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 whipped up these monsters in a day for a game, but due to scheduling, they didn't see use. So I would like to get them ironed out before next session. I don't care if a +1 is off here or there, but I'm more concerned about how interesting the monsters are, and issues of too powerful/not powerful enough.
My party consists of 6 1st level PCs. There are two strikers in the group (Barbarian, Assassin) so I'm not worried about HP issues. There's a Shaman, and a hybrid invoker|Cleric, so healing is also handled. The lone defender is a Paladin.
The monsters consist of hobgoblins who were frozen in a giant block of ice, before thawed out by a malignant primal force of winter. So they're not really undead, but more like Ice Hobgoblins.
All monsters have speed 5 and Resist Cold 5. I decided to not use Hogoblin racial powers, because very few of the players' powers use Save Ends effects, and of those that do, I'd hate to immediately stomp it.
Herald of Winter 2nd level Solo Controller
Init: +3
Hp: 100 Bloodied: 50
(Not enough HP? I don't want GRIND, but...)
AC: 18 Fort: 17 Ref: 14 Will: 16
Numbing Strike (Standard, At Will)
+7 vs. AC; 1d10+3 damage. Target is pushed 2, takes a -2 to attacks until end of Herald's next turn.
Ice Trap (Standard, Melee)
+7 vs. AC; 1d10+3 damage. Target is immobilized, adjacent enemies take 1d6+3 cold damage.
Wrath of Winter (Standard, At Will)
Herald of Winter makes two basic attacks.
Rime Pulse (Standard, Recharge 5, 6) Close Burst 2
+6 vs. Ref; 2d6+3 cold damage. Target is pushed 2 and knocked prone.
(Too powerful? Or too much damage?)
Wave of Ice (Standard, Recharge 6) Close Blast 3
+6 vs. 2d6+3, target is pushed 2 and takes -2 to AC/REf until end of Herald's next turn.
Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5
+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)
Crimson Caltrops (When Bloodied)
Squares adjacent to the Herald are difficult terrain. Entering a square causes 5 points of damage.
Rod of Furious Ice (Standard, At Will)
+7 vs. AC; 1d6+3 damage, and target takes ongoing 5 cold damage (save ends)
Chilling Stare (Standard, AW) Range 10
+6 vs. Fort; 1d10+3 cold damage, target is slowed (save ends). First failed save: Target is immobilized (save ends).
Evil Eye: (Minor, AW) Clsoe Burst 10
+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.
Frigid Grasp (Standard, E) Range 10
+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.
Breath of Winter's Night (Standard, Recharges when Bloodied) Close Blast 3
+6 vs. Ref; 2d6+3 cold damage, and target is slid 3.
(Too much damage?)
Frozen Flail
+5 vs. AC; 1d10+3 damage. Target is immobilized until end of Frosthammer's next turn.
Pulse of Cold (Immediate Reaction, when Bloodied, and killed) Close Burst 1
+3 vs. Fort; 2d4+2 cold damage.
Ice Reaper: +5 damage to Immobilized and Slowed targets.
(I really like Chillborn zombies, but they are too high level, and I prefer them to bebrutes. However, these guys aren't very interesting aside from their basic attack and their aura. I am not satisfied with the Pulse; I'd like a neater ability for them.)
Frostfell Arrow
+8 vs. AC; 1d10+3. Until end of next turn, a burst 1 zone is created centered on the target. Any creature that ends its turn within the zone takes 3 cold damage.
Heartfreezing Arrow (Standard, E)
+8 vs. AC; 1d10+3+1d6 cold damage. Target is slowed, takes -2 to all defenses until Archer's next turn.
So the Herald of Winter is the primal spirit, and the rest are the ice hobgoblins?
A few thoughts:
1. I like the imagery of the Crimson Caltrops power
2. The biggest source of grind here are the ACs on the Solo and Elite. I'd go with normal Solo HP, but don't do the +2 to multiple defenses, and instead stick with the MM2/DMG2 approach of level appropriate defenses (in this case, AC 16 for level 2 controllers).
3. Be careful with higher level artillery -- they have good attack bonuses and damage, and could put the hurt on a lower level party quickly, depending on numbers and positioning.
4. It might be cool to include an interesting hazard, in place of one of the monsters, or in addition to.
So the Herald of Winter is the primal spirit, and the rest are the ice hobgoblins?
