Revising Karavakos (H3)

Obryn

Hero
So, as has been noted many times, Karavakos, as-written, is booo-ring. He's got some weak at-wills, and can expend everything interesting within about 3 rounds or so. I don't really want that kind of anticlimax; I mean, the Mind Swap is fun, but that's kinda all he's got.

I think I found a good replacement, though... Anefsina, the White Petal (I think) from Open Grave. She's a Level 14 Controller, though seems a bit more like Artillery to me. Adding on Karavakos's Mind Swap should make her just about perfect.

I also noted that everything she has is Necrotic, which is fine for a necromancer. But Karavakos is a Wizard, near as I can tell, and needs more variety in his elements.

I dunno - I'm trying to figure out if he's too ... beefy ... now. :) Critiques are welcome!

[sblock]
Karavakos (Revised)
Medium natural humanoid (tiefling)
Initiative +11 Senses Perception +7
HP 252; Bloodied 126
AC 29; Fortitude 26, Reflex 28, Will 27
Saving Throws +2
Speed 6
Action Points 1

:bmelee:Staff (Standard, at-will) Weapon
+21 vs Armor Class; 1d8+6 damage.

:ranged:Lightning Arc (Standard, at-will) Lightning
Ranged 10; targets two enemies within range; range to second target can be measured from first target; +20 vs Reflex; 2d6+10 lightning damage.

:ranged:Cold Ray (Standard, at-will) Cold
Ranged 10; +20 vs Reflex; 2d6+10 cold damage, and the target is slowed (save ends).

:ranged:Life Tap (Standard, recharge :6:) ) Healing, Necrotic
Ranged 5; +20 vs Fortitude; 3d10+10 necrotic damage, the target is stunned until the end of Karavakos's next turn, and Karavakos regains 15 hit points.

:ranged:Shackles of Dying Flame (Standard, recharge :5::6:) Fire, Necrotic
Ranged 10; targets two enemies within range; +20 vs Fortitude; 2d8+10 fire damage, and the target takes ongoing 10 necrotic damage (save ends). While taking this ongoing damage, the target cannot spend healing surges.

:close:Caustic Fire (Standard, recharge :5::6:) Fire, Acid
Close blast 5; +20 vs Reflex; 2d8+13 acid damage, Push 1, and the target takes ongoing 10 fire damage (save ends).

Shadow Step (Move, encounter) Teleportation
Karavakos teleports up to 5 squares.

Mind Swap (Minor, at-will)
Ranged 10; swap positions with a false shard.

Infernal Wrath (Minor, encounter)
Gain +1 one attack and +3 damage to his next attack against a foe who hit Karavakos since his last turn.

Bloodhunt
+1 racial bonus to attack rolls against bloodied foes.

Quickening Staff (Daily)
Free Action. After using an Encounter, Recharge, or Daily Power, use an At-Will power.

Alignment Evil Languages Abyssal, Common
Skills Arcana +16, History +16, Insight +12
Str 11 (+6) Dex 12 (+7) Wis 13 (+7)
Con 14 (+8) Int 20 (+11) Cha 18 (+10)
Equipment: robes, dagger , potion of healing , quickening staff +3 (AV)
[/sblock]

Thanks!!

-O
 

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I'm running my group through H3 at the moment as well, but haven't read the final encounter in detail yet, so I'm not sure if you fight him alone or with supporting allies. Though I would definitely advise against using him alone in this final fight, especially as written. A single elite just stands no chance to deliver a climatic showdown.

So if you use some other monsters to aid him, I would tone down his level by one or two. Your players will probably be level 10 at most at the end of H3, and as written are his defenses too high for them to hit with a fair chance. The same goes for his attack values, though even a level 12 artillery monster will hit most of the time.
Then I would refuse to keep track of three recharge powers at the same time, especially if they are pretty powerful. So change the "Shackles" to be an encounter power and you should be fine.
Maybe think about adding a defensive power which will get rid of an annoying stun/daze/weaken condition, after all you don't want to have a BBEG who fails to put up a good fight because he misses to make his save for two rounds :)

I will make adjustments to the Karavakos(es) as well, the first splinter is already defeated by my group and I've changed the encounter heavily. As written it wouldn't have been a very interesting "boss" fight.


Anyway, good luck and have fun!
 

I'm running my group through H3 at the moment as well, but haven't read the final encounter in detail yet, so I'm not sure if you fight him alone or with supporting allies.
Well, he has minions. And I plan on either doubling their number, or making them "tough minions" which need to be hit twice. These minions all have ranged attacks, so they don't need to cluster up for AoE's, and they can easily focus fire.

Maybe think about adding a defensive power which will get rid of an annoying stun/daze/weaken condition, after all you don't want to have a BBEG who fails to put up a good fight because he misses to make his save for two rounds :)
Oh yeah! I had forgotten - I'm thinking about making all conditions stick with the False Shard when Karavakos hops from Shard to Shard. That way, pretty much only a Stun will stick with him.

I will make adjustments to the Karavakos(es) as well, the first splinter is already defeated by my group and I've changed the encounter heavily. As written it wouldn't have been a very interesting "boss" fight.
My players had a decent time with that one, but it was the statue and the curtains that really made the fight a good one.

For the Far Realm Abomination, be sure you treat the Abomination fairly when it comes to the magical vortex. I would advise against having it affect him on the start of each of his turns, and instead make it affect him only at the start of his first turn each round. Otherwise, he'll pretty much get slaughtered it 3 times more often than any PC...

-O
 

Well, he has minions. And I plan on either doubling their number, or making them "tough minions" which need to be hit twice. These minions all have ranged attacks, so they don't need to cluster up for AoE's, and they can easily focus fire.

Well, I guess enough minions should do the job to keep the characters busy for a while, especially if they have ranged attacks and can spread out.


Oh yeah! I had forgotten - I'm thinking about making all conditions stick with the False Shard when Karavakos hops from Shard to Shard. That way, pretty much only a Stun will stick with him.

That's a great way of dealing with it, have to remember this one! :)


My players had a decent time with that one, but it was the statue and the curtains that really made the fight a good one.

Indeed, my players cursed a lot about this nifty trap.


For the Far Realm Abomination, be sure you treat the Abomination fairly when it comes to the magical vortex. I would advise against having it affect him on the start of each of his turns, and instead make it affect him only at the start of his first turn each round. Otherwise, he'll pretty much get slaughtered it 3 times more often than any PC...

Alright, thanks. Will pay attention to this one.
 

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