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A couple beasties need the EnWorld stamp of approval

DeathGaze

First Post
Presented for your approval or critique. Thanks in advance for any input you give!

First up, the most powerful sorcerer in Sharn, a member of the Aurum's Platinum Concord and also a member of the illustrious Shadow Council: Let's give it up for Kalphan Riak -

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Design notes: A fairly standard rip of an 11th level sorc, leveled down to challenge the party. Rolled a few of the feats and such in to various powers for a bit of extra punch. I know it's against protocol to increase a Solo's AC when it's bloodied. However, I figure since this guy is probably going to be the last one up and he's artillery that he could use the extra boost. Also, sorcs get a similar ability at level 11, so I didn't see the harm in it. In addition to the standard array of powers, this guy gets an extra standard action when he's bloodied as per the guidance in DMG1 and 2. He can also use his Arcing Fire power twice in a turn normally, giving him a nice healthy damage boost when he's bloodied. On top of that, so he doesn't get ganged up on too bad, he has a Blazing Starburst that blinds anyone nearby and does a token amount of damage so that he can get away to continue spamming Arcing Fire. So that he can't easily get penned in by zone or wall attacks (like Stinking Cloud), I pulled the Devour Magic ability from the sorcs hat and made it a minor recharges when bloodied.

Next up, one I'm especially proud of: The Cannith Gadgeteer -

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Design notes: This was a fun one to make. I started with a standard issue level 10 artificer and repurposed it to be a "mad inventor" style monster. I subtracted a quarter of the normal hit points from a standard level 10 elite's and gave it to the automaton and it utilizes the same rules as a summoned creature (this was inspired by an artificer power). The Noxious Grenades are close to the same ones as found in the Eberron Player's Guide with a slight extra damage kick to make it seem dangerous and a penalty to defenses instead of attack. I fixed up the automaton so that it's immune to the grenade damage and effects. I then tossed in a Curative Admixture from the artificer to round out the package and give the beastie a little bit of leadership ability. Instead of a normal high-damage daily, I gave the automaton the ability to self-destruct and cause a nice big scary looking burst.

Please let me know what you guys think. :)
 

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Mesh Hong

First Post
Kalphan Riak
I like him, and I can’t fault your stated design decisions.

Status Defence
I am slightly concerned he has no form of status effect defence or resistance. But I will give my ideas for that in my response to other powers. I assume that stun lock is not a problem with your group as if it was I assume you would have thought about it.

Energetic Action
Personally I don’t think this is appropriate for a level 10 solo, a +7 to attack rolls is overkill in the extreme, especially for an artillery that has an inherent +1/+2 to ranged attacks anyway.

I think I would consider changing this power to a +2 bonus and allow him to make an unmodified saving throw against all conditions he is subject to. It might also be interesting to link a teleport to this power.

Example:

Arcane Surge – trait
When Kalphan Riak spends an action point he makes an unmodified saving
throw against all ongoing effects he is subject to (including effects that
normally would not allow a saving throw), may teleport 6 squares and
gains a +2 bonus to hit with arcane powers until the end of his turn

Blazing Starburst
I am confused by the aftereffect of this power and I suspect it is using the wrong terminology, otherwise it is really weird.

Effect: Affected enemies are blinded (save ends) and pushed 1 square, aftereffect Kalphan may shift 2 squares

My assumption is that Kalphan uses the power then “hit or miss Kalphan may shift 2 squares”. As written the targets are blinded (save ends) and when each blind enemy makes their save Kalphan can shift 2 squares as an immediate free action (out of turn).


Cannith Gadgeteer
I like the concept, I want to love the creature but at the moment I don’t. I think the problem with this one comes from designing it as an NPC rather than a monster. PC powers are fine for getting inspiration from but monsters are generally designed with a different set of standards.

I would design this as an elite and one or more summoned creatures, as such the summoned creatures would have their own stat blocks and act independently. My reasons for doing this are to keep the relevant information (stat blocks) in an easy to read form while making them distinct and separate.

Monsters are not straight jacketed by the same balance rules as PCs so my advice is to not worry too much about the “economy of actions” just keep half an eye on it as you develop the gadgeteer as a whole.

Another thing I personally don’t care for is any reference to healing surges in monster design. I like to keep things simple and when I use creatures that can heal they usually heal a set amount, this keeps things running smoothly mid combat.

Well that’s a whole lot of my opinion (please feel free to ignore it!).

Because I want to love the Gadgeteer here is an example of how I might build him.