The Herald of Winter is a hobgoblin with a glowy gem in his chest. He's sort of like a Four Horseman figure - the Winter Everlasting is like Ragnorak, and his job is to build an army in preparation for it (hence why the Gazer can ressurrect the dead). He has woken prematurely (the spirit of the Northern Wind and the Prince of Frost joined forces to wake him up).
The glowy gem is important, as the PCs need to remove it from his chest when he gets bloodied, otherwise he's not going to take any damage. And when he dies, the gem explodes, giving them information and imbuing some with powers (ala Divine Boon) or enchanting their equipment.
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2. The biggest source of grind here are the ACs on the Solo and Elite. I'd go with normal Solo HP, but don't do the +2 to multiple defenses, and instead stick with the MM2/DMG2 approach of level appropriate defenses (in this case, AC 16 for level 2 controllers).
So noted.
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3. Be careful with higher level artillery -- they have good attack bonuses and damage, and could put the hurt on a lower level party quickly, depending on numbers and positioning.
The artillery in one encounter will be on a ledge the PCs have to run up some iced over stairs (and get past two minions) to engage in. In the last encounter, they're simply behind the Herald of Winter, in a small room - so they can't really hide.
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4. It might be cool to include an interesting hazard, in place of one of the monsters, or in addition to.
In on encounter, the PCs are in the bottom of a tower that was once frozen completely solid. The ice has melted for the most part, but is rather thick in places. There are specific squares that the PCs could attack ice on the ceiling to drop huge blocks on the enemies, if they move the enemy into position.
As far as the SOLO battle, I'd like to make the battle ITSELF more interesting, too. It's at the top of a tower. I was thinking that maybe some stones in the floor fall out, creating hazards (although a 40 foot drop is harsh!). There's also a ballista in the room, which I anticipate a PC will use to shoot the Herald in the face.
As you already noted, the AC (and probably other defenses too) on the elite and the solo are 2 too high. Particularly when combined with the bunch of -2 to attack your gonna be distributing all around.
On the Herald of winter, I would probably lower his damage. He kinda stand on brute damage, with all the effect of a controller attached to it. Also, I would consider changing his pushback to a knock prone, simply because all the striker and defender in your group are melee. 2 pushback per turn, in addition to the spike effect while bloodied...I simply see too much damage there. Maybe leave the pushback on the rimepulse, but remove it from the at-will. 100 hp is a little low for a solo, especially if the assassin unleash 4 shroud on him as soon as he gets bloodied.
For the Gaze of winter, I would put a restriction on his Evil Eye power. Once per turn max, and removing the damage part of it. Otherwise he could just do that 3 times per round and that might be too much. Also, I think he does too much damage for a controller monster, he seem a lot more like an artillery like this. Lower his damage a little, the player will be feeling the effect anyway, no sense in killing them before they get to cry. d6 instead of d10, and single dice on his breath, maybe no recharge on the breath but bigger effect (immobilized, at least slow). Push 3 + slow might be fun.
For your frosthammer, I would change the immobilized to slowed. They still get the bonus damage, and they will feel more like brute than soldier. I would also reduce the aura to 1, and 2 damage...just like krutick. For your pulse of cold, it feels a lot like the boneshard skeleton. Maybe they could become slowed when bloodied, to give some tactical choice to your players (beat a little on the brute to be able to manage them better).
Your artillery are ok, but keep in mind that they almost always hit level 1 character, and that 2 hit can be death. The burst they create should do the same damage as the aura from the brute, and they should not stack with each other (how cold can it get). -2 to all defense could be -2 AC/Ref just like the herald, but this is a minor thing.
Also, a 40 foot fall is not just brutal, it's lethal. Especially with the number of push effect your monsters have. Even if the damage don't kill them, they won't be back before the end of the fight.
I would put a thawing spring somewhere that could revitalize them before the end fight (at least give them back some surge, but there is little water thawed yet so not reusable), and plenty of healing potion on the way. Also maybe 1 item that gives resist 5 to cold to one of them, especially the paladin. Boots of the North don't exist anymore, but I would consider something like that (resist cold, resist slippery terrain).
Feel free to ignore me as much as you like, but I would like some feedback here after the game happened.
