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General Tabletop Discussion
*Pathfinder & Starfinder
Critique/evaluate a custom boss monster?
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<blockquote data-quote="TKDB" data-source="post: 5900779" data-attributes="member: 6690697"><p>Not forgot so much as deliberately left out for my own notes. Since this is still a work-in-progress, I deliberately kept it to just the HD themselves, saving the actual calculation of HP for the end. Though I probably should've thought to include that for the purposes of this post.</p><p></p><p>For reference, the average HP values (which I'll probably use rather than actually rolling HP to ensure that the math of the half-damage link works out) are 66 hp for Fleur and 44 hp for the swarm.</p><p></p><p></p><p>You misinterpreted the phrasing there. As long as there is only 1 swarm, it can be controlled as a swift action. If there are multiple swarms, controlling any number of them takes a move action.</p><p></p><p></p><p>Fair point. To be honest, I think this might be a holdover from an earlier draft of the creature before I came up with the idea of adding more swarms to make the swarm bigger.</p><p>Not sure what you mean about "have control in how they line up". Unless I misworded something, that should be how it already works -- Fleur has full control over the movement of the swarms, and swarms are fully shapeable by default.</p><p></p><p></p><p>To be honest, I was deliberately aiming a bit on the conservative side, because I know that swarms tend to be kind of tricky to fight due to their immunities and such. Especially since I don't anticipate the players being able to prepare specifically for a swarm, because I don't intend to have Fleur use the swarm-summoning ability except against the PCs.</p><p>But based on past experiences, I do know I have a tendency to underestimate PCs (no matter which side of the DM screen I'm on); while I've been trying to fix that, I guess I still have a ways to go.</p><p></p><p>The Fort-targeting area effects in particular didn't even cross my mind, and could definitely be an issue if the PCs use them (though I can't know for sure yet if they will or not). The 50% chance to ignore damage from corporeal sources would help, but I'll probably need more than that.</p><p></p><p>Removing the need for Fleur to be within the area of the swarm to maintain it would help, but it doesn't quite fit with the flavor I have in mind. I suppose if I let her leave but be at least adjacent that would open up the possibility of hiding in the ground, which would stop most area attacks.</p><p></p><p>I had also originally considered adding an ability making the usual 50% incorporeal miss chance reduced to 25%, under the rationale that Fleur is even more detached from the material world than most incorporeal creatures (simultaneously also explaining the lack of a touch attack).</p><p></p><p>Another thing I might do is change the sympathetic damage link with the swarms to simply being a flat chunk of damage whenever a swarm is destroyed rather than a matter of transferring damage directly from the swarm to Fleur. That seems like it would help with the problem of Fleur falling to area damage meant for the swarms, since she isn't effectively taking 1.75x damage from them. It would also generally just make the fight a bit easier to predict overall.</p><p></p><p>Just brainstorming. I'll also probably boost both Fleur and the swarms in other ways -- adding HD, beefing up the SLA list, maybe boosting the DCs for the swarm's distraction and daze effects. Any of these sound like good ideas?</p></blockquote><p></p>
[QUOTE="TKDB, post: 5900779, member: 6690697"] Not forgot so much as deliberately left out for my own notes. Since this is still a work-in-progress, I deliberately kept it to just the HD themselves, saving the actual calculation of HP for the end. Though I probably should've thought to include that for the purposes of this post. For reference, the average HP values (which I'll probably use rather than actually rolling HP to ensure that the math of the half-damage link works out) are 66 hp for Fleur and 44 hp for the swarm. You misinterpreted the phrasing there. As long as there is only 1 swarm, it can be controlled as a swift action. If there are multiple swarms, controlling any number of them takes a move action. Fair point. To be honest, I think this might be a holdover from an earlier draft of the creature before I came up with the idea of adding more swarms to make the swarm bigger. Not sure what you mean about "have control in how they line up". Unless I misworded something, that should be how it already works -- Fleur has full control over the movement of the swarms, and swarms are fully shapeable by default. To be honest, I was deliberately aiming a bit on the conservative side, because I know that swarms tend to be kind of tricky to fight due to their immunities and such. Especially since I don't anticipate the players being able to prepare specifically for a swarm, because I don't intend to have Fleur use the swarm-summoning ability except against the PCs. But based on past experiences, I do know I have a tendency to underestimate PCs (no matter which side of the DM screen I'm on); while I've been trying to fix that, I guess I still have a ways to go. The Fort-targeting area effects in particular didn't even cross my mind, and could definitely be an issue if the PCs use them (though I can't know for sure yet if they will or not). The 50% chance to ignore damage from corporeal sources would help, but I'll probably need more than that. Removing the need for Fleur to be within the area of the swarm to maintain it would help, but it doesn't quite fit with the flavor I have in mind. I suppose if I let her leave but be at least adjacent that would open up the possibility of hiding in the ground, which would stop most area attacks. I had also originally considered adding an ability making the usual 50% incorporeal miss chance reduced to 25%, under the rationale that Fleur is even more detached from the material world than most incorporeal creatures (simultaneously also explaining the lack of a touch attack). Another thing I might do is change the sympathetic damage link with the swarms to simply being a flat chunk of damage whenever a swarm is destroyed rather than a matter of transferring damage directly from the swarm to Fleur. That seems like it would help with the problem of Fleur falling to area damage meant for the swarms, since she isn't effectively taking 1.75x damage from them. It would also generally just make the fight a bit easier to predict overall. Just brainstorming. I'll also probably boost both Fleur and the swarms in other ways -- adding HD, beefing up the SLA list, maybe boosting the DCs for the swarm's distraction and daze effects. Any of these sound like good ideas? [/QUOTE]
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