gunslinger', check out the swordmaster, battlefield archer, and daggermaster paragon paths.
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Post by tec-goblin »

Jester of the FoS wrote:Yeah, I have no problem with warforged. I'd make each one unique and toss in a little Alphonse Elic from FMA.
:D
I have yet to play in a game where, after a fight with a lycanthrope, the GM has not rolled his eyes and said "no, you're not infected." It either derails the campaign, derails the character, or puts one character in the spotlight by virtue of him being a huge problem/troublemaker.
But when a DM throws lycanthropes to a party, he does it exactly in order for a character to be infected. My problem with 3e lycanthropy was that in most cases, the option of becoming a lycanthrope was in the player's hands: I had a player who didn't take belladona, because he thought that progressing in the racial class of the werewolf would be more fun. And it was, but suddenly lycanthropy was feeling more like a boon than a curse.

I agree to your proposed solution. In fact, this sets apart the "original/native" lycanthropes from the "shifters with moon madness/infected" lycanthropes. True shifters could be children of the latter, without moon madness.

For Dread Doppelgangers, it is easy to give a mind-reading power to any creature you want, as a DM. When Psionics come out, it will be even easier.

For Reality Wrinkles, I would say that it's the DM's choice to choose whether a particular demon has it or not. I mean the whole mechanics about radius*hd etc, have no purpose. If the DM thinks that this particular demon should be more sneaky and unnoticed, while another should be a tear in the fabric of Mists, he should be free to do so.

I also love Nikolas' suggestions about half-vistani. We could also have a feat like "vistani divination" which allows a half-vistani to cast rituals of the divination and scrying groups at a +3 level.

DocBeard, you have also my love for merging the sun gods. There is good precedence in Ezra with her various sects.
The races in the back of the MM are pretty much the same power level. Orcs likely don't get skill bonuses for other reasons (stronger racial power, etc). You'll notice how the MM warforged and the Dragon magazine warforged weren't that different.
The only thing really separating them from PC races, in theory, is feats.
I agree. MM Drow for example is amazing.

For Eladrin, with all their links to the Feywild, I cannot see why they should be more misty than shadow-fey like.

You seem to be progressing in a direction I like. When I get my hands free of the 7thSea conversion (which will easily take one more month), I will come back to give a creative hand, instead of just praising what I like.
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Post by DocBeard »

Not sure what you're saying. If you're trying to say that there's no use for a 'gunslinger', check out the swordmaster, battlefield archer, and daggermaster paragon paths.
No, your paragon path was fine. He's just saying that you can apply standard ranged ranger powers to guns as easily as standard bows.
Quality NPCs should really be done up with PC stats for the most part. The Monster Manual based NPCs are pretty lacklustre, and there aren't a lot of options for many of them.
At the same time, I'd make up a monster-style sheet for the NPC in the off chance(by which I mean certain inevitability) that a sassy group of PCs will end up throwing down with her, if only for your own convienance as a DM.

But yeah, I'd give signature Ravenloft NPCs full write ups. As for magic items, I'd definately switch stuff around-for one thing, girlfriend's a high level paladin, she deserves something a little cooler than generic +3 equipment.
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