I was following Asmor's directions about giving +2 to defenses for Elites/Solos, but I'll make the adjustments, thanks.
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Originally Posted by jester_gl
On the Herald of winter, I would probably lower his damage. He kinda stand on brute damage, with all the effect of a controller attached to it. Also, I would consider changing his pushback to a knock prone, simply because all the striker and defender in your group are melee. 2 pushback per turn, in addition to the spike effect while bloodied...I simply see too much damage there. Maybe leave the pushback on the rimepulse, but remove it from the at-will. 100 hp is a little low for a solo, especially if the assassin unleash 4 shroud on him as soon as he gets bloodied.
As far as his damage is concerned: should I reduce the recharge powers' damage from 2d6 to 1d10, or - where is the large damage output coming from?
Good point about the pushing effects. I anticipated some of that wickedness from his caltrops - but limiting it to his Recharge powers seems fair. Since he'll likely be Shifting away, that will force people to come into contact with the difficult terrain on some rounds (unless the fighter marks him, and makes him stay put or smack him).
So noted about the HP.
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For the Gaze of winter, I would put a restriction on his Evil Eye power. Once per turn max, and removing the damage part of it. Otherwise he could just do that 3 times per round and that might be too much.
Yeah, I plan on only using it once per turn anyways, but it's good to codify that. I wanted to have that power do necrotic damage simply because I have two PCs who have necrotic resistance.
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Also, I think he does too much damage for a controller monster, he seem a lot more like an artillery like this. Lower his damage a little, the player will be feeling the effect anyway, no sense in killing them before they get to cry. d6 instead of d10, and single dice on his breath, maybe no recharge on the breath but bigger effect (immobilized, at least slow). Push 3 + slow might be fun.
I was using the High regular damage output for his Encounter powers (since I thought that's what you do for monsters). But yeah, I do think that the Breath of Night is harsh.
For the record, I only will be using the Gaze once, and he will only be paired with two Frosthammers and minions; no archers, no Solo.
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For your frosthammer, I would change the immobilized to slowed. They still get the bonus damage, and they will feel more like brute than soldier. I would also reduce the aura to 1, and 2 damage...just like krutick. For your pulse of cold, it feels a lot like the boneshard skeleton. Maybe they could become slowed when bloodied, to give some tactical choice to your players (beat a little on the brute to be able to manage them better).
That's a good idea, but I'm also tempted to increase the damage of their aura when they become slowed. Maybe increase size and damage. To make them more Interesting when they get bloodied. Also adds a little bit of complexity to them (We can SLOW them but then they're gunna hurt us).
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Your artillery are ok, but keep in mind that they almost always hit level 1 character, and that 2 hit can be death. The burst they create should do the same damage as the aura from the brute, and they should not stack with each other (how cold can it get). -2 to all defense could be -2 AC/Ref just like the herald, but this is a minor thing.
Well their attacks are on par with artillery of 2nd level. If I drop them down to level 1, they're going to die fast, and this is a 6 man crew.
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Also, a 40 foot fall is not just brutal, it's lethal. Especially with the number of push effect your monsters have. Even if the damage don't kill them, they won't be back before the end of the fight.
The problem is that I'm limited by the environment - they are just going into a tower, and so I have to work within the parameters. In retrospect, I think the fall would be 30 feet. But 15 feet down, there is a 2x10 ledge on one side, where the blocks could fall out for instance. That way a fall wouldn't be lethal, and add some traction. It also wouldn't be lethal for the Herald if he tumbled.
Additional note: The Pally has Touch of Virtue, not Lay on Hands. So that should relieve some of the imobilization woes, but certainly exascerbates the healing. But, there's an Invoker|Cleric (so one Healing Word per encounter), plus the protector Shaman.
One thing you could do about the Herald of Winter would be to enable the PC to do something to block his recharge. He has 4 recharge power (3 standard and 1 interrupt) so if the PC could prevent his recharge with something (fire damage or whatever) then you could probably leave him as is damage wise. I would still probably lower his at-will to 1d8 (staff), because he can do 2 of them in the same round.
For the brute, I would be tempted to do the opposite. Start large with aura that does 4 damage, then become medium size when bloodied with aura that does 2 damage and slowed. With this they become a higher priority for the PCs, keeping your other creature safer for a little while longer.
