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Hobgoblin Slavemaster - Lvl. 3 Elite Controller
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<blockquote data-quote="Mesh Hong" data-source="post: 4664098" data-attributes="member: 73463"><p>I agree with you on this Fede, this is the usual way of doing things, and most probably the angle I would have approached from. The way that Dr_Rhuminahui proposed, however unconventional, is still workable and achieves the desired effect. That is the reason I didn't comment on it.</p><p> </p><p>A side effect of using the grab mechanic is that someone with the Acrobatics skill is going to have a much easier time escaping than someone with Athletics. A level 3 PC training in the skill with a +3 stat will require a roll of 6 (acrobatics) or 10 (athletics), I would bear this in mind and if your group has a lot of athletics or acrobatics training add a +2 difficulty to the escape roll.</p><p> </p><p><strong>Whip Choke</strong> (standard; at-will) (Weapon)</p><p>Melee Reach 2; +7 vs Fortitude; 1d4 + 4 damage </p><p>Target is pulled to the nearest space adjacent to the Slavemaster and is grabbed (-2 penalty to escape check). While target remains grabbed, the Slavemaster gains combat advantage against the target but may not use Whip Choke, Whip Trip or Whip Crack. Also see Battleaxe.</p><p> </p><p> </p><p> </p><p>I will explain why I think this guy might be slightly underpowered.</p><p> </p><p>An elite usually has a double attack, usually his basic attack twice. This allows him to be as effective as 2 standard creatures.</p><p> </p><p>In this case it would be 2 Battleaxe attacks,</p><p>(assuming both attacks hit)</p><p>2x 1d10+4 or 5 minimum / 24 max damage.</p><p> </p><p>Your creature does have a double attack option, with the whip then the free battleaxe attack (with the extra damage).</p><p>(assuming both attacks hit)</p><p>1d4+4 + 1d10+4 +1d6 or 11 minimum / 28 max damage.</p><p> </p><p>But your double attack option will not be available every turn, therefore your elite may not have the same potencial as another level 3 elite. I am going to the trouble of explaining my logic for clarity, in this case I don't think your guy is <em>that</em> underpowered as his damage range makes up for the loss of availability.</p><p> </p><p>A lot of the guys powers rely on him having the whip free, he would gain more each round from releasing the grab (free action), taking a step back (move action) and Whip Choke & Battleaxe comboing again. This might seem a bit cheesy to your players, then again it is another reason to HATE him.</p><p> </p><p>This potencial tactic led me to think of changing the Whip Trip to a once a round minor action, and removing the damage and free battleaxe attack.</p><p> </p><p><strong>Whip Trip</strong> (standard; at-will) (Weapon)</p><p>Melee Reach 2; +7 vs Reflex; on hit target is knocked prone.</p><p> </p><p>This would be annoying, but not damaging, and would stop the PCs from just stepping up to the creature and using a big attack. Now they would probably be prone 2 squares away so would have to stand up (move action) then charge (standard, basic attack). Again this would really fuel some HATRED.</p><p> </p><p> </p><p> </p><p>The <strong>Whip Crack</strong> I pictured as swinging the whip in a arc round his head, which would therefore effect the whips reach (2) all round him. I think this fits Burst exactly.</p><p> </p><p>This is a standard action attack so it should be as effective or better than its other standard attacks, or else it would never use it. It is a 5,6 recharge power so it should be a worthwile attack. However it has the potencial to hit more than 1 target so it shouldn't be as damaging to compensate.</p><p> </p><p>I stand by my version of the power, but that is all it is, my version. If you don't like it then change it as you see fit.</p><p> </p><p>Thinking more about how this guy works I might go one step further and add a push effect to it, to simulate the PCs stepping back out of reach of the cruel lash.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/c.gif" class="smilie" loading="lazy" alt=":close:" title="Close :close:" data-shortname=":close:" /><strong>Whip Crack</strong> (standard; recharge <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:" />) <strong>weapon, fear</strong></p><p>Burst 2; enemies only; attack +8 vs. AC; 2d6+4 damage; on hit target is pushed 2 squares, may not voluntarily move adjacent to Slavemaster and takes a -2 penalty to hit on attacks against Slavemaster (save ends both)</p><p> </p><p>Anyway, as always these are just my thoughts and opinions. What do you think?