Robot Enforcer - please critique

The mad scientist went back to his lab and developed *Robot Enforcer Mark II* fresh off the assembly line. Is this any better?

(Please be aware, too, that the gun is detachable and can be used without needing the robot as a power source. Smart players can take a robot down and use a gun against other 'bots.)



Robot Enforcer Mk II --- Level 3 Artillery (Elite)
Medium Natural Animate (Construct) XP 150

Initiative +6 Senses Perception +9; Darkvision, truevision 10 (sensor suite)
HP 40; Bloodied 20
AC 15; Fortitude 16, Reflex 18, Will 15
Immune: charm, disease, fear, poison, sleep; Vulnerable: 5 lightning
Speed Fly 10 (hover) overland flight 15
Action point 1

{m} Tentacle Claw (standard; at-will) * melee
Reach 2; +10 vs AC; 1d6 + 3 damage
Target is grabbed (until escape). A target trying to escape the grab takes a -4 penalty to the check.

{M} Choke (standard; at-will) * Grabbed target only
+8 vs Fortitude; 1d6 + 3 damage

{M} Meat Shield (Immediate interrupt when targeted by a melee or ranged attack against Reflex or AC. Recharges when the robot makes a successful tentacle claw or choke attack.) * Immediate interrupt
Robot makes its grabbed victim the target instead. The robot cannot use this power to redirect attacks made by a creature it is currently grabbing.

{r} Electric Gun (standard; recharge 5,6) * lightning
Ranged 10; +8 vs Reflex; 2d10 + 3 damage
Target is dazed (save ends).

Alignment: unaligned Languages: -
Str 14 (+3) Dex 20 (+6) Wis 14 (+3)
Con 16 (+4) Int 6 (-1) Cha 6 (-1)

Equipment: Small, detachable electric gun

Ok, first off this is an elite so it should have x2 the HPs of a standard creature. I also think your defences are a little out, on a side note the robot having a dex of 20 is above what would be expected for a level 3 artillery (14, +3 from as it is primary give 17 or maybe 18, 20 is quite high)

Anyway from your stats the defences should be (including giving it +2 to up to 3 stats because it is an elite)

HP: 80
AC: 17; Fortitude: 18; Reflex: 20; Will: 15

#edit: speed 10 is a bit too high as well, this thing could kite the PCs quite easily in the right enviroment

Tentacle Claw
The to hit value is good, however the damage should be either 1d6+2 (str)
or 1d6+5 (dex) - note this is a direct effect from having too high a dex
stat.

Choke
This is a conditional attack (a creature must be grabbed first) so I would either make it a minor action (1/round) for low damage or a standard action for high damage. The slight problem I am having is that this is an artillery creature that grabs......that seems to be going against type.

Bearing all that in mind I would go for something like:-

{M} Choke (minor; at-will) * 1/round; Grabbed target only
Target must be grabbed at start of Robots turn; +8 vs Fortitude; 1d6+2
damage; on hit target is dazed (save ends)

Meat Shield
Thats fine.

Electric Gun
Personally I would say that 2d10+3 is far too much damage for a level 3 creature. I would change it to 2d6+5 lightning damage (dex again); as I have suggested using daze for the grab power I would think about changing the auto daze here to a; on hit secondary attack +8 vs. Fortitude; on hit target takes a -2 penalty to all actions (save ends)

{r} Electric Gun (standard; recharge 5,6) * lightning
Ranged 10; +8 vs Reflex; 2d6+5 lightning damage; on hit secondary attack
+8 vs. Fortitude; on hit target takes a -2 penalty to all actions (save ends)


On the whole I like the idea of what you are trying to do, but I am a bit uncomfortable with an elite artillery creature that doesn't have access to a ranged attack every turn, but is designed around grabing people in melee.

Creature ROLE is very important in creature design as it determines many key abilities (i.e. HPs, AC; attack values; and expected effects)


ADDITIONAL -

I have just read where you say that PCs can take the gun. If that is the case I would highly recommend having a ammo track for it and saying it can only have 5 shots (or so) before recharging.)
 

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Hmm, thanks for the replies.

I used the DDi monster creator app on the WotC web site for both versions of this thing. I promise you, the 2nd version of the gun (especially the hellacious damage) was directly from that app.

Also, as mentioned, I used the cavern choker as a basis for this. The choker is 4th level, only 1 level higher than my 'bot, and the tentacle claw and choke powers are taken verbatim from the MM. The damage was calculated by the DDi app.