Also, is the herald Large or Medium. If hes medium, he will get surrounded fast, then he might have problem shifting away. On the other hand, if he's large, he would have an harder time shifting away from player.
For the eye, I would keep the damage to cold. Better be consistent, unless he's something like the ghost of a warlock
Little aside, the damage output you chose are for single target ability.
For attacks against multiple targets, the melee attacks of artillery monsters, and controller attacks that also include significant control functions, use the low normal damage column. DMG p184.
Even if those ability are on recharge, they do contain controller effect AND multiple targets.
Good luck with this. It does seem like a cool adventure.
One thing you could do about the Herald of Winter would be to enable the PC to do something to block his recharge. He has 4 recharge power (3 standard and 1 interrupt) so if the PC could prevent his recharge with something (fire damage or whatever) then you could probably leave him as is damage wise. I would still probably lower his at-will to 1d8 (staff), because he can do 2 of them in the same round.
I could change it to a longsword instead. Hrm.
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For the brute, I would be tempted to do the opposite. Start large with aura that does 4 damage, then become medium size when bloodied with aura that does 2 damage and slowed. With this they become a higher priority for the PCs, keeping your other creature safer for a little while longer.
I don't see a reason why they would be large, period. They are hobgoblins, after all. If you mean their AURA being large, sure.
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Also, is the herald Large or Medium. If hes medium, he will get surrounded fast, then he might have problem shifting away.
I don't think he'll be surrounded by all six chars. Some are ranged. Even with the spirit. He's Medium.
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Little aside, the damage output you chose are for single target ability.
Sorry this will be a really quick response to a quick read, if I get more time later I will have another look.
If my replies seem a little blunt it is because of time issues, not attitude!
Are all these creatures meant to be in 1 encounter for 6 level 1 characters?
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Originally Posted by Rechan
Herald of Winter 2nd level Solo Controller
Init: +3
Hp: 100 Bloodied: 50
(Not enough HP? I don't want GRIND, but...)
AC: 18 Fort: 17 Ref: 14 Will: 16
Numbing Strike (Standard, At Will)
+7 vs. AC; 1d10+3 damage. Target is pushed 2, takes a -2 to attacks until end of Herald's next turn.
Ice Trap (Standard, Melee)
+7 vs. AC; 1d10+3 damage. Target is immobilized, adjacent enemies take 1d6+3 cold damage.
Wrath of Winter (Standard, At Will)
Herald of Winter makes two basic attacks.
Rime Pulse (Standard, Recharge 5, 6) Close Burst 2
+6 vs. Ref; 2d6+3 cold damage. Target is pushed 2 and knocked prone.
(Too powerful? Or too much damage?)
Wave of Ice (Standard, Recharge 6) Close Blast 3
+6 vs. 2d6+3, target is pushed 2 and takes -2 to AC/REf until end of Herald's next turn.
Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5
+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)
Crimson Caltrops (When Bloodied)
Squares adjacent to the Herald are difficult terrain. Entering a square causes 5 points of damage.
1: Wave of Ice - I would change to an encounter power and lower damage. Probably 1d8+3 cold damage.
2: Freeze Breath - I would redesign this power, close blast 5 as a reaction for a low level solo seems like massive overkill to me, and too indiscriminate.
3: Crimson Caltrops - I like the power, but I think its too much damage, 2 would probably be better than 5.
Rod of Furious Ice (Standard, At Will)
+7 vs. AC; 1d6+3 damage, and target takes ongoing 5 cold damage (save ends)
Chilling Stare (Standard, AW) Range 10
+6 vs. Fort; 1d10+3 cold damage, target is slowed (save ends). First failed save: Target is immobilized (save ends).
Evil Eye: (Minor, AW) Clsoe Burst 10
+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.
Frigid Grasp (Standard, E) Range 10
+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.
Breath of Winter's Night (Standard, Recharges when Bloodied) Close Blast 3
+6 vs. Ref; 2d6+3 cold damage, and target is slid 3.
(Too much damage?)
1: Rod of Furious Ice - 5 ongoing damage is a lot for a level 1 character.
2: Evil Eye - Burst 10 effect would normally be reserved for paragon tier, but there is nothing inherently wrong with it - I suppose.
3: Frigid Grasp - is unclear, needs explain better.
Frozen Flail
+5 vs. AC; 1d10+3 damage. Target is immobilized until end of Frosthammer's next turn.
