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 -
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 -
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.
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 -
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 -
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.