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<blockquote data-quote="Dr_Ruminahui" data-source="post: 4748985" data-attributes="member: 81104"><p>Yeah, I made the newbie mistake of forgetting that Curse damage only applies once per round - so by applying it to all attacks, I seriously uber-ed up the monster. So, I'll remove 1d6 from all the attacks. Not sure how to incorporate some "curse like" damage, though - really, it should apply to the first successful attack roll each round, but for simplicity's sake, I may just only apply it to Hellish Rebuke, as that will be used once (and only once) each round.</p><p></p><p>That will go quite some way to remedying the "over damage" issue.</p><p></p><p>Incidentally, I do plan to spread around the damage - the Moblie Melee Fighter is designed in such a way that if the monster wants to get his defensive bonus he pretty much needs to move alot and thus spread the damage around. Glad you like making it a move action, Nurgle. And Abdul, that's a great suggestion about making it a shift - it does simplify the language and does exactly the same thing.</p><p></p><p>As for the Armour of Agathys, Nurgle, it damages anyone who starts next to it on the beginning of their turn - which makes it perfect to just make it an aura (which I did) as that's what aura's do too.</p><p></p><p>As for number of actions, I think I have it about right - it will be making 3 attacks a turn, each doing on average about 12 points of damage (on a hit), with an uber-attack that can potentially hit several players doing about 15 damage every 2-3 turns. The fight will get even tougher when its bloodied, with the party likely low on powers and the monster doing +2 damage on each attack. Plus with the aura (doing on average 8 automatic damage to anyone next to it), given that the party is highly melee dependant (4 out of the 5 players are melee oriented, with only one of those (the cleric) with any ranged options at all), he should be challenging. Of course, if the party rolls 3 crits in 2 rounds like with the last solo, things may be a bit less so for the party. 8)</p></blockquote><p></p>
[QUOTE="Dr_Ruminahui, post: 4748985, member: 81104"] Yeah, I made the newbie mistake of forgetting that Curse damage only applies once per round - so by applying it to all attacks, I seriously uber-ed up the monster. So, I'll remove 1d6 from all the attacks. Not sure how to incorporate some "curse like" damage, though - really, it should apply to the first successful attack roll each round, but for simplicity's sake, I may just only apply it to Hellish Rebuke, as that will be used once (and only once) each round. That will go quite some way to remedying the "over damage" issue. Incidentally, I do plan to spread around the damage - the Moblie Melee Fighter is designed in such a way that if the monster wants to get his defensive bonus he pretty much needs to move alot and thus spread the damage around. Glad you like making it a move action, Nurgle. And Abdul, that's a great suggestion about making it a shift - it does simplify the language and does exactly the same thing. As for the Armour of Agathys, Nurgle, it damages anyone who starts next to it on the beginning of their turn - which makes it perfect to just make it an aura (which I did) as that's what aura's do too. As for number of actions, I think I have it about right - it will be making 3 attacks a turn, each doing on average about 12 points of damage (on a hit), with an uber-attack that can potentially hit several players doing about 15 damage every 2-3 turns. The fight will get even tougher when its bloodied, with the party likely low on powers and the monster doing +2 damage on each attack. Plus with the aura (doing on average 8 automatic damage to anyone next to it), given that the party is highly melee dependant (4 out of the 5 players are melee oriented, with only one of those (the cleric) with any ranged options at all), he should be challenging. Of course, if the party rolls 3 crits in 2 rounds like with the last solo, things may be a bit less so for the party. 8) [/QUOTE]
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