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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5841623" data-attributes="member: 1165"><p>Do you intend Pyra to be an elite or a solo? You call her an elite, but she has so many actions per round she's more like a solo.</p><p></p><p>She has an AC of 40, which is too high. Even a soldier of her level should only have an AC of 38.</p><p></p><p>I don't know why she has a climb speed of 8. Do werewolves having a climb speed make sense, and if so, why does she climb as fast a monkey?</p><p></p><p></p><p></p><p>The damage is slightly too high (by 4 points). Otherwise the numbers are perfect. The rider effect is very good for a soldier.</p><p></p><p></p><p></p><p>Makes perfect sense, but see comments about # of actions below.</p><p></p><p></p><p></p><p>Damage is fine, considering it's a limited attack.</p><p></p><p></p><p></p><p>I don't know about this power. She's already stacking on the damage with bite... The name is fun though. If a power of the same name (take away the requirement other than requiring the opponent to be prone) did this damage, it should instead have a requirement that Pyra be bloodied. (See comments at bottom.)</p><p></p><p></p><p></p><p>Now the # of actions per round is starting to stack up. This does less damage than an at-will should do, but combined with Flurry of Claws you're going over the limits.</p><p></p><p>My recommendation is to remove Flurry of Claws and beef up the damage on this power. Using Take the Legs every round before her second attack means she can use Bite anytime Take the Legs hits. (Otherwise she'll have to use Savage Claws, which isn't bad.)</p><p></p><p>Also, the attack bonus is 2 points too high. (Attacks vs NADs are 2 points lower unless the creature is a controller or artillery.) I like that it attacks something other than AC, which lets her be dangerous to a wider range of opponents.</p><p></p><p></p><p></p><p>This is great for a soldier. No wizards running away. It's a bit of reverse stickiness, in that she's sticking to the opponent rather than making them stick to her.</p><p></p><p></p><p></p><p>As stated above, she's getting a lot of actions per round. She can easily (and reliably) get 4 per round now, putting her into solo territory. The attack bonus is 2 points too high, and the damage is a tad low (about three points short).</p><p></p><p>If you're keeping this, I would recommend putting the escape DC into the stat block. (It keeps you from forgetting. Believe me, I have to do this with any creature I use that has a grab attack).</p><p></p><p></p><p></p><p>This is a pretty cool ability. She's an elite, not a solo, so she doesn't need the gamut of condition-stopping abilities. Well, maybe. I have no experience with epic, but other contributors will have more to say on this topic.</p><p></p><p>As an epic elite, she needs two more encounter/recharge abilities, and should get tougher in some way when bloodied. I like "The Throat, It Is Delicious" being available at that point.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5841623, member: 1165"] Do you intend Pyra to be an elite or a solo? You call her an elite, but she has so many actions per round she's more like a solo. She has an AC of 40, which is too high. Even a soldier of her level should only have an AC of 38. I don't know why she has a climb speed of 8. Do werewolves having a climb speed make sense, and if so, why does she climb as fast a monkey? The damage is slightly too high (by 4 points). Otherwise the numbers are perfect. The rider effect is very good for a soldier. Makes perfect sense, but see comments about # of actions below. Damage is fine, considering it's a limited attack. I don't know about this power. She's already stacking on the damage with bite... The name is fun though. If a power of the same name (take away the requirement other than requiring the opponent to be prone) did this damage, it should instead have a requirement that Pyra be bloodied. (See comments at bottom.) Now the # of actions per round is starting to stack up. This does less damage than an at-will should do, but combined with Flurry of Claws you're going over the limits. My recommendation is to remove Flurry of Claws and beef up the damage on this power. Using Take the Legs every round before her second attack means she can use Bite anytime Take the Legs hits. (Otherwise she'll have to use Savage Claws, which isn't bad.) Also, the attack bonus is 2 points too high. (Attacks vs NADs are 2 points lower unless the creature is a controller or artillery.) I like that it attacks something other than AC, which lets her be dangerous to a wider range of opponents. This is great for a soldier. No wizards running away. It's a bit of reverse stickiness, in that she's sticking to the opponent rather than making them stick to her. As stated above, she's getting a lot of actions per round. She can easily (and reliably) get 4 per round now, putting her into solo territory. The attack bonus is 2 points too high, and the damage is a tad low (about three points short). If you're keeping this, I would recommend putting the escape DC into the stat block. (It keeps you from forgetting. Believe me, I have to do this with any creature I use that has a grab attack). This is a pretty cool ability. She's an elite, not a solo, so she doesn't need the gamut of condition-stopping abilities. Well, maybe. I have no experience with epic, but other contributors will have more to say on this topic. As an epic elite, she needs two more encounter/recharge abilities, and should get tougher in some way when bloodied. I like "The Throat, It Is Delicious" being available at that point. [/QUOTE]
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