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Dark SUn beastie - Tembo - stats for 4th ed
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<blockquote data-quote="Mesh Hong" data-source="post: 4738342" data-attributes="member: 73463"><p>Here are my opinions and reactions. </p><p> </p><p><strong>Stats</strong></p><p>I agree with your stats, I get Reflex 17 as opposed to your reflex 18 but that is a minor point.</p><p> </p><p><strong>Melee Basic</strong></p><p>Nothing wrong with that.</p><p> </p><p><strong>Shadow Form</strong></p><p>Nothing wrong with that, its a handy minor ability.</p><p> </p><p><strong>Encounter Powers</strong></p><p>I think that 3 encounter powers is definately 2 too many, and maybe 3 too many for a <strong>standard creature</strong>. I know the temptation for giving a creature lots of interesting attacks but giving a standard creature this many high damage options is just too powerful.</p><p> </p><p>If it was an elite it would be more reasonable, but as this is a standard creature you could have 5 of these versus a level 4 party. Have you considered the effect of 5 of these guys opening up with Death Field?</p><p> </p><p>5x 3d6+4 in a burst 3 (7 squares x 7 squares)</p><p> </p><p>minimum damage = 5x7 = 35 to multiple PCs</p><p>medium damage = 5x14 = 70 to multiple PCs</p><p>maximum damage = 5x22 = 110 to Multiple PCs</p><p> </p><p>I would expect a level 4 fighter to have about 49 HPs, and a level 4 wizard to have about 34 HPs. This should clearly highlight the problem the 3 encounter powers on standard creatures.</p><p> </p><p>That is just 1 power, after this opening gambit your creatures still have 2 more attacks that can do the same amount of damage. I think that is far too overpowering.</p><p> </p><p>My advice is leave the big damage encounter attacks to Elites and Solos.</p><p> </p><p>As a design note, lurkers commonly prefer to attack from a position of advantage so they often deal low to average damage with their attacks but gain additional damage when they have combat advantage.</p><p> </p><p><strong>Draining Bite</strong></p><p>As an encounter power that weakens an opponant there is certainly nothing wrong with the design intent of the power, but you shouldn't really couple high damage with a nasty effect.</p><p> </p><p>This should probably be:</p><p>Attack +9 vs. AC; 1d8+4 necrotic damage; on hit target is weakened (save ends)</p><p> </p><p><strong>Life Draining</strong></p><p>Healing powers are unusual, but in theory there is nothing wrong with them as long as you don't make them too common.</p><p> </p><p>I would advise against giving a standard creature a recharge healing power. It should be an encounter power.</p><p> </p><p>This should probably be:</p><p>Range 5; attack +7 vs. Fortitude; 2d6+4 necrotic damage; on hit Tembo heals 10 HPs</p><p> </p><p><strong>Death Field</strong></p><p>As I have stated previously you have to be very careful when giving standard creatures area attacks.</p><p> </p><p>This should probably be:</p><p>Burst 3; attack +5 vs. Fortitude; 2d6+4 necrotic damage</p><p> </p><p>As I have said above I think that the creature should really only have 1 of the above powers <strong>Draining Bite</strong>, <strong>Life Draining</strong> or <strong>Death Field</strong>. They are all fine in concept but too much on a single standard creature, you could easily make 3 different types of these beasts that each have one of these powers, that might add a little variety and still give you ultimately what you want.</p><p> </p><p><strong>Additional Power</strong></p><p>As it is a lurker I would give it a power something like:</p><p> </p><p><strong>Tembo Ambush</strong></p><p>Whenever Tembo attacks with combat advantage it deals an additional 1d6 psychic damage</p><p> </p><p> </p><p>These of course are just <em>my</em> opinions, only you really know what is fair and balanced in your world for your group. I do have quite a lot of experience in designing custom creatures though, even so my design philosophy may differ from yours or anyone elses.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4738342, member: 73463"] Here are my opinions and reactions. [B]Stats[/B] I agree with your stats, I get Reflex 17 as opposed to your reflex 18 but that is a minor point. [B]Melee Basic[/B] Nothing wrong with that. [B]Shadow Form[/B] Nothing wrong with that, its a handy minor ability. [B]Encounter Powers[/B] I think that 3 encounter powers is definately 2 too many, and maybe 3 too many for a [B]standard creature[/B]. I know the temptation for giving a creature lots of interesting attacks but giving a standard creature this many high damage options is just too powerful. If it was an elite it would be more reasonable, but as this is a standard creature you could have 5 of these versus a level 4 party. Have you considered the effect of 5 of these guys opening up with Death Field? 5x 3d6+4 in a burst 3 (7 squares x 7 squares) minimum damage = 5x7 = 35 to multiple PCs medium damage = 5x14 = 70 to multiple PCs maximum damage = 5x22 = 110 to Multiple PCs I would expect a level 4 fighter to have about 49 HPs, and a level 4 wizard to have about 34 HPs. This should clearly highlight the problem the 3 encounter powers on standard creatures. That is just 1 power, after this opening gambit your creatures still have 2 more attacks that can do the same amount of damage. I think that is far too overpowering. My advice is leave the big damage encounter attacks to Elites and Solos. As a design note, lurkers commonly prefer to attack from a position of advantage so they often deal low to average damage with their attacks but gain additional damage when they have combat advantage. [B]Draining Bite[/B] As an encounter power that weakens an opponant there is certainly nothing wrong with the design intent of the power, but you shouldn't really couple high damage with a nasty effect. This should probably be: Attack +9 vs. AC; 1d8+4 necrotic damage; on hit target is weakened (save ends) [B]Life Draining[/B] Healing powers are unusual, but in theory there is nothing wrong with them as long as you don't make them too common. I would advise against giving a standard creature a recharge healing power. It should be an encounter power. This should probably be: Range 5; attack +7 vs. Fortitude; 2d6+4 necrotic damage; on hit Tembo heals 10 HPs [B]Death Field[/B] As I have stated previously you have to be very careful when giving standard creatures area attacks. This should probably be: Burst 3; attack +5 vs. Fortitude; 2d6+4 necrotic damage As I have said above I think that the creature should really only have 1 of the above powers [B]Draining Bite[/B], [B]Life Draining[/B] or [B]Death Field[/B]. They are all fine in concept but too much on a single standard creature, you could easily make 3 different types of these beasts that each have one of these powers, that might add a little variety and still give you ultimately what you want. [B]Additional Power[/B] As it is a lurker I would give it a power something like: [B]Tembo Ambush[/B] Whenever Tembo attacks with combat advantage it deals an additional 1d6 psychic damage These of course are just [I]my[/I] opinions, only you really know what is fair and balanced in your world for your group. I do have quite a lot of experience in designing custom creatures though, even so my design philosophy may differ from yours or anyone elses. [/QUOTE]
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