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General Tabletop Discussion
*Pathfinder & Starfinder
Slenderman Monster Stats
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<blockquote data-quote="eriktheguy" data-source="post: 5511256" data-attributes="member: 83662"><p>For example, you could make tentacle lash a close burst 3 instead of a melee 3 attack. Combined with slenderman's movement you should be able to hit several players. About 2d10+11 damage is good. Perhaps let it slide everyone it hits 1 or 2 squares. This will help slenderman fulfill his controller role, and perhaps prevent the party from surrounding him every round.</p><p></p><p>You might want to consider giving him threatening reach. This would allow him to make opportunity attacks up to 2 squares away (the reach of his claws) and would make him a bit harder to flank, and help him exploit his controller properties.</p><p></p><p>Frightful glare and controlling presence won't do much. First of all they are standard actions, meaning that Slender has to give up his attack to use them. A push 2 isn't going to do much, the party member will just move back up next round. The -2 to attack seems to be intended to prevent a party member from damaging slenderman, but it's very small. Finally these are all ranged attacks. This solo will spend most of the fight adjacent to the party, leaving ranged attacks out of the question.</p><p></p><p>So a few more suggestions:</p><p>Frightful glare and controlling presence should be reworded as close bursts to avoid provoking OAs. Getting attacked 5 times isn't worth making one attack.</p><p>They should either be reworded as minor actions (with a 1/turn limit or a recharge) or they should have their damage and effects seriously upgraded to make them worth sacrificing an attack.</p><p></p><p>At the very least, pushing a target might be reworded to "the target moves its speed away from slenderman, and cannot move towards slenderman on its next turn". You might change -2 to attack into something more powerful such as 'weakened (save ends)'. These ranged effects will help slendy control the party, and keep them from all piling up on him.</p><p></p><p>More mobility. As it stands your combat is going to involve slenderman surrounded by 5 party members whacking him each turn. I suggest giving him some powers to shift, teleport, or otherwise move away from the party without provoking 5 OAs. An example is the attack power in my build of slenderman, which lets him make 3 attacks, shifting one square before each. It's not enough to give him unlimited reign of the battlefield, but it keeps things a bit more dynamic. For a more controllery feel you could give slenderman a teleport move power with a recharge, or even a teleport move speed.</p><p></p><p>Just keep in mind when designing solos that:</p><p>They need to match the damage output of a full encounter of 5 standards</p><p>They need to have a way to prevent the party surrounding them and using them as a pinyata</p><p></p><p>And keep in mind when designing slenders that:</p><p>If at least one party member doesn't complain about nightmares, you have failed as a DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Anyways, that's all the time I've got for now. I need to check out this strange videotape that arrived in the mail today. If I find any weird objects I'll be sure to film them in the dark and upload it to youtube in seven months or so.</p></blockquote><p></p>
[QUOTE="eriktheguy, post: 5511256, member: 83662"] For example, you could make tentacle lash a close burst 3 instead of a melee 3 attack. Combined with slenderman's movement you should be able to hit several players. About 2d10+11 damage is good. Perhaps let it slide everyone it hits 1 or 2 squares. This will help slenderman fulfill his controller role, and perhaps prevent the party from surrounding him every round. You might want to consider giving him threatening reach. This would allow him to make opportunity attacks up to 2 squares away (the reach of his claws) and would make him a bit harder to flank, and help him exploit his controller properties. Frightful glare and controlling presence won't do much. First of all they are standard actions, meaning that Slender has to give up his attack to use them. A push 2 isn't going to do much, the party member will just move back up next round. The -2 to attack seems to be intended to prevent a party member from damaging slenderman, but it's very small. Finally these are all ranged attacks. This solo will spend most of the fight adjacent to the party, leaving ranged attacks out of the question. So a few more suggestions: Frightful glare and controlling presence should be reworded as close bursts to avoid provoking OAs. Getting attacked 5 times isn't worth making one attack. They should either be reworded as minor actions (with a 1/turn limit or a recharge) or they should have their damage and effects seriously upgraded to make them worth sacrificing an attack. At the very least, pushing a target might be reworded to "the target moves its speed away from slenderman, and cannot move towards slenderman on its next turn". You might change -2 to attack into something more powerful such as 'weakened (save ends)'. These ranged effects will help slendy control the party, and keep them from all piling up on him. More mobility. As it stands your combat is going to involve slenderman surrounded by 5 party members whacking him each turn. I suggest giving him some powers to shift, teleport, or otherwise move away from the party without provoking 5 OAs. An example is the attack power in my build of slenderman, which lets him make 3 attacks, shifting one square before each. It's not enough to give him unlimited reign of the battlefield, but it keeps things a bit more dynamic. For a more controllery feel you could give slenderman a teleport move power with a recharge, or even a teleport move speed. Just keep in mind when designing solos that: They need to match the damage output of a full encounter of 5 standards They need to have a way to prevent the party surrounding them and using them as a pinyata And keep in mind when designing slenders that: If at least one party member doesn't complain about nightmares, you have failed as a DM ;) Anyways, that's all the time I've got for now. I need to check out this strange videotape that arrived in the mail today. If I find any weird objects I'll be sure to film them in the dark and upload it to youtube in seven months or so. [/QUOTE]
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