4e Ravenloft Conversion Thread
Posted: Sun Jun 08, 2008 4:41 am
Reflavoring 4e to fit into Ravenloft, and Updating Ravenloft to fit into 4e. 
It's out, it's been picked up by some of the Fraternity, some people are disappointed, right right. But 4e is here indeed, so let's live up to our reputation as the foremost site for Ravenloft on the web. All signs point to WotC having not forgotten us, but even optimistically it will be a number of years before official Ravenloft is released. So why not entertain ourselves in the meantime?
So this thread is about adapting Ravenloft to the changes 4e is made (yes, even the Dragonborn, optionally, don't bite my head off, jeez
) and updating the 3.5 Ravenloft materials to 4e. Normally I would be concerned about updating stats to such a new system, but take heart! We can't make any more errors than Denizens of Dread did, right? 
The only concern I do have is that I want to make sure we don't try to cram 4e back into 3.5's shoes. I know that 3.5 had a lot more options and variability than 4e does right now. But let's keep in mind - all of 3.5's books are still out there. 3.5's core rules are on the web. Paizo is releasing it's Pathfinder system which is based off 3.5. So if we want 3.5, why not play 3.5? Instead, let's embrace 4e's changes and keep to the design philosophy of streamlined play and balance over specialization.
Here's my first attempt at a 4e monster: Von Kharkov's werepanthers. The lycanthropes have lost their iconic curse, but I see a lot of potential in their new diseased bites. I don't know if this is different enough from the Spectral Panther of the Werewolf to be worth another monster, but I figured it was worth a shot. I also think they'd be decent stats for the werejaguar/weretiger/wereleopard/ were-really-big-cat. If anyone even feels like testing them out, let me know how it goes!
Werepanther Level 9 Lurker
Medium natural humanoid (shapechanger) XP 400
Initiative +13 Senses Perception +10; lowlight vision
HP 76; Bloodied 38
Regeneration 5 (if the werepanther takes damage from a silver weapon, its regeneration does not function on its next turn)
AC 23; Fortitude 21; Reflex 22; Will 19
Immune White Fever (see below)
Speed 6 (7 in panther form), climb 6 (not in human form)
(T) Flail (standard; at will) * Weapon
+14 vs. AC 1d10 + 4 damage.
(T) Bite (standard; at-will) * Disease
+14 vs. AC; 1d6 + 5 damage, and the target takes 5 ongoing damage (save ends) and contracts white fever (see below).
T Shadow Pounce (standard; at will)
Requires combat advantage. The werepanther makes a basic attack, and then shifts up to five squares.
Change Shape (minor; at will) * Polymorph
A werepanther can alter its physical form to appear as a panther or as a unique human. It cannot use its bite attack in human form and cannot make flail attacks in panther form.
Alignment Evil
Languages Vaasi
Skills Stealth +14 Athletics +11 Acrobatics +14 Intimidate +10
Str 15 (+6) Con 16 (+7) Dex 21 (+9) Int 10 (+4) Wis 13 (+5) Cha 12 (+5)
Equipment hide armor, flail
White Fever Level 9 Disease Endurance stable DC 20, improve DC 24
The target is cured. < Initial Effect: The target takes a -2 penalty to Will defense. <> The target is weakened. > The target is dazed.
It's out, it's been picked up by some of the Fraternity, some people are disappointed, right right. But 4e is here indeed, so let's live up to our reputation as the foremost site for Ravenloft on the web. All signs point to WotC having not forgotten us, but even optimistically it will be a number of years before official Ravenloft is released. So why not entertain ourselves in the meantime?
So this thread is about adapting Ravenloft to the changes 4e is made (yes, even the Dragonborn, optionally, don't bite my head off, jeez
The only concern I do have is that I want to make sure we don't try to cram 4e back into 3.5's shoes. I know that 3.5 had a lot more options and variability than 4e does right now. But let's keep in mind - all of 3.5's books are still out there. 3.5's core rules are on the web. Paizo is releasing it's Pathfinder system which is based off 3.5. So if we want 3.5, why not play 3.5? Instead, let's embrace 4e's changes and keep to the design philosophy of streamlined play and balance over specialization.
Here's my first attempt at a 4e monster: Von Kharkov's werepanthers. The lycanthropes have lost their iconic curse, but I see a lot of potential in their new diseased bites. I don't know if this is different enough from the Spectral Panther of the Werewolf to be worth another monster, but I figured it was worth a shot. I also think they'd be decent stats for the werejaguar/weretiger/wereleopard/ were-really-big-cat. If anyone even feels like testing them out, let me know how it goes!
Werepanther Level 9 Lurker
Medium natural humanoid (shapechanger) XP 400
Initiative +13 Senses Perception +10; lowlight vision
HP 76; Bloodied 38
Regeneration 5 (if the werepanther takes damage from a silver weapon, its regeneration does not function on its next turn)
AC 23; Fortitude 21; Reflex 22; Will 19
Immune White Fever (see below)
Speed 6 (7 in panther form), climb 6 (not in human form)
(T) Flail (standard; at will) * Weapon
+14 vs. AC 1d10 + 4 damage.
(T) Bite (standard; at-will) * Disease
+14 vs. AC; 1d6 + 5 damage, and the target takes 5 ongoing damage (save ends) and contracts white fever (see below).
T Shadow Pounce (standard; at will)
Requires combat advantage. The werepanther makes a basic attack, and then shifts up to five squares.
Change Shape (minor; at will) * Polymorph
A werepanther can alter its physical form to appear as a panther or as a unique human. It cannot use its bite attack in human form and cannot make flail attacks in panther form.
Alignment Evil
Languages Vaasi
Skills Stealth +14 Athletics +11 Acrobatics +14 Intimidate +10
Str 15 (+6) Con 16 (+7) Dex 21 (+9) Int 10 (+4) Wis 13 (+5) Cha 12 (+5)
Equipment hide armor, flail
White Fever Level 9 Disease Endurance stable DC 20, improve DC 24
The target is cured. < Initial Effect: The target takes a -2 penalty to Will defense. <> The target is weakened. > The target is dazed.