</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4664098, member: 73463"] I agree with you on this Fede, this is the usual way of doing things, and most probably the angle I would have approached from. The way that Dr_Rhuminahui proposed, however unconventional, is still workable and achieves the desired effect. That is the reason I didn't comment on it. A side effect of using the grab mechanic is that someone with the Acrobatics skill is going to have a much easier time escaping than someone with Athletics. A level 3 PC training in the skill with a +3 stat will require a roll of 6 (acrobatics) or 10 (athletics), I would bear this in mind and if your group has a lot of athletics or acrobatics training add a +2 difficulty to the escape roll. [B]Whip Choke[/B] (standard; at-will) (Weapon) Melee Reach 2; +7 vs Fortitude; 1d4 + 4 damage Target is pulled to the nearest space adjacent to the Slavemaster and is grabbed (-2 penalty to escape check). While target remains grabbed, the Slavemaster gains combat advantage against the target but may not use Whip Choke, Whip Trip or Whip Crack. Also see Battleaxe. I will explain why I think this guy might be slightly underpowered. An elite usually has a double attack, usually his basic attack twice. This allows him to be as effective as 2 standard creatures. In this case it would be 2 Battleaxe attacks, (assuming both attacks hit) 2x 1d10+4 or 5 minimum / 24 max damage. Your creature does have a double attack option, with the whip then the free battleaxe attack (with the extra damage). (assuming both attacks hit) 1d4+4 + 1d10+4 +1d6 or 11 minimum / 28 max damage. But your double attack option will not be available every turn, therefore your elite may not have the same potencial as another level 3 elite. I am going to the trouble of explaining my logic for clarity, in this case I don't think your guy is [I]that[/I] underpowered as his damage range makes up for the loss of availability. A lot of the guys powers rely on him having the whip free, he would gain more each round from releasing the grab (free action), taking a step back (move action) and Whip Choke & Battleaxe comboing again. This might seem a bit cheesy to your players, then again it is another reason to HATE him. This potencial tactic led me to think of changing the Whip Trip to a once a round minor action, and removing the damage and free battleaxe attack. [B]Whip Trip[/B] (standard; at-will) (Weapon) Melee Reach 2; +7 vs Reflex; on hit target is knocked prone. This would be annoying, but not damaging, and would stop the PCs from just stepping up to the creature and using a big attack. Now they would probably be prone 2 squares away so would have to stand up (move action) then charge (standard, basic attack). Again this would really fuel some HATRED. The [B]Whip Crack[/B] I pictured as swinging the whip in a arc round his head, which would therefore effect the whips reach (2) all round him. I think this fits Burst exactly. This is a standard action attack so it should be as effective or better than its other standard attacks, or else it would never use it. It is a 5,6 recharge power so it should be a worthwile attack. However it has the potencial to hit more than 1 target so it shouldn't be as damaging to compensate. I stand by my version of the power, but that is all it is, my version. If you don't like it then change it as you see fit. Thinking more about how this guy works I might go one step further and add a push effect to it, to simulate the PCs stepping back out of reach of the cruel lash. :close:[B]Whip Crack[/B] (standard; recharge :5::6:) [B]weapon, fear[/B] Burst 2; enemies only; attack +8 vs. AC; 2d6+4 damage; on hit target is pushed 2 squares, may not voluntarily move adjacent to Slavemaster and takes a -2 penalty to hit on attacks against Slavemaster (save ends both) Anyway, as always these are just my thoughts and opinions. What do you think? [/QUOTE]
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Hobgoblin Slavemaster - Lvl. 3 Elite Controller
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