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Help with my BBEG
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<blockquote data-quote="Skyscraper" data-source="post: 4379911" data-attributes="member: 48518"><p>Hi everyone,</p><p></p><p>I'm almost done designing a short zombie-flick inspired 4E adventure. In summary, my adventure is about a mad mage who attempted to become a lich but was not successful in casting his ritual; he instead became wight-deviated undead who can transmit with his bite a disease that I called Mortification by which an affected creature transforms into a zombie and can thereafter transmit the disease. (Thus, the entire city became afflicted in a matter of a couple of weeks.)</p><p></p><p>I made my BBEG into a level 4 solo monster mainly by evolving the Deathlock Wight from the Monster Manual. Here he is. I'll post the disease in a reply to this thread.</p><p></p><p>I'm looking for comments and suggestions, mainly as they relate to game balance. This is to be a level 3 adventure, and my BBEG will be accompanied by an Iron Defender and a Juggernaught (a construct, I'm designing the latter also and will probably post for comments on it also).</p><p></p><p>*******************</p><p><strong>Mad Mage</strong> (solo controller level 4)</p><p></p><p>Init +4</p><p>Senses: Perception +1, darvision</p><p></p><p>HP 220 (Bloodied 110)</p><p>AC 20; Fort 15; Refl 18; Will 19</p><p>Immune: disease, poison; resist 15 necrotic; vulnerable radiant 5</p><p></p><p>+5 saving throws</p><p>2 action points</p><p></p><p>Speed 6</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /> </strong><strong>Claw </strong>(standard; at will) <> necrotic</p><p>+9 vs AC; 1d8 necrotic</p><p> </p><p><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> </strong><strong>Going for a bite</strong> (standard; at-will) <> necrotic</p><p>Mad Mage makes two claw attacks, if they both hit the same target he makes a secondary attack against that target:</p><p>Secondary attack: Bite +9 vs AC; 1d10 necrotic and target conctracts the Mortification disease (see below)</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /> Grave Bolt </strong>(standard; at-will) <> necrotic</p><p>Range 20; +6 vs Reflex; 1d8 + 4 necrotic and target is immobilized (save ends)</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Horrific Visage</strong> (standard; recharge <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":4:" /> <img src="http://www.enworld.org/forum/images/smilies/5.gif" class="smilie" loading="lazy" alt=":5:" title="Five :5:" data-shortname=":5:" /> <img src="http://www.enworld.org/forum/images/smilies/6.gif" class="smilie" loading="lazy" alt=":6:" title="Six :6:" data-shortname=":6:" />) <> Fear</p><p>Close blast 5; +7 vs will; 1d8 psychic damage and target is pushed 3 squares</p><p></p><p><strong>Inspiration from the grave</strong> (immediate reaction; when missed by an attack) <> Fear</p><p>+7 vs will against creature that missed the attack; target looses a healing surge and is dazed until the end of the Mad Mage's next turn</p><p></p><p><strong><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /> Blood of the Unclean</strong> (immediate reaction, when first bloodied, encounter) <> Fear</p><p>Triggers Horrific Visage</p><p></p><p>STR 10; CON 14; DEX 14; INT 16; WIS 9; CHA 18</p><p>Skills: Arcana +10, Religion +10</p><p></p><p></p><p> **********************</p><p> </p><p><u>Specific questions</u> </p><p> </p><p>After designing this monster, i was unclear on a few points about the design:</p><p></p><p>1) Does the "creating a solo" on page 185 assume that you're starting with an elite? I would think not, but then again there are clues that suggest that it would be so, for example Step 5 reads: "add 1 action point: all solo monsters have 2 actions points".</p><p></p><p>2) Does the Inspiration from the Grave ability need to be specified as being a burst or whatever, or can i simply leave it as is without any specific attack type? (This is a new power.)</p><p></p><p>3) What do you think of the power level of this creature: in particular, is <strong>Inspiration from the Grave</strong> too powerful? Assuming that this combat goes on for many rounds, it is likely to remove healing surges steadily. I wonder if i'd remove the healing surge ablation, or allow a saving throw to keep the healing surge (the attack would still daze). However i like the fluff around the creature missing his attack but loosing a surge (and being dazed).</p><p></p><p>Other comments welcome.</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 4379911, member: 48518"] Hi everyone, I'm almost done designing a short zombie-flick inspired 4E adventure. In summary, my adventure is about a mad mage who attempted to become a lich but was not successful in casting his ritual; he instead became wight-deviated undead who can transmit with his bite a disease that I called Mortification by which an affected creature transforms into a zombie and can thereafter transmit the disease. (Thus, the entire city became afflicted in a matter of a couple of weeks.) I made my BBEG into a level 4 solo monster mainly by evolving the Deathlock Wight from the Monster Manual. Here he is. I'll post the disease in a reply to this thread. I'm looking for comments and suggestions, mainly as they relate to game balance. This is to be a level 3 adventure, and my BBEG will be accompanied by an Iron Defender and a Juggernaught (a construct, I'm designing the latter also and will probably post for comments on it also). ******************* [B]Mad Mage[/B] (solo controller level 4) Init +4 Senses: Perception +1, darvision HP 220 (Bloodied 110) AC 20; Fort 15; Refl 18; Will 19 Immune: disease, poison; resist 15 necrotic; vulnerable radiant 5 +5 saving throws 2 action points Speed 6 [B]:bmelee: [/B][B]Claw [/B](standard; at will) <> necrotic +9 vs AC; 1d8 necrotic [B]:melee: [/B][B]Going for a bite[/B] (standard; at-will) <> necrotic Mad Mage makes two claw attacks, if they both hit the same target he makes a secondary attack against that target: Secondary attack: Bite +9 vs AC; 1d10 necrotic and target conctracts the Mortification disease (see below) [B]:ranged: Grave Bolt [/B](standard; at-will) <> necrotic Range 20; +6 vs Reflex; 1d8 + 4 necrotic and target is immobilized (save ends) [B]:close: Horrific Visage[/B] (standard; recharge :4: :5: :6:) <> Fear Close blast 5; +7 vs will; 1d8 psychic damage and target is pushed 3 squares [B]Inspiration from the grave[/B] (immediate reaction; when missed by an attack) <> Fear +7 vs will against creature that missed the attack; target looses a healing surge and is dazed until the end of the Mad Mage's next turn [B]:close: Blood of the Unclean[/B] (immediate reaction, when first bloodied, encounter) <> Fear Triggers Horrific Visage STR 10; CON 14; DEX 14; INT 16; WIS 9; CHA 18 Skills: Arcana +10, Religion +10 ********************** [U]Specific questions[/U] After designing this monster, i was unclear on a few points about the design: 1) Does the "creating a solo" on page 185 assume that you're starting with an elite? I would think not, but then again there are clues that suggest that it would be so, for example Step 5 reads: "add 1 action point: all solo monsters have 2 actions points". 2) Does the Inspiration from the Grave ability need to be specified as being a burst or whatever, or can i simply leave it as is without any specific attack type? (This is a new power.) 3) What do you think of the power level of this creature: in particular, is [B]Inspiration from the Grave[/B] too powerful? Assuming that this combat goes on for many rounds, it is likely to remove healing surges steadily. I wonder if i'd remove the healing surge ablation, or allow a saving throw to keep the healing surge (the attack would still daze). However i like the fluff around the creature missing his attack but loosing a surge (and being dazed). Other comments welcome. Sky [/QUOTE]
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