Pulse of Cold (Immediate Reaction, when Bloodied, and killed) Close Burst 1
+3 vs. Fort; 2d4+2 cold damage.
Ice Reaper: +5 damage to Immobilized and Slowed targets.
(I really like Chillborn zombies, but they are too high level, and I prefer them to bebrutes. However, these guys aren't very interesting aside from their basic attack and their aura. I am not satisfied with the Pulse; I'd like a neater ability for them.)
1: Chilling Aura - I would drop this to aura 1
2: Ice Reaper - this seems dangerous. I would make this just apply to Frozen Flail attacks, as it is written it could actually be added to teh aura damage!
Frostfell Arrow
+8 vs. AC; 1d10+3. Until end of next turn, a burst 1 zone is created centered on the target. Any creature that ends its turn within the zone takes 3 cold damage.
Heartfreezing Arrow (Standard, E)
+8 vs. AC; 1d10+3+1d6 cold damage. Target is slowed, takes -2 to all defenses until Archer's next turn.
1: Frostfell Arrow - I am assuming this is an encounter power?
2: Heartfreezing Arrow - seems like too much damage from a standard creature single attack, if you had a couple of these guys you would have a massive alpha strike. If you only have one of them its not as bad.
General
All these creatures seem to have the theme of lowering defences and immobilising. This might not be an ideal approach against level 1 PCs, especially if this is the players first look at 4e.
2: Freeze Breath - I would redesign this power, close blast 5 as a reaction for a low level solo seems like massive overkill to me, and too indiscriminate.
No no no. The power is a Close Burst 5 so that he can get it off without taking an OA - it can only target 1 character. Sorry I wasn't clear. Should I also reduce that to Ongoing 2?
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3: Crimson Caltrops - I like the power, but I think its too much damage, 2 would probably be better than 5.
Good point.
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1: Rod of Furious Ice - 5 ongoing damage is a lot for a level 1 character.
I keep thinking that level 1 PCs are fairly hearty. And always thought Ongoing 2 was lame. But I'll give it a shot.
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2: Evil Eye - Burst 10 effect would normally be reserved for paragon tier, but there is nothing inherently wrong with it - I suppose.
Burst 5 is better? It can only target one person, and is only usable 1/round.
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3: Frigid Grasp - is unclear, needs explain better.
It's basically the Bard encounter power 'Blunder'. You attack, you move the target next to one of your allies, and the ally gets a basic attack against the target.
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1: Chilling Aura - I would drop this to aura 1
Aura 1, but should I stick with the 3 damage, or go for 2?
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2: Ice Reaper - this seems dangerous. I would make this just apply to Frozen Flail attacks, as it is written it could actually be added to teh aura damage!
I never thought of that. I don't think that Ice Reaper adds to the aura damage for Chillborn zombies (but I could be wrong!).
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1: Frostfell Arrow - I am assuming this is an encounter power?
2: Heartfreezing Arrow - seems like too much damage from a standard creature single attack, if you had a couple of these guys you would have a massive alpha strike. If you only have one of them its not as bad.
I took both powers from the Seeker PC class. The Frostfell arrow is an At-Will of the Seeker (Thorn Cloud I think) and Heartfreezing Arrow is a 1st level Encounter, Spider Spirit. Are PC powers too harsh to give monsters?
OOPS. I noticed a mistake in my notes. The Archers are 2nd level artillery, not 3rd. They have 2nd level artillery stats, but just letting you know I'm not throwing 3rd level monsters at the PCs.
On Template: Each of these templates is intended for use by itself, making a monster into an elite opponent. (DMG p.175)
Basically you just applied a class template (seeker) to a basic artillery monster. Even if I think the 1d10+1d6+3 once per encounter is ok, even if it is brutal (see goblin sharpshooter), I would drop the added controller effect from it. You could also simply reskin the goblin sharpshooter for this role, replacing the combat advantage damage bonus with cold damage once per encounter.
Breath of winter night: Bonus should be lowered to +4 from +6 because it targets multiple character.
And for your three encounter, I think the first and third are ok, the third one being the final one so should be a little tougher than the rest. The second one though is the toughest. Removing one archer and lowering the commander to a level 2 soldier should do it.
