F&K Monster Conversion

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Maxus
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F&K Monster Conversion

Post by Maxus »

Okay, I'm interested in playing a Doppelganger in an upcoming game. The problem lies in wanting to use the Frank and K method of converting monsters. I've tried running the Doppelganger through it, and came up with some odd answers. For one thing, the recommendation of using the Elite Array to determine which stats get mods means that the Doppelganger would only get stat mods to its two lowest stats--Str and Con. And since they're equal, one gets a mod of +2 and the other gets a mod of +4.

So I ask the authorities here. Should a Doppelganger get the +4 to Strength or to Con? I've listed the entry out of the SRD here, for convenience.

Size/Type: Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (1d6+1)
Full Attack: Slam +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts
Special Qualities: Change shape, darkvision 60 ft., immunity to sleep and charm effects
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6
Feats: Dodge, Great Fortitude
Environment: Any
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 3
Treasure: Double standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Leress
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Re: F&K Monster Conversion

Post by Leress »

I would say Con, they don't seem to be the strong type of monster.
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Re: F&K Monster Conversion

Post by the_taken »

Agreed. They work out cause they're going to strangle you in your sleep after pretending to be your girlfriend, but their morphic biology lends to a more natural toughness.
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Re: F&K Monster Conversion

Post by Crissa »

I prefer Con, because I think of them as hard to kill, not as lethal.

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Maxus
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Re: F&K Monster Conversion

Post by Maxus »

Looks like the rule of threes applies with this one. Con it is, then.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Re: F&K Monster Conversion

Post by Username17 »

Honestly, a lot of monsters are based more on the "average" results of 4d6 (pick 3), which is 12, 12, 12, 13, 13, 13. It's a little better in overall modifier than the elite array (and ironically is still "low" enough that it can be rerolled if you want).

For races with extremely flat stat lines you might want to use those numbers instead, which would leave them with just a +2 Wisdom Modifier, which is a better fit I think than +2 Strength, +4 Con, -2 Charisma.

In general, a race which doesn't have even a single 15 probably isn't based on the elite array, but it may well be made with the standard elite set.

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Re: F&K Monster Conversion

Post by Bigode »

The DMG would have us believe that all non-warrior creatures (i.e. with more than 1 HD) are based on the non-elite array (10 x 3, 11 x 3), or 3d6 for each. What's wrong with that, BTW?
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Re: F&K Monster Conversion

Post by Username17 »

Bigode at [unixtime wrote:1202480540[/unixtime]]The DMG would have us believe that all non-warrior creatures (i.e. with more than 1 HD) are based on the non-elite array (10 x 3, 11 x 3), or 3d6 for each. What's wrong with that, BTW?


It gives out stats which are way too large for most things over 3 hit dice. When you take the stat lines that such creatures get for free and then mess them with actual die rolling or point buy you get stupidly unbalanced stats.

Monsters get stats that roughly keep up with PC stats. When you add them linearly to actual PC stats things go directly to crazy town and do not pass go.

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Re: F&K Monster Conversion

Post by Crissa »

Yeah, I always made the example of the centaur - if you don't give any stat bonuses, a centaur can still do everything expected of them.

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Re: F&K Monster Conversion

Post by Cielingcat »

What do we even expect of centaur?
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Re: F&K Monster Conversion

Post by CatharzGodfoot »

Cielingcat at [unixtime wrote:1202597945[/unixtime]]What do we even expect of centaur?


That it's a guy mounted on the horse, only sitting way too far forward to be balanced. And the horse has no head. And the guy has no legs.
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Re: F&K Monster Conversion

Post by Crissa »

Balanced by what?

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Re: F&K Monster Conversion

Post by Cielingcat »

Another horse?
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Re: F&K Monster Conversion

Post by Aktariel »

As in, why don't centaurs walk around on their face all the time?
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Re: F&K Monster Conversion

Post by Koumei »

Because it'd be hard to move, and uncomfortable, I imagine.

I imagine what we expect of them is more or less the same as any other party member, except better at running and carrying stuff and worse at climbing ladders. As in "Dude, just cast levitate on me already. Stop being a prick, wizard."
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Re: F&K Monster Conversion

Post by JonSetanta »

Centaurs would find a way to climb, they are sentient beings.
Horses, being dumb animals (relatively speaking) figure "Nup, too difficult. Might get hurt." and not only give up but actively avoid ever trying a ladder again.

But then, centaurs would have a penalty, given their odd shape certainly not made for climbing!
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Re: F&K Monster Conversion

Post by Crissa »

Horses are also far-sighted, and have two areas of focus. They can't really look at where their hooves are while moving - a centaur wouldn't have that trouble. Sure, hooves are bad for rung ladders, but feet can't close on a branch individually. So it's really just an extension of a guy with boots.

Anyhow, most races just don't need big stat bonuses to be different. Feats work just fine.

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Re: F&K Monster Conversion

Post by Prak »

sigma999 at [unixtime wrote:1202629539[/unixtime]]Centaurs would find a way to climb, they are sentient beings.
Horses, being dumb animals (relatively speaking) figure "Nup, too difficult. Might get hurt." and not only give up but actively avoid ever trying a ladder again.

But then, centaurs would have a penalty, given their odd shape certainly not made for climbing!


for some reason this makes me think of a joke about elephants in trees... I don't remember a damn other thing...
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Re: F&K Monster Conversion

Post by rapanui »

I actually played a centaur monk once. I made a Reflex save with evasion at one point and my DM was having some trouble describing it. Horse in bullet-time = awkward.
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Re: F&K Monster Conversion

Post by virgil »

Evasion in general is awkward to describe, because you never actually leave the space you started standing in. You don't even change your position. On top of all this, terrain means essentially nothing, because empty space = standing on stone = waist-deep in water when it comes to evading fireballs. Essentially every known factor for how Evasion might work is glossed over and ignored, barring some kind of odd supernatural ability to blink in and out of reality.
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Re: F&K Monster Conversion

Post by shirak »

Prak_Anima at [unixtime wrote:1202783687[/unixtime]]for some reason this makes me think of a joke about elephants in trees... I don't remember a damn other thing...


Well apparently a Dire Elephant (MM2 p. 75) has a Climb of +23 and a Climb Speed of 10ft. Which, as was immortalized in rpg.net, explains their tactic of climbing up trees and falling on people!

Just imagine, if you will, the scene deep in the forest as the adventurers walk to their destination:

"Why is it suddenly quiet?"
"Why is there a shadow on the grass?"

From above the trees:

"MOOOOOOOOOOO!!!!!"

SPLAT!
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Re: F&K Monster Conversion

Post by Leress »

Elephants don't go Moo.

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Re: F&K Monster Conversion

Post by shirak »

Leress at [unixtime wrote:1202937001[/unixtime]]Elephants don't go Moo.


True. But that is the best I can do for their sound effect.
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Re: F&K Monster Conversion

Post by Koumei »

I think it's "HARUMPH" or something. I'm not up to scratch on my onomatopoeias.

Anyway, that's really cool. Drop bears could count as those in an Australian Adventures campaign where even the grass can kill you.

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Re: F&K Monster Conversion

Post by JonSetanta »

How about a tauric Pixie/Drop Bear?
It's invisible, too.
And hella freaky looking if you could see it.
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