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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Critique/evaluate a custom boss monster?
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<blockquote data-quote="TKDB" data-source="post: 5907798" data-attributes="member: 6690697"><p>So, I've drafted up improved statblocks for Fleur and her swarms. Let me know what you think!</p><p></p><p>I added a few hit dice to boost her saves a little bit, and also tweaked her stats, boosting her Cha to make the SLAs a little bit more effective and dropping her Wis. The main reason I had her Wis high in the first place was to pad out her Will save, but really I don't envision her as a very "wise" sort of character -- she's really quite naive and childish (much like her master). But since I added some hit dice, she gets another feat, so I gave her Force of Personality to boost the Will save. That gives me the wiggle room to drop her Wis down to represent her naivete. So she's naive, but stubborn.</p><p>I added a few new SLAs: Plant Growth for a thematically appropriate form of battlefield control, Blood Creepers (PH2) as a minor damage source and form of spot control, and Waves of Fatigue (which I'll fluff as a wafting floral fragrance that saps away strength) for debuffing.</p><p>I also tweaked the way she interacts with petal swarms: First, she can control any number of swarms as a free action. Second, she no longer needs to be within the swarm to maintain it -- one of the wild magic effects I'm planning on using involves teleporting all creatures in a given radius a random distance in a random direction, which could make for a rather anticlimactic end to the fight if Fleur took damage simply for leaving the area of the swarm. And speaking of damage, the sympathetic damage link is now simply a flat 1/4 of Fleur's HP total. Kill four swarms, kill Fleur.</p><p></p><p>And speaking of swarms...</p><p></p><p></p><p>I added a few more hit dice and points of Con to boost the swarm damage, the DCs of the abilities, and the general survivability of the swarm, and also added Ability Focus and Lightning Reflexes as bonus feats. I also removed the vulnerability to fire and replaced it with regeneration overcome by fire and cold, taking inspiration from the Dread Blossom Swarm in MM3, but I'm worried that might make them a little bit too powerful. Both regeneration and swarms are things that are pretty difficult to deal with if you aren't prepared for them, and I don't anticipate the players being prepared for this fight, or at least not the swarm aspect of it (since I don't plan to have Fleur do any fighting at all until this fight against the PCs). But on the other hand, fire and cold are very common damage types for area attacks, so the primary damage sources are pretty likely to get through the regeneration. Should I go back to the fire vulnerability and just add fast healing 5 instead of regeneration?</p></blockquote><p></p>
[QUOTE="TKDB, post: 5907798, member: 6690697"] So, I've drafted up improved statblocks for Fleur and her swarms. Let me know what you think! I added a few hit dice to boost her saves a little bit, and also tweaked her stats, boosting her Cha to make the SLAs a little bit more effective and dropping her Wis. The main reason I had her Wis high in the first place was to pad out her Will save, but really I don't envision her as a very "wise" sort of character -- she's really quite naive and childish (much like her master). But since I added some hit dice, she gets another feat, so I gave her Force of Personality to boost the Will save. That gives me the wiggle room to drop her Wis down to represent her naivete. So she's naive, but stubborn. I added a few new SLAs: Plant Growth for a thematically appropriate form of battlefield control, Blood Creepers (PH2) as a minor damage source and form of spot control, and Waves of Fatigue (which I'll fluff as a wafting floral fragrance that saps away strength) for debuffing. I also tweaked the way she interacts with petal swarms: First, she can control any number of swarms as a free action. Second, she no longer needs to be within the swarm to maintain it -- one of the wild magic effects I'm planning on using involves teleporting all creatures in a given radius a random distance in a random direction, which could make for a rather anticlimactic end to the fight if Fleur took damage simply for leaving the area of the swarm. And speaking of damage, the sympathetic damage link is now simply a flat 1/4 of Fleur's HP total. Kill four swarms, kill Fleur. And speaking of swarms... I added a few more hit dice and points of Con to boost the swarm damage, the DCs of the abilities, and the general survivability of the swarm, and also added Ability Focus and Lightning Reflexes as bonus feats. I also removed the vulnerability to fire and replaced it with regeneration overcome by fire and cold, taking inspiration from the Dread Blossom Swarm in MM3, but I'm worried that might make them a little bit too powerful. Both regeneration and swarms are things that are pretty difficult to deal with if you aren't prepared for them, and I don't anticipate the players being prepared for this fight, or at least not the swarm aspect of it (since I don't plan to have Fleur do any fighting at all until this fight against the PCs). But on the other hand, fire and cold are very common damage types for area attacks, so the primary damage sources are pretty likely to get through the regeneration. Should I go back to the fire vulnerability and just add fast healing 5 instead of regeneration? [/QUOTE]
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Critique/evaluate a custom boss monster?
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