Cannith Gadgeteer Level 10 Elite Controller (Leader)
Medium Natural Humanoid (dwarf) XP 1,000

Initiative +7 Senses Perception +9, lowlight vision
HP 200; Bloodied 100
AC 24; Fortitude 21, Reflex 20, Will 22
Resist 5 acid
Saving Throws +2, +5 vs. poison
Speed 5

Dwarven Stability trait
Gadgeteer reduces all push, pull and slide effects it is subject to be 1 and
may make a saving throw to remain standing if knocked prone

:bmelee: Sword Jab (Standard; at-will)
Attack +13 vs. AC; 2d6+9 damage

:ranged: Crossbow Volley (Standard; at-will) poison
2 attacks; range 15/30; attack +15 vs. AC; 1d12+9 damage; on hit target
is slowed and takes 5 ongoing poison damage (save ends)

:close: Full Load Burst (Standard; encounter)
Close blast 5; enemies only; attack +13 vs. Reflex; 2d6+6 damage; on hit
target is knocked prone; on miss target takes half damage

:close: Deploy Clockwork Automaton (Standard; 2x encounter)
Gadgeteer deploys either Hammatron or Autobolt in any free square within
burst 3 (see separate stat blocks); each automaton may be deployed
once

:area: Noxious Grenade (Standard; at-will) poison, zone
Area burst 1 within 10 squares; attack +13 vs. Fortitude; 1d10+6 poison
damage; hit or miss creates a zone that lasts until the end of Gageteers
next turn; all creatures inside the zone take a -2 penalty to all defences

:area: Alchemical Glue Grenade (Standard; encounter) acid, zone
Area burst 2 within 15; attack +13 vs. Reflex; 2d6+6 acid damage; on hit
target is immobilised (save ends); hit or miss creates a zone that lasts
until the end of the encounter that is considered difficult terrain, all
creatures entering or starting their turn inside the zone take 5 acid
damage, all creatures ending their turn inside the zone are slowed (save
ends)

Command Automaton (Minor; recharge :5::6:)
1 Automaton with 10 squares takes a move action or makes a basic attack

Curative Admixture (Minor; encounter) healing
Gadgeteer or 1 target ally within 5 squares regains 25 HPs

Alignment Unaligned Languages common, dwarven
Skills Arcana +15, Dungeoneering +14, Streetwise +9, Thievery +12
Str 12 (+6) Dex 14 (+7) Wis 18 (+9)
Con 16 (+8) Int 20 (+10) Cha 8 (+4)
Equipment control rod, shortsword, repeating crossbow, leather armour,
ring of acid resistance (5)

----

Hammatron Level 8 Brute
Medium Natural Animate (construct) XP 0 (see Gadgeteer)

Initiative 7 Senses Perception +0, darkvision
HP 100; Bloodied 50; see Danger Danger! and Self Destruct
AC 20; Fortitude 21, Reflex 18, Will 20
Immune disease, poison;
Resist 5 acid; Vulnerable 5 force, 5 thunder, 5 lightning
Speed 5

Automaton trait
Hammatron acts on initiative 7 and only takes 1 action a turn, either a
move or standard action

:bmelee: Hammer Strike (Standard; at-will)
Attack +13 vs. AC; 2d8+7 damage; on hit target is pushed 3 squares

:close: Danger Danger! (Free; encounter) triggered action
When first bloodied Hammatron makes the follwoing attack; burst 1;
attack +12 vs. AC; 2d6+5 damage; on hit target is knocked prone

:close: Self Destruct (Free; encounter) triggered action
When reduced to 0 HPs Hammatron explodes making the following attack;
burst 2; attack +11 vs. Reflex; 2d8+9 fire damage

Alignment Unaligned Languages basic common
Skills Athletics +14, Endurance +11
Str 20 (+9) Dex 10 (+4) Wis 3 (+0)
Con 14 (+6) Int 3 (+0) Cha 3 (+0)

----

Autobolt Level 8 Artillery
Medium Natural Animate (construct) XP 0 (see Gadgeteer)

Initiative 5 Senses Perception +7, darkvision
HP 68; Bloodied 34; see Danger Danger! and Self Destruct
AC 20; Fortitude 18, Reflex 20, Will 20
Immune disease, poison;
Resist 5 acid; Vulnerable 5 force, 5 thunder, 5 lightning
Speed 4

Automaton trait
Autobolt acts on initiative 5 and only takes 1 action a turn, either a move
or standard action

:ranged: Pinning Bolt (Standard; at-will)
Range 15/30; targets closest enemy; attack +15 vs. AC; 2d6+7 damage;
on hit target is immobilised (save ends)

:close: Danger Danger! (Free; encounter) triggered action
When first bloodied Autbolt makes the following attack; close blast 5;
enemies only, closest enemy must be inside blast); attack +14 vs. AC;
2d6+5 damage; on hit target is pushed 3 squares

:close: Self Destruct (Free; encounter) triggered action
When reduced to 0 HPs Autobolt explodes making the following attack;
burst 2; attack +12 vs. Reflex; 2d8+9 fire damage

Alignment Unaligned Languages basic common
Skills Endurance +11
Str 10 (+4) Dex 20 (+9) Wis 6 (+2)
Con 14 (+6) Int 3 (+0) Cha 3 (+0)


Well I might have got a bit carried away, but I hope these give you some ideas.
 

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