wlmartin
Explorer
I have an idea for a boss character.
lvl 3 group, and he is a solo
He is a brute that is drawing power from 8 sources of energy.
The group can disable these 8 sources using skill checks during the combat.
I have not statted up the monster yet but he will be able to do the following
1 : Any time he is hit for damage, he rolls a Saving Throw for every one of this 8 sources of energy still in operation. If he succeeds then either
> If it is an atwill, he saves for 0 dmg
> If it is an Encounter or Daily, he saves for 1/2 dmg
2 : Any time he is hurt, on his turn, he can sacrifice one of his 8 sources of energy (depleting it permanently) to spend a healing surge as a minor action. (essentially healing 1/4 his HP)
3 : He has a rechargeable power that allows him to channel all of his sources of energy. Its a special attack that does 1d4 damage for every power source he still has to every enemy in the room or he can do 1d6 damage for every power source he has to one enemy in the room.
NOTE : If he uses this power, he can not benefit from the healing surge or save ability of his sources of energy until the start of his next turn.
This power above is recharge 5,6
My guess is that whilst this monster would appear quite powerful, the group will eventually realize that the sources of energy are keeping him going and seek to disable them and when they do (although one or two of them will have to hold off the monster no doubt) they will find it much easier to hurt him.
When all sources of power are depleted, he will drop but should he drop whilst he has at least 1 power source active, whenever he drops to 0hp, he is considered to automaticaly spend a healing surge (1/4 hp) even if his has used his sources of energy power attack mentioned above.
... Now I am not sure how to balance him out well enough but think that the variables I could tweak would be
a) How many power sources he has
b) the dice his power source rechargeable power does different dice damage or is limited to a certain range perhaps
Does anyone have any ideas on the concept above?
I think he would work, he would be very powerful at the start but that would encourage the players to start attacking the sources of power to weaken him.
Am i missing anything with the above monster?
Do you think he is playable.. I dont mind the complicated aspect of his powers, I can get with that but I wouldnt want him to be too under or overpowered.
Would he work for a level 3 encounter and if not what changes would need to be made to balance him out?
lvl 3 group, and he is a solo
He is a brute that is drawing power from 8 sources of energy.
The group can disable these 8 sources using skill checks during the combat.
I have not statted up the monster yet but he will be able to do the following
1 : Any time he is hit for damage, he rolls a Saving Throw for every one of this 8 sources of energy still in operation. If he succeeds then either
> If it is an atwill, he saves for 0 dmg
> If it is an Encounter or Daily, he saves for 1/2 dmg
2 : Any time he is hurt, on his turn, he can sacrifice one of his 8 sources of energy (depleting it permanently) to spend a healing surge as a minor action. (essentially healing 1/4 his HP)
3 : He has a rechargeable power that allows him to channel all of his sources of energy. Its a special attack that does 1d4 damage for every power source he still has to every enemy in the room or he can do 1d6 damage for every power source he has to one enemy in the room.
NOTE : If he uses this power, he can not benefit from the healing surge or save ability of his sources of energy until the start of his next turn.
This power above is recharge 5,6
My guess is that whilst this monster would appear quite powerful, the group will eventually realize that the sources of energy are keeping him going and seek to disable them and when they do (although one or two of them will have to hold off the monster no doubt) they will find it much easier to hurt him.
When all sources of power are depleted, he will drop but should he drop whilst he has at least 1 power source active, whenever he drops to 0hp, he is considered to automaticaly spend a healing surge (1/4 hp) even if his has used his sources of energy power attack mentioned above.
... Now I am not sure how to balance him out well enough but think that the variables I could tweak would be
a) How many power sources he has
b) the dice his power source rechargeable power does different dice damage or is limited to a certain range perhaps
Does anyone have any ideas on the concept above?
I think he would work, he would be very powerful at the start but that would encourage the players to start attacking the sources of power to weaken him.
Am i missing anything with the above monster?
Do you think he is playable.. I dont mind the complicated aspect of his powers, I can get with that but I wouldnt want him to be too under or overpowered.
Would he work for a level 3 encounter and if not what changes would need to be made to balance him out?