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Critique my manscorpions
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<blockquote data-quote="Old_school_overlord" data-source="post: 5227302" data-attributes="member: 60631"><p>My understanding is that it would - in reverse to how resistances would work admittedly. Probably not that big a deal, and maybe a better idea to give a bunch of them necrotic powers to underline the connection.</p><p></p><p>I like the new MMIII method of not giving monsters resistances and instead having the monsters punish you for using a less appropriate damage type against them.</p><p></p><p>So how about: </p><p>Trait:When a Manscorpion takes Necrotic damage, its damage increases by 5 until the end of it's next turn.</p><p></p><p>I'd also like to see the Archers poisoning their arrows, how about:</p><p></p><p>Apply Venom (minor; at will)</p><p>All ranged attacks Manscorpion archer makes this turn gain ongoing 7 poison damage (save ends) on a hit.</p><p></p><p>Worth trimming a couple of points off the attacks base damage if you decide to do this. Extra reasons for doing this below... </p><p></p><p>I'd really like to see more options for you for your encounter design, here are the powers for an extra elite Skirmisher. I've used Nil as the name of their Deity, in honour of the "Way of the Tiger" adventure books, which also had a manscorpion:</p><p></p><p>Manscorpion Nightdancer lvl 12 elite Skirmisher</p><p>*some numbers*</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> Spear (standard; at-will) + Weapon</p><p>Reach 2; +17 vs AC; 2d6 + 12 damage</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Tail Sting (minor; at-will) + Poison</p><p>Reach 2; +15 vs Reflex; 1d8 + 6 damage and ongoing 7 poison damage (Save Ends)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Scorpion Dance (standard; at-will) + Weapon</p><p>Reach 2; +17 vs AC; 2d6 + 12 damage, Two Attacks. Nightdancer can shift 1 square before or after each attack.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Skittering Assault (standard; Recharge 5,6)</p><p>Manscorpion Nightdancer Shifts 8 squares and makes Spear attacks against up to 4 targets at any point during the movement.</p><p></p><p>Prey on the Weak (Trait)</p><p>Manscorpion Captain deals an extra 2d6 Damage to targets taking ongoing Poison damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" />Nil's Castigation (Standard; Encounter)</p><p>Close Blast 5; Targets creatures taking ongoing poison damage; +14 vs Fortitude; 3D8 + 9 necrotic damage and target is weakend and slowed (save ends both).</p><p></p><p></p><p>It would be nice to also maybe a have a Controler with some powers to target will/fort, at the moment these guys only target AC & Reflex...</p><p></p><p>Manscorpion Zealot of Nil lvl 14 Elite Controller</p><p>*some numbers*</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" />Ritual Knife (standard; at will)</p><p> +19 vs AC; 1D8+12 damage.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" />Tail Sting (minor; at-will) + Poison</p><p>Reach 2; +17 vs Reflex; 1D8 + 7 damage and ongoing 7 poison damage (Save Ends)</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" />Baleful Stare (Standard; At will)</p><p>Range 10; 1 or 2 targets; +17 vs Will; 1D12 +12 Necrotic damage and target takes a -5 penalty to saves until the end of Zealot of Nil's next turn.</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Invoke the Blood of Nill (Standard; Recharge 5,6)</p><p>Blast 5; Targets creatures taking ongoing Poison damage; +15 vs Fortitude; The targets ongoing poison damage increases to ongoing 30 poison (save ends).</p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Majesty of Nil (Standard; Recharge 5,6)</p><p>Burst 3; Targets Enemies; +15 vs Will; 3D8 +14 Necrotic damage and target is pushed 3 squares and knocked prone.</p></blockquote><p></p>
[QUOTE="Old_school_overlord, post: 5227302, member: 60631"] My understanding is that it would - in reverse to how resistances would work admittedly. Probably not that big a deal, and maybe a better idea to give a bunch of them necrotic powers to underline the connection. I like the new MMIII method of not giving monsters resistances and instead having the monsters punish you for using a less appropriate damage type against them. So how about: Trait:When a Manscorpion takes Necrotic damage, its damage increases by 5 until the end of it's next turn. I'd also like to see the Archers poisoning their arrows, how about: Apply Venom (minor; at will) All ranged attacks Manscorpion archer makes this turn gain ongoing 7 poison damage (save ends) on a hit. Worth trimming a couple of points off the attacks base damage if you decide to do this. Extra reasons for doing this below... I'd really like to see more options for you for your encounter design, here are the powers for an extra elite Skirmisher. I've used Nil as the name of their Deity, in honour of the "Way of the Tiger" adventure books, which also had a manscorpion: Manscorpion Nightdancer lvl 12 elite Skirmisher *some numbers* :bmelee: Spear (standard; at-will) + Weapon Reach 2; +17 vs AC; 2d6 + 12 damage :melee: Tail Sting (minor; at-will) + Poison Reach 2; +15 vs Reflex; 1d8 + 6 damage and ongoing 7 poison damage (Save Ends) :melee: Scorpion Dance (standard; at-will) + Weapon Reach 2; +17 vs AC; 2d6 + 12 damage, Two Attacks. Nightdancer can shift 1 square before or after each attack. :melee: Skittering Assault (standard; Recharge 5,6) Manscorpion Nightdancer Shifts 8 squares and makes Spear attacks against up to 4 targets at any point during the movement. Prey on the Weak (Trait) Manscorpion Captain deals an extra 2d6 Damage to targets taking ongoing Poison damage. :close:Nil's Castigation (Standard; Encounter) Close Blast 5; Targets creatures taking ongoing poison damage; +14 vs Fortitude; 3D8 + 9 necrotic damage and target is weakend and slowed (save ends both). It would be nice to also maybe a have a Controler with some powers to target will/fort, at the moment these guys only target AC & Reflex... Manscorpion Zealot of Nil lvl 14 Elite Controller *some numbers* :bmelee:Ritual Knife (standard; at will) +19 vs AC; 1D8+12 damage. :melee:Tail Sting (minor; at-will) + Poison Reach 2; +17 vs Reflex; 1D8 + 7 damage and ongoing 7 poison damage (Save Ends) :ranged:Baleful Stare (Standard; At will) Range 10; 1 or 2 targets; +17 vs Will; 1D12 +12 Necrotic damage and target takes a -5 penalty to saves until the end of Zealot of Nil's next turn. :close: Invoke the Blood of Nill (Standard; Recharge 5,6) Blast 5; Targets creatures taking ongoing Poison damage; +15 vs Fortitude; The targets ongoing poison damage increases to ongoing 30 poison (save ends). :close: Majesty of Nil (Standard; Recharge 5,6) Burst 3; Targets Enemies; +15 vs Will; 3D8 +14 Necrotic damage and target is pushed 3 squares and knocked prone. [/QUOTE]
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