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4E Devils
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<blockquote data-quote="Skyscraper" data-source="post: 4392089" data-attributes="member: 48518"><p>I really like your two options there. Having different contracts with different names is cool and really adds a unique flavor to the devil. I'm unsure if this was your idea at this point, but i'd have all the powers remain distinct and make them encounter powers (as opposed to writing them down under the same rechargeable power). That way, the PCs will taste all of them <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Also, one advantage of having three different powers is that you don't need to balance them out relative to one another. I.e. it doesn't matter if Contract of Treachery is stronger than Contract of Submission.</p><p></p><p>With three different powers, i'd suggest:</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Contract of Treachery </strong>(standard, encounter) <> charm, necrotic, psychic</p><p>Close burst 6; +12 vs Will; one target in burst chooses: devil shifts target one square and target makes an immediate basic attack against an ally with +2d8 necrotic bonus to damage, or target takes 4d8+5 psychic damage.</p><p></p><p>The one-square shift makes this power more usable by the devil since it doesn't require two adjacent PCs to use against, they can be one square apart.</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Contract of Submission </strong>(standard, encounter) <> charm, psychic</p><p>Close burst 6; +12 vs Will; one target in burst chooses: target drops prone and drops all wielded weapons and implements or takes 2d10+5 psychic damage.</p><p></p><p>With Contract of Treachery being a higher damage output power, i'd lower the damage output from Contract of Submission (and the third one, see below). In my mind, taking 3d8+5 and even 2d8+5 damage is more important than dropping prone (remember you can get up from prone as a move action and still attack on your round) unless there are many enemies around you and you'll provoke attacks of opportunity. Still, dropping prone may yield OAs, so yes 2d8+5 might be good. </p><p></p><p>The last contract could be a power such as:</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Contract of Cowardice </strong>(standard, encounter) <> charm, psychic</p><p>Close burst 6; +12 vs Will; one target in burst chooses: devil pushes target 6 squares and target is slowed (save ends), or target takes 3d8+5 psychic damage.</p><p></p><p>I'm unsure about the distance of the push here. I put 6 squares tentatively. I think it should be such that the usual speed of a melee combattant PC could not allow him to move back and use a melee attack power on his turn, considering the slow effect. The slow effect is there to have the contract linger for a while: you the PC still feels like fleeing and isn't so quick to move where he should <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I really like about all three of those powers is that the nature of the pacts that are proposed are going to nudge at the players' pride. Take damage or yield before what is asked of them by the devil with the associated humiliation? It really makes for a fun dynamic.</p><p></p><p>You'll note that i suggest making all three powers close bursts instead of ranged attacks. For one thing, I don't see them as ranged attacks really, for me a ranged attack is a bolt or an arrow being shot. Also, the only melee attack that the devil has is his pen attack, which is not very strong. If he is based by a few opponents, he won't be able to use any of his better powers without provoking attacks of opporunity, so i found it useful to have these powers be usable in melee.</p><p></p><p>Instead of encounter powers, all three contract powers could also be recharge <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" /> powers, but considering he has three i think encounter is good.</p><p></p><p>Concerning the pen attack, why is it that it makes the creature dazed? I think i'd have the pen attack deal damage, period. Also, with one contract and the Corrupt Sould attack both having ongoing effects, i'd cut down on ongoing effects. Perhaps the damage of the pen could be increased to 1d8+4 damage. It is a basic attack that would be used only as a last resort anyway after the encounter powers are used up and the better ranged attack is not available.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 4392089, member: 48518"] I really like your two options there. Having different contracts with different names is cool and really adds a unique flavor to the devil. I'm unsure if this was your idea at this point, but i'd have all the powers remain distinct and make them encounter powers (as opposed to writing them down under the same rechargeable power). That way, the PCs will taste all of them :). Also, one advantage of having three different powers is that you don't need to balance them out relative to one another. I.e. it doesn't matter if Contract of Treachery is stronger than Contract of Submission. With three different powers, i'd suggest: [B]:close: Contract of Treachery [/B](standard, encounter) <> charm, necrotic, psychic Close burst 6; +12 vs Will; one target in burst chooses: devil shifts target one square and target makes an immediate basic attack against an ally with +2d8 necrotic bonus to damage, or target takes 4d8+5 psychic damage. The one-square shift makes this power more usable by the devil since it doesn't require two adjacent PCs to use against, they can be one square apart. [B]:close: Contract of Submission [/B](standard, encounter) <> charm, psychic Close burst 6; +12 vs Will; one target in burst chooses: target drops prone and drops all wielded weapons and implements or takes 2d10+5 psychic damage. With Contract of Treachery being a higher damage output power, i'd lower the damage output from Contract of Submission (and the third one, see below). In my mind, taking 3d8+5 and even 2d8+5 damage is more important than dropping prone (remember you can get up from prone as a move action and still attack on your round) unless there are many enemies around you and you'll provoke attacks of opportunity. Still, dropping prone may yield OAs, so yes 2d8+5 might be good. The last contract could be a power such as: [B]:close: Contract of Cowardice [/B](standard, encounter) <> charm, psychic Close burst 6; +12 vs Will; one target in burst chooses: devil pushes target 6 squares and target is slowed (save ends), or target takes 3d8+5 psychic damage. I'm unsure about the distance of the push here. I put 6 squares tentatively. I think it should be such that the usual speed of a melee combattant PC could not allow him to move back and use a melee attack power on his turn, considering the slow effect. The slow effect is there to have the contract linger for a while: you the PC still feels like fleeing and isn't so quick to move where he should :) What I really like about all three of those powers is that the nature of the pacts that are proposed are going to nudge at the players' pride. Take damage or yield before what is asked of them by the devil with the associated humiliation? It really makes for a fun dynamic. You'll note that i suggest making all three powers close bursts instead of ranged attacks. For one thing, I don't see them as ranged attacks really, for me a ranged attack is a bolt or an arrow being shot. Also, the only melee attack that the devil has is his pen attack, which is not very strong. If he is based by a few opponents, he won't be able to use any of his better powers without provoking attacks of opporunity, so i found it useful to have these powers be usable in melee. Instead of encounter powers, all three contract powers could also be recharge :6: powers, but considering he has three i think encounter is good. Concerning the pen attack, why is it that it makes the creature dazed? I think i'd have the pen attack deal damage, period. Also, with one contract and the Corrupt Sould attack both having ongoing effects, i'd cut down on ongoing effects. Perhaps the damage of the pen could be increased to 1d8+4 damage. It is a basic attack that would be used only as a last resort anyway after the encounter powers are used up and the better ranged attack is not available. Sky [/QUOTE]
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