Also, why is there no level 1 monster in this level 1 dungeon? You could easily lower the minion to level 1, so the PC actually feel superior to something in there.
And what is your 6th player? A controller I guess, but is it a wizard or an invoker?
One reason these encounters are a little tougher is because I increased the power of PCs via houserules.
EVERYONE is considered to have a 20 in every stat for purposes of attacking only (thus, they have a base +5 to an attack, before weapon proficiencies). EVERYONE gets a free racial feat. EVERYONE gets a chance per round to recharge MISSED encounter/daily powers (IF they do not use any effects/Miss effects from their daily powers).
So they have a good chance of hitting, and are pretty much always going to hit at least once with their Encounter/Daily powers. They're fairly powerful, offensively speaking.
Thus, I feel a little justified to hit them fairly hard.
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And what is your 6th player? A controller I guess, but is it a wizard or an invoker?
The sixth character is a Hybrid Invoker]Cleric. His invoker powers are Divine Bolts and Thunder of Judgment, so no blasts/bursts, but multiple target attacks. (His cleric powers are Astral Seal and Beacon of Hope, so a "Weaken all enemies" daily and a -2 to Defenses AW is going to move things along well).
While there is no dedicated controller, there are multiple characters with secondary controller roles.
The paladin is a Dragonborn, so we have a close blast.
The barbarian is a Thunderborn barbarian, so he has multiple blasts (one of which is an AW).
The fighter is a Tempest, so two-target attacks are a given.
One reason these encounters are a little tougher is because I increased the power of PCs via houserules.
EVERYONE is considered to have a 20 in every stat for purposes of attacking only (thus, they have a base +5 to an attack, before weapon proficiencies). EVERYONE gets a free racial feat. EVERYONE gets a chance per round to recharge MISSED encounter/daily powers (IF they do not use any effects/Miss effects from their daily powers).
So they have a good chance of hitting, and are pretty much always going to hit at least once with their Encounter/Daily powers. They're fairly powerful, offensively speaking.
Thus, I feel a little justified to hit them fairly hard.
Thats fairly important information right there! This changes things quite a lot because, as you say, the PCs are going to be able to hit pretty consistantly and with six of them they can drop creatures very quickly with focused fire. (My own campaign has 6 PCs and they can be horrifically efficient at times, which is why I started designing my own creatures in the first place).
With this new information I am reasonably tempted to say that the creatures look OK as originally designed. If any PC is reduced to 0 HPs then the others do have a good chance of making heal checks to stabalise them before death.
Also as you say, if the PCs have been boosted, it is only fair to have the creatures weighted towards the top end of legal damage, and to be honest even if I think some of the damages are too high for a standard group they are still inside what I consider legal by the monster creation rules and other creatures of the same general level.
General points:
1: Some of the powers are not written clearly enough for anyone other than yourself to properly understand. If a power is 1 target within burst 10 then that is what the power should state. Sometimes I just add "this power does not provoke opportunity attacks" to the description to keep things simple.
2: Personally I am very careful about ongoing damage from low level creatures. Maybe I am a bit soft but it is not until a creature is level 5 until I feel 100% confident about giving it a power with ongoing 5 damage. Of course in you own game, with your own rules a little ongoing 5 damage might be perfectly reasonable, thats a call that only you can make though really.
Specific points:
1: I would increase the HPs of the Herald of Winter from 100 to 124 (about 80% of expected), I don't think you will have any grind issues with all your PCs having maximum attack bonus.
2: Freeze Breath - needs to be clearer
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Freeze Breath (Immediate Reaction, when damaged by ranged attack, recharge 5, 6) Close Burst 5
+6 vs. Fort; 1d6+3 cold damage, target takes ongoing 5 cold damage (save ends)
Freeze Breath (immediate reaction, recharge ) - cold, when damaged by a ranged attack
When damaged by a ranged attack Herald may make the following attack
against its aggressor; range 5; does not provoke opportunity attacks;
attack + 6 vs. Fortitude; 1d6+3 cold damage; on hit target takes 5
ongoing cold damage (save ends)
3: Crimson Caltrops - I still feel that 2 damage is fairer than 5 because it is each square that they move into and the area is difficult terrain. So melee characters are paying a 2 HP tax every round to attack the creature, (assuming the creature keeps shifting one square back).
