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[FRCG] Sharn - Overpowered?
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<blockquote data-quote="im_robertb" data-source="post: 4878919" data-attributes="member: 60909"><p>I think I read about the alignment change somewhere. It fits better with what I intend to use it for too; it's replacing the final monster in the level 11 delve from Dungeon Delve, which I'm bringing down to level 9 for level 9 PCs. </p><p></p><p>I really appreciate the advice, Chris, and I'll be making use of it in my game. I feel a lot better about it having heard from the designer. It's awesome that you read and post on the forums. </p><p></p><p>Just one thing: The comment I made about its HP was about them being higher than I'd expect rather than lower. Relative to the other Level 12 Solos in the Compendium, it has equal or 5 less HP than most of them, Sarshan, a Controller, has 650, and the Animated Carriage, a Brute, has 765. None of them have regeneration, though the Carriage hast resist 5 all (now there's a slog). </p><p></p><p>I'd expect a Brute to have more HP, so that's standard. Sarshan may be a special case. Per the DMG guidelines, the Sharn would have 635 hp, so it has been toned down. There's also the issue of the regeneration kicking in twice each round - once at the start of each of the Sharn's actions. I do really like the acting twice in each round. </p><p></p><p>What I think I will do is implement your adjustments to defenses and take out the second wind - maybe switch it with one of the options from that one Dragon article on the Sharn. The encounter will also include an Obsidian in-combat skill challenge to close the portal its guarding; 3 successes, I think, will deprive it of its regeneration by closing its connection to its home plane, as well as closing all of its hex portals (though it can subsequently create new ones). If it's bloodied and the portal is closed, it will likely retreat - Sharn do have a strong sense of self preservation.</p></blockquote><p></p>
[QUOTE="im_robertb, post: 4878919, member: 60909"] I think I read about the alignment change somewhere. It fits better with what I intend to use it for too; it's replacing the final monster in the level 11 delve from Dungeon Delve, which I'm bringing down to level 9 for level 9 PCs. I really appreciate the advice, Chris, and I'll be making use of it in my game. I feel a lot better about it having heard from the designer. It's awesome that you read and post on the forums. Just one thing: The comment I made about its HP was about them being higher than I'd expect rather than lower. Relative to the other Level 12 Solos in the Compendium, it has equal or 5 less HP than most of them, Sarshan, a Controller, has 650, and the Animated Carriage, a Brute, has 765. None of them have regeneration, though the Carriage hast resist 5 all (now there's a slog). I'd expect a Brute to have more HP, so that's standard. Sarshan may be a special case. Per the DMG guidelines, the Sharn would have 635 hp, so it has been toned down. There's also the issue of the regeneration kicking in twice each round - once at the start of each of the Sharn's actions. I do really like the acting twice in each round. What I think I will do is implement your adjustments to defenses and take out the second wind - maybe switch it with one of the options from that one Dragon article on the Sharn. The encounter will also include an Obsidian in-combat skill challenge to close the portal its guarding; 3 successes, I think, will deprive it of its regeneration by closing its connection to its home plane, as well as closing all of its hex portals (though it can subsequently create new ones). If it's bloodied and the portal is closed, it will likely retreat - Sharn do have a strong sense of self preservation. [/QUOTE]
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[FRCG] Sharn - Overpowered?
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