4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
I know... too high level for folks to really get any use out of. You could technically decrease it but I suspect the lower level you are, the more vicious basic attacks are compared to what you actually do every round (at 1st, there's not a whole ton of difference... at 16th you should have several 'encounter' abilities and enough dailies to use one every combat or two)
Fitz, Responded in the other thread - basically I think it'll tear up a couple people pretty bad, but it's probably not a TPK.
This last week (including tomorrow) has been pretty tough for time and energy, but sounds like I should be able to scrounge up a little more after this weekend. I hope.
I love the Betrayer. Neat use of the mechanic. As far as the Intangibility goes, why didn't you give it the ability to go intangible temporarily, (Like say, an encounter power) so then you don't have to worry about it being intangible all the time.
Mostly I think I want to see a normally incorporeal mob like a ghost / shadow first so I can see what the standard is. In the meantime I just wanted to try a variant on 'Okay you're dominated, start fighting your party'.
So just as a first go-round...do you think these stats look reasonable? I'm not quite sure how to write up the "Cyclone" portion to make it clear that it's only usable when the special ability is in action.
This monster needs a power bump. Its defenses in ref and will are really low, I think this monster would get annihilated by the pregen party.
It seemed hard to justify anything higher for reflex than 10 + dex + level. I bumped it by an extra point anyway (elite!) and then added 2 extra points for armor.
Maybe I'm just stuck in 3.x where the stats need justification, but I don't want to break the mold too much.
You're probably right, but keep in mind that this isn't a solo, just an elite. It should count for 2 level 2 goblins so a party of 6 pregens would probably take on two of these and a leader or a few minions.
I posted some interesting monster pics in the OCC thread. Oh Keterys, did you ever get anywhere on that Dwarf controller? No rush, but I might've missed it.
I'm working on your update and would hate to leave it out.
__________________ You really shouldn't bother. They don't want alternatives or solutions; some people just want to complain.
Actually, can you link me to a bigger pic of that by any chance? I'll do that today... and in multiple versions, at that. I had it open and then my computer crashed and lost some of my notes, and I got distracted, but not fair to leave you hanging after all the work you've done
Oh, and ice demon should be 42 hp instead of 52 hp - it's 6 hp per level for artillery not 8. Rest of my guys were right, but I wrote it wrong in the formula I shared before.
Your dwarf will be tomorrow evening's monsters. After that, not sure... chain goblin, boulder orc, skeletal centaur, bone demon all look promising.
I should probably do some variances of ones I've done before, too (ie, like the actual Monster Manual. Try to actually fill up a page of text)
Y'know... at some point I'll really need to start laying things out so I can figure out how much text I need to make things look reasonable on a page. That'll be new and different.
You're not wrong about the firebombs. When viewed in the full context, they do stand out. I'm wondering if he needs them with his threatening reach. I'd say he needs something, maybe movement related, but I can't be sure of what yet. Damage is obviously not a problem for this guy, and neither is hitting a lot of different targets in a single round.
Oh well, gives me something to think about.
__________________ You really shouldn't bother. They don't want alternatives or solutions; some people just want to complain.
Well, if we can agree on a firebomb replacement I'll swap it out. I was thinking the immobilizing fear effect would give it the ability to move up to people (cause he is pretty slow) - though by making his basic attack actually quite cool, I expect that he will be able to charge quite effectively, allowing him to, say, run 7 and charge 5 as a 'burst move'.
That's a very intersting experiment, making solo, elite, and regular version of the same guy.
I agree that the firebomb seems a bit out of place. He doesn't even really have a hand to throw 'em with, busy as they are swinging that chain around (although I can see a cinematic moment where he lets go one of his hands to grab a clay-pot firebomb, tosses it forward and grabs the chain again, shooting it out to smash the clay pot himself while it flies inbetween two targets...
I think you could add the aura, but he'd need a little something else as well. Howabout a picador-esque ability to wrap his chain and slide a target around? I guess that would work better as a pull and he'd rather keep them away then move them up...
As far as agreeing goes, it would be just a thought if you hadn't worked it Keterys. Go wild. Fitz's idea ain't bad (even fitting) The aura could work too. What if it was in the weapon, maybe he can loose odd links once per encounter as small bursts of shrapnel.
Or maybe a semi-radial "Hard Swing" that autohits if the target doesn't fall prone...that might be too much.
I'll think on it
__________________ You really shouldn't bother. They don't want alternatives or solutions; some people just want to complain.