I'm actually surprised that you guys think a 3rd level critter is doing substantial damage, when a 4th level critter is doing just a hair more. (And I've seen it written many times on these very boards that the MM critters actually do sub-optimal damage.) My intention isn't to argue or explain why "I'm right, you're wrong"...I'm genuinely trying to grok onto why there's such a perceived difference in damage and powers between the two monsters.

As far as artillery vs. soldier vs. any other role, it's supposed to be a flying garbage can with Doc Ock arms and a threatening (but not overwhelming) electric zapper attached (in dalek fashion) to it's torso. There are going to be 4 in my adventure, 1 per PC. The 'bots aren't going to have varying roles (i.e. I don't intend to have a "lurker 'bot" and a "brute 'bot" etc). Just 4 standalone nasties that slow down the characters. What role makes sense for this type of 'bot?
 
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Hmm, thanks for the replies.

I used the DDi monster creator app on the WotC web site for both versions of this thing. I promise you, the 2nd version of the gun (especially the hellacious damage) was directly from that app.

I have never used that application, so I can't comment on how useful it is. I use Asmors Monster Maker to help generate the numbers in the creatures I design, then add a touch of experience.

I do notice that your description says elite, but the HPs are for a standard creature so it looks like there is a problem there. However it has added the Action Point so I really don't understand where the problem might lie.

Also, as mentioned, I used the cavern choker as a basis for this. The choker is 4th level, only 1 level higher than my 'bot, and the grab and choke powers are taken verbatim from the MM. The damage was calculated by the DDi app.

There is nothing really wrong with the grab and choke powers. Please understand that creating monsters is as much an art as it is a science, it is possible to get different equally valid suggestions on how to design powers. Only the end user can decide if something is under or over powered in relation to his group.

Also the cavern choker is a Lurker, and if you take the creature as a whole you will see that grabbing and choking is all that it does. It doesn't have a 2d10+3 ranged attack once every 3 turns.

I'm actually surprised that you guys think a 3rd level critter is doing substantial damage, when a 4th level critter is doing just a hair more. (And I've seen it written many times on these very boards that the MM critters actually do sub-optimal damage.) My intention isn't to argue or explain why "I'm right, you're wrong"...I'm genuinely trying to grok onto why there's such a perceived difference in damage and powers between the two monsters.

I can't speak for anyone else, but my expectation when looking at a level 3 elite is that it could be used against a level 1 party. With that in mind I check the amount of damage the creature is capable of against the expected amount of HPs a level 1 PC might have. As I previously said Only the end user can decide if something is under or over powered in relation to his group. Everyone else is really just guessing within a rough design framework.

It would be generally my assumption that a level 4 creature (The Cavern Choker) could be used against a level 2 group, a level 2 group is a bit more hardy and a bit more efficient due to knowing how to work as a team.

As far as artillery vs. soldier vs. any other role, it's supposed to be a flying garbage can with Doc Ock arms and a threatening (but not overwhelming) electric zapper attached (in dalek fashion). There are going to be 1 per character (total of 4) without any other creatures (i.e. no other backup, controller or lurker or brute or whatever). What role makes sense for this type of 'bot?

I would probably say it is a skirmisher, skirmishers are really the default type and the closest to a 'normal' type creature.

See the DMG page 55 & 56 for a description of monster roles.

If there are going to be 4 vs your 4 man group then I would guess that they arn't meant to be elites. An elite is the equivalent of 2 standard creatures.
 

My reaction about the gun had been more about letting the players pick them up and use them. A weapon like that would both ro><><or AND be dope fresh for 3rd level characters.
 

My reaction about the gun had been more about letting the players pick them up and use them. A weapon like that would both ro><><or AND be dope fresh for 3rd level characters.

true enough...the pulp setting already has guns and a failed Martian attack and eladrin and goliaths and mad scientists....what's a few ray guns between friends? :D
 

My reaction about the gun had been more about letting the players pick them up and use them. A weapon like that would both ro><><or AND be dope fresh for 3rd level characters.

Looking at it again, you essentially made a fairly weak but useful wand from what I can see....which is basically how I envisioned it--like one of the stalk-like guns that daleks have on their fronts.
 
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I think it'll be best to just use the DMG rules to lower the level of a monster, and just cosmetically reskin the choker. I'll likely give the 'bots the electric gun as Nytmare statted it up, but with a limited number of charges.

I'll also do as suggested and make it a skirmisher, and I'll remove the choker's chameleon hide power but allow it a decent Fly (maybe 8 rather than 10 so that it's not too overwhelming), but aside from that I think serial number filing-off and a new paint job will work just fine.

I actually suspect that the 'bots will be too weak, quite frankly. I wanted to scare the players a little more than usual, but I think the poor 'bots will be twitching piles of ozone, wiring and rubble not long after my group manhandles 'em.
 
