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<blockquote data-quote="wlmartin" data-source="post: 5662033" data-attributes="member: 6679380"><p>I don't like this... Something screams overpowerful here and if the monster breaks the characters, I think this will be the reason. </p><p></p><p>Also remember you are giving him 2 turns not 2 attacks.</p><p>That is 2 turns, 2 minors, 2 standards and 2 saving throws</p><p></p><p>However if it works, very well done because it does sound cool</p><p></p><p></p><p></p><p>The Ongoing 20 Poison just seems harsh. Unless your characters have massive Poison resistance and this is a way to counter some of that, it is too powerful.</p><p></p><p></p><p></p><p>Again the Ongoing 10 Poison as an At Will... I get that he poisons a lot but unless your characters have nice saving throw bonuses or poison resistance, it seems overkill</p><p></p><p></p><p></p><p>Now it is getting a bit silly... As an at will he can make 3 attacks with each one of them doing Ongoing 10 damage? - I do like this but as some kind of Encounter, Recharge or bloodied interupt</p><p></p><p> Don't make Tumble an at will - Shifting 4 squares (which is 20 feet) seems a bit much. Make it a recharge at least</p><p></p><p>Not to mention that since you have given him 2 turns, depending on his initiative roll (being 1 after the other) he could shift 4 times, 4 squares per time... that is 16 squares (80 feet)... who is he, the flash??</p><p></p><p> Avoid giving Monsters Minor Attack powers unless there is a reason for it... (ie they dont have enough attacks)</p><p></p><p>This guy already has 2 turns to act on (which aside from Monsters with more than one head, you just dont see) so now you are giving him 4 attacks per turn... for a 10th lvl boss that is just too powerful</p><p></p><p> Now I like this one, it sounds really creative</p><p></p><p>I am unsure if it will play well but it would give any honorable character a reason to pause.. I am unsure if there are enough failed conditions in there but I would imagine the party guests wont be in the fray that much (hiding out of sight) so it shouldnt come up that often</p><p></p><p></p><p></p><p>Giving him 3 interrupts seems awfully powerful again.</p><p></p><p></p><p></p><p>I think the problem you face with this build is that the add-on powers you have given him (acting twice per turn, getting a minor attack on his turn that also slows, getting 3 interupts, getting to shift 4 squares as an at will move action) just puts his level way outside what it should be.</p><p></p><p>In creating this character you must first make a Standard (non solo) version of it... then compare that to how other skirmishers of its type look (or even a PC of similar role)... then when you are happy the powers seem balanced, bump it upto to Solo by adding the extra HP, Action Points, Defenses and then think about giving it the ability to hit more than once in a turn to make up for it being on its own.</p><p></p><p>The result I think is that you would have a Solo that could attack twice (be it as 2 at will attacks or as you suggest that he gets 2 turns) and can use one of his encounters as an at will.</p><p></p><p>The only way this character comes close to working is if your Party is sooooooo powerful that they need this challenge, otherwise whilst it isnt a TPK waiting to happen, it will leave the players wondering what you smoked when you wrote the monster up.</p></blockquote><p></p>
[QUOTE="wlmartin, post: 5662033, member: 6679380"] I don't like this... Something screams overpowerful here and if the monster breaks the characters, I think this will be the reason. Also remember you are giving him 2 turns not 2 attacks. That is 2 turns, 2 minors, 2 standards and 2 saving throws However if it works, very well done because it does sound cool The Ongoing 20 Poison just seems harsh. Unless your characters have massive Poison resistance and this is a way to counter some of that, it is too powerful. Again the Ongoing 10 Poison as an At Will... I get that he poisons a lot but unless your characters have nice saving throw bonuses or poison resistance, it seems overkill Now it is getting a bit silly... As an at will he can make 3 attacks with each one of them doing Ongoing 10 damage? - I do like this but as some kind of Encounter, Recharge or bloodied interupt Don't make Tumble an at will - Shifting 4 squares (which is 20 feet) seems a bit much. Make it a recharge at least Not to mention that since you have given him 2 turns, depending on his initiative roll (being 1 after the other) he could shift 4 times, 4 squares per time... that is 16 squares (80 feet)... who is he, the flash?? Avoid giving Monsters Minor Attack powers unless there is a reason for it... (ie they dont have enough attacks) This guy already has 2 turns to act on (which aside from Monsters with more than one head, you just dont see) so now you are giving him 4 attacks per turn... for a 10th lvl boss that is just too powerful Now I like this one, it sounds really creative I am unsure if it will play well but it would give any honorable character a reason to pause.. I am unsure if there are enough failed conditions in there but I would imagine the party guests wont be in the fray that much (hiding out of sight) so it shouldnt come up that often Giving him 3 interrupts seems awfully powerful again. I think the problem you face with this build is that the add-on powers you have given him (acting twice per turn, getting a minor attack on his turn that also slows, getting 3 interupts, getting to shift 4 squares as an at will move action) just puts his level way outside what it should be. In creating this character you must first make a Standard (non solo) version of it... then compare that to how other skirmishers of its type look (or even a PC of similar role)... then when you are happy the powers seem balanced, bump it upto to Solo by adding the extra HP, Action Points, Defenses and then think about giving it the ability to hit more than once in a turn to make up for it being on its own. The result I think is that you would have a Solo that could attack twice (be it as 2 at will attacks or as you suggest that he gets 2 turns) and can use one of his encounters as an at will. The only way this character comes close to working is if your Party is sooooooo powerful that they need this challenge, otherwise whilst it isnt a TPK waiting to happen, it will leave the players wondering what you smoked when you wrote the monster up. [/QUOTE]
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