Hobgoblin Slavemaster - Lvl. 3 Elite Controller

Good stuff. I think this guy has a lot of character and all his abilities make sense. I hope your players really hate him (as intended :))

Maybe some on the wording could be neatened up a bit, but its not really that necessary as you know exactly what you mean.
 

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Glad you like it Grey, though the reason it has an action point is that it is a (underlining added):

Hobgoblin Slavemaster Level 3 Elite Controller

:)

BTW, Mesh Hong, I agree the wording does still need work, but I've learned a lot about that through the course of designing it. As you said, it doesn't really matter if I'm the only one using it, but it might if someone here also wants to give the monster a go.

Dr. Ruminahui - shrink with a spear
 

Glad you like it Grey, though the reason it has an action point is that it is a (underlining added):



:)

BTW, Mesh Hong, I agree the wording does still need work, but I've learned a lot about that through the course of designing it. As you said, it doesn't really matter if I'm the only one using it, but it might if someone here also wants to give the monster a go.

Dr. Ruminahui - shrink with a spear

My bad on that. I think I was meaning to say non-solo. Though he definitely is detailed to have other enemies with him. I just was unsure how early things got action points in the MM and almost assumed that only solos got action points.
 

Ah - you used the term "non-elite" up above, so I merely thought you had missed the "elite" in the profile.

That said, how "enhanced" creatures works is (to my recollection) identical through the teirs - elites get x2 HP, +1 AP, and +2 to saves, while solos get x4 HP, +2 AP and +5 to saves.

Dr. Ruminahui - shrink with a spear
 

Ah - you used the term "non-elite" up above, so I merely thought you had missed the "elite" in the profile.

That said, how "enhanced" creatures works is (to my recollection) identical through the teirs - elites get x2 HP, +1 AP, and +2 to saves, while solos get x4 HP, +2 AP and +5 to saves.

Dr. Ruminahui - shrink with a spear

Ah, jolly good then.
 

A cleaver party will realize that they need to get that whip away from him quick. What do you do if one of the PCs makes an attack against the whip ensnaring their alley?
 

Well, seeing as there are no 4th ed. rules for sundering, and it is unlikely that any bound target won't be adjacent to the monster... I don't really think this is a circumstance where it is bad to say "no" to the players.

After all, would you let a monster sunder a players glaive?


Inquisitor Psychologis Ruminahui
 

Well, seeing as there are no 4th ed. rules for sundering, and it is unlikely that any bound target won't be adjacent to the monster... I don't really think this is a circumstance where it is bad to say "no" to the players.

After all, would you let a monster sunder a players glaive?


Inquisitor Psychologis Ruminahui
If the circumstances made sense, yes. Yes I would.

I know that's the first thing I'd try to do if I were a martial character in the party. Cut the damn whip since my enemy is so good with it. I understand there are no rules for it so you may want to think about what to do if they try.

EDIT: Awesome concept btw!
 

Yeah, since you posted I've been doing some more thinking - I probably would allow them to cut it, if it is currently grabbing another character. If the Slavemaster and the victim are not adjascent, it would be pretty easy - the whip would be taunt, and I would just give it a AC and HP using the chart in the DMG - I was thinking AC 10 and 10 HP.

In the more likely situation that the Slavemaster and the victim are adjascent, I would require two rolls, the first vs. the Slavemaster's reflex, the second versus the AC of the whip. If you make the first, you then get to try to damage the whip - it you don't, you instead hit the victim being grabbed (as the Slavemaster pulls the victim into the way).

That said, with my gaming group, the situation is unlikely to occur - if our many years of D&Ding together, I can only remember us trying to disarm an opponent once (a 3.5 Death Knight who needed his greatsword to dish out the big damage and who we were loosing to, badly).

I would also have him have one back-up whip - seems like a reasonable thing to have for a slaver, so if need be he can catch one slave and still take out the other to whip the rest with.

Glad you like the concept.

One thing I was thinking of was replacing the battle axe with a longsword - longsword actually seems more useful to a slaver, as you have hit the slaves with the flat, as well as threaten/make small cuts with the tip - all useful for intimidation purposes. Plus, its handy from a metagaming aspect, as the axe and whip have the same to hit, though having different proficiency bonuses. Finally, I was concerned that I had a controller that was basically handing out skirmisher damage - he seemed a bit too good for a 3rd level elite - and reducing the D10 to a D8 would help a little in toning him down.

Any thoughts?


Dr. Ruminahui - shrink with a spear
 
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