Fieari
Explorer
Upper Krust, in his infinitely tardy manner, has discussed a number of fascinating concepts regarding monster usage. Basically, he has proposed that any creature can be taken and modified +/- 5 levels by changing its status, say, from standard to minion, or from elite to solo. Furthermore, a solo could be made into a minion by modifying it's level +15, so that if you want to have a room full of young white dragons at the paragon tier, you can do so with ease. Alternatively, a minion can be made a solo, dropping it's level -15.
He's also teased us with what he calls "Supersolo" rules, which would add an extra -5 you can tack on to a creature. His proposal was basically to treat each supersolo like Lolth, in that after you kill it, it turns into another solo. I have another proposal I'd like to offer in contrast. (Reposted from U_K's private forum):
And, an example:
Winter Nymph Lvl 1 Supersolo Artillary
Medium fey humanoid Exp 600?
HP 116; Bloodied 58; Initiative +4
AC 15; Perception +4; Low Light Vision
Fortitude 16; Reflex 18; Will 15
Speed 7 (Forest Walk), Fly 10
Traits
Blizzard Gale * Aura 5
Players cannot enter the aura radius, ranged attacks targeting anything within or past the aura auto miss, area attacks are deflected outside the aura. Blizzard Gale is ignored once the party has passed an Obsidian Skill Challenge (Mental).
Primary Skills (DC 17): Arcana, Nature. Standard Skills (DC 18): History, Insight, Perception, Religion.
When the Blizzard Gale is defeated, the Winter Nymph regains any spent action points.
Frost Armor
Any attack that would bloody the Winter Nymph instead brings her to her bloodied HP plus one (59 hp). Frost Armor is ignored once the party has passed an Obsidian Skill Challenge (Physical).
Primary Skills (DC 17): Athletics, Endurance. Standard Skills (DC 18): Acrobatics, Heal, Stealth, Thievery, Nature
When the Frost Armor is defeated, the Winter Nymph regains any spent action points.
Fragile Beauty * (Gaze) Immediate Interrupt * At Will
Any attack that would fatally injure the Winter Nymph is cancelled as if never attempted, but the attacker still loses their action. This effect is ignored once the party has passed an Obsidian Skill Challenge (Social).
Primary Skills (DC 17): Insight, Streetwise. Standard Skills (DC 18): Bluff, Diplomacy, Intimidate, Nature
Standard Actions
Frozen Knife (weapon) * At Will
Attack: Melee 1 (one creature); +6 vs AC
Hit: 1d10+4 damage, target is slowed (save ends) and the nymph shifts 1 square.
Winter Wind (cold, weapon) * At Will
Attack: Area burst 1 within 20 (enemies in burst); +8 vs Fort
Hit: 1d10+2 damage, targets are slowed (save ends) and slide 1 square.
Miss: Targets slide 1 square.
Nettling Wind (cold) * Recharge
Attack: Close blast 5 (enemies in burst); +6 vs Fort
Hit: 1d10+3 damage, targets are immobilized (save ends).
Hail of Arrows (weapon) * Recharge
Attack: Area burst 5 within 20 (enemies in burst); +8 vs AC
Hit: 2d10+3 damage, and ongoing 5 damage (save ends).
Minor Actions
Wind Gust * At Will
Attack: Close Blast 3; +6 vs Fort
Hit: Target is pushed 3 squares
Icy Glare (Gaze) * At Will
Attack: Ranged 10; +6 vs Will
Hit: Target is Dazed (save ends)
Triggered Actions
Frost Touch * At Will
Trigger: An enemy hits the Nymph in melee
Effect (Immediate Reaction): The triggering enemy takes 1d4 cold damage, and the Winter Nymph shifts 1 square.
Sudden Blow * At Will
Trigger: An enemy granting combat advantage attacks the Nymph
Effect: The Nymph makes any standard or minor action attack against the triggering enemy.
Wind Escape * Encounter
Trigger: The Nymph is bloodied
Effect: The Nymph attacks with Winter Wind (centered on herself), immediately gains a move action, and may spend up to two action points on additional actions. For each action point spent on this turn, the Winter Nymph may move AND attack with Winter Wind (centered on herself only).
Action points: 2
Str: 16 (+3) Dex: 19 (+4) Wis: 18 (+4)
Con: 13 (+1) Int: 13 (+1) Cha: 12 (+1)
He's also teased us with what he calls "Supersolo" rules, which would add an extra -5 you can tack