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I actually suspect that the 'bots will be too weak, quite frankly. I wanted to scare the players a little more than usual, but I think the poor 'bots will be twitching piles of ozone, wiring and rubble not long after my group manhandles 'em.

Only you can make this call, if you think they are too weak and you want to scare your PCs then up the power. You have to remember that any advice given cannot fully understand the context the creature will be used in, and the actual ability/power of the PCs it will face. Then there is the consideration of how many encounters the group will have faced before the encounter and how many more encounters they are expected to face the same day.
 

Here are 2 Robots, designed along your initial theme for your consideration.



Robot Enforcer mark III Level 3 Skirmisher
Medium Natural Animate XP 150

Initiative +6 Senses Perception +8, darkvision
HP 48; Bloodied 24; see Malfunction MALFUNCTION
AC 17; Fortitude 16, Reflex 16, Will 15
Immune charm, disease, fear, poison, sleep;
Vulnerable 5 lightning
Speed 7 (hover)

M Mechanical Claw (Standard; at-will)
Reach 2; attack +8 vs. AC; 1d8+3 damage; on hit target is grabbed
(-4 penalty to escape)

m Choke (Minor; at-will) 1/round per target
Attack +6 vs. Fortitude; 1d6+2 damage; on hit target is dazed (save ends)

r Mark I Electric Gun (Standard; recharge 456) lightning
Range 10/20; attack +6 vs. Reflex; 2d6+3 lightning damage; on hit target
takes a -4 penalty to attack rolls and skill checks until the end of Robots
next turn

Meat Shield (Immediate Interrupt; encounter) when targeted by a
melee or ranged attack against Reflex or AC; recharges whenever Robot
makes a successful Mechanical Claw attack
Robot makes grabbed victim the target of the attack; the robot cannot
use this power against attacks from a grabbed target

Malfunction MALFUNCTION (Immediate Reaction; encounter) lightning, on death
On death robot releases an electric charge and collapses in a heap of fried
circuitry; Burst 1; attack +5 vs. Reflex; 5 lightning damage; on hit target
is dazed (save ends)

Alignment Unaligned Languages common
Skills Perception +8
Str 14 (+3) Dex 17 (+4) Wis 14 (+3)
Con 16 (+4) Int 6 (-1) Cha 6 (-1)
Equipment 2x mechanical claws, mark I electric gun

-----------------------------------------------------------------------

Robot Sentinal mark I Level 4 Elite Soldier
Medium Natural Animate XP 350

Initiative +6 Senses Perception +8, darkvision
HP 112; Bloodied 56; see Does Not Compute
AC 22; Fortitude 19, Reflex 18, Will 15
Immune charm, disease, fear, poison, sleep;
Vulnerable 5 lightning
Saving Throws +2
Speed 5 (hover)
Action Points 1

M Hammer Blow (Standard; at-will)
Attack +11 vs. AC; 1d6+4 damage; on hit target is marked until the end of
Sentinals next turn

m Hammer Crush (Standard; at-will)
Attack +11 vs. AC; 1d10+4 damage; on hit secondaru attack +9 vs.
Fortitude; on hit target is knocked prone and slowed (save ends)

r Mark II Electric Gun (Standard; recharge 56) lightning
Range 10; attack +9 vs. Reflex; 2d8+2 lightning damage; on hit target
takes a -4 penalty to attack rolls and skill checks until the end of
Sentinals next turn

c Rapid Fire (Standard; encounter) lightning
Close Blast 3; attack +9 vs. Reflex; 2d10+2 lightning damage

Defensive Algorithms
Any target Sentinal hits as part of an opportunity attack is stopped in the
square it was leaving and loses its current move action

Does Not Compute (Immediate Reaction; encounter) on death
On death Sentinal makes an immediate free Hammer Blow attack against
an adjacent target

Alignment Unaligned Languages common
Skills Perception +8
Str 18 (+6) Dex 14 (+4) Wis 12 (+3)
Con 16 (+5) Int 6 (+0) Cha 6 (+0)
Equipment mechanical hammer, shield, mark II electric gun
 

Pretty cool--the skirmisher is very close to the way I statted up my 'bot. The soldier is a bit too mighty for my 2nd level party, I think, lol...unless they only took on two of them at once! ...But I get the gist of what you're designing, and I think the X-Men would appreciate your naming convention. :)

I especially enjoy the "on death" consequences!

I do think they should have Truevision, at least 5 or maybe even 10...their sensor suite should allow them to see further into the visual spectrum and thus view even invisible opponents, IMO.
 

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