4: Rod of Furious Ice - see general note 2. I think you might be able to get away with 5 ongoing damage.
5: Evil Eye - needs to be clearer.
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Evil Eye: (Minor, AW) Clsoe Burst 10
+6 vs. Will; 1d6+3 necrotic damage, and target receives -2 to all defenses until end of Gaze's next turn.
Evil Eye (minor, at will) - necrotic
Burst 10; 1 creature inside burst; attack +6 vs. Will; 1d6+3 necrotic
damage; on hit target takes a -2 penalty to all defences until the end of
Gaze's next turn
6: Frigid Grasp - needs to be clearer.
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Frigid Grasp (Standard, E) Range 10
+6 vs. Will; 1d10+3 cold damage. Target is slid 5 squares to ally; ally can make a basic attack with a +2.
Frigid Grasp (standard, encounter) - cold
Range 10; attack +6 vs. Will; 1d10+3 cold damage; on hit slide target up to 5 squares, if the target ends this slide adjacent to at least one ally then one of its allies makes a basic attack against the target (Gaze's choice).
7: Chilling Aura - I would stick with 3 damage and drop the aura to 1 square. Or because you are not using a lot of them keep the Aura 2 and drop the damage to 2.
8: Ice Reaper - Yeah, I wasn't thinking enough, it shouldn't apply to aura damage. But there is just enough ambiguity that someone could make that mistake. As this is for use against level 1 PCs I would specify that the bonus damage is only with its Frozen Flail attack.
As an aside: against level 7 PCs I used some level 5 minions once that exploded on death for burst 1 1d6+4 damage (+daze) and level 5 skirmishers burst 2 1d6+4 damage (+daze) - these are still talked about by group now at level 20 as being horribly overpowered!
Anyway I think this will give you an idea of where I rate the balance of these creatures for your specific use. i.e. Fine - go get'em.
And yes, I'll be clearer next time. It's one of those "You forget to put it in there because you know how you are going to use it".
Yes, I am sometimes guilty of this myself when creating monsters for my own use.
I always try to be a lot clearer when posting something, to remove any ambiguity.
By the way I havn't said how much I like the concept of frozen creatures thawed by winter spirits. Its a good'un.
My PCs recently teleported into the ruined "Temple of Blasphamous Death" where in ancient history the Raven Queen killed the then God of Winter and took her power. The temple was exiled to the shadowfell after the fact. Not that they knew that when they arrived and had to deal with the spirits that eternally linger there.... They are now bravely venturing into the edge of Orcus's realm through the "Canyons of Desolation" to find out what he's been up to in the "Canyon of Bones". <insert complicated and ambiguous plot>
These look pretty cool, though I'd reduce the Evil Eye to minor 1/round. Also, i'd increase the solo's hit points some. Freeze breath looks fine to me; but these guys might be just a little complicated due to their number of options.
Oh yeah- I agree that you should specify that Ice Reaver only applies to melee attacks, not the aura (or, imho, the burst power).
The PCs pretty much tore the hell out of all the encounters. They stomped the first two. Namely because they focus fired.
The Solo wasn't ever in a real good position to use his powers except with one good Wave of Ice. He managed to bring the Assassin to -2 HP, but everyone else was fairly OK.
Partly because the players just KEPT ROLLING CRITS. At least 3 crits per encounter.
Only a single archer managed to hit with his encounter, also.
Partly because the players just KEPT ROLLING CRITS. At least 3 crits per encounter.
Those pesky do gooder PCs with their massive damage!
Last session the cleric in my party critted 3 creatures with the same attack, then critted against one of the same creatures the next turn.
The group (level 20) in the next encouner managed to completely embarass a level 24 elite Fomorion. The poor creature was stunned, knocked prone, dazed and weakened, then weakened (taking a few crits on the way). The Fomorion only got to make 3 attacks (and that included using its action point).
Ah well, thems the breaks. It isn't easy being a monster.
Quote:
Originally Posted by Rechan
Only a single archer managed to hit with his encounter, also.
Good old encounter powers, you give them a good name and make them dangerous. Then you describe the attack showing off your clever name and inspiring a moment of dread in your players....then it misses by a long way, making the creature look like a fool.
I usually end up feeling sorry for any monster that inadvertantly crosses paths with my PCs. And BBEG's really never understand where it all went wrong for them.......