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Am I going to TPK
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<blockquote data-quote="bganon" data-source="post: 4148287" data-attributes="member: 60886"><p>I agree that the Necro looks a little weak. Ray of Pain is neat, why not make it at-will and replace the magic missile with it, and then give the Necro an area attack or two? One for raw damage and another for status effects?</p><p></p><p>On the other hand, the Colossus looks nasty, especially with Stomp. The fighter and paladin pregens have Reflex 13 and 14, so the Colossus can knock them down almost without fail and follow up with a Double Attack at +2, because of combat advantage. And then use an action point to for another Huge Sword attack. If they all hit (and the chance of this happening isn't tiny) that's an average of 49 points of damage in one round. If you're a really nasty DM, you have the Colossus attack the Cleric first and quite possibly cripple the party in a single round.</p><p></p><p>I'd tone down Stomp a bit. Some combination of: reduce the attack bonus, change to just "knocks prone", and/or eliminate the "until end of Colossus' next turn". Or just make sure you give the defender PCs AC/defense boosting items.</p></blockquote><p></p>
[QUOTE="bganon, post: 4148287, member: 60886"] I agree that the Necro looks a little weak. Ray of Pain is neat, why not make it at-will and replace the magic missile with it, and then give the Necro an area attack or two? One for raw damage and another for status effects? On the other hand, the Colossus looks nasty, especially with Stomp. The fighter and paladin pregens have Reflex 13 and 14, so the Colossus can knock them down almost without fail and follow up with a Double Attack at +2, because of combat advantage. And then use an action point to for another Huge Sword attack. If they all hit (and the chance of this happening isn't tiny) that's an average of 49 points of damage in one round. If you're a really nasty DM, you have the Colossus attack the Cleric first and quite possibly cripple the party in a single round. I'd tone down Stomp a bit. Some combination of: reduce the attack bonus, change to just "knocks prone", and/or eliminate the "until end of Colossus' next turn". Or just make sure you give the defender PCs AC/defense boosting items. [/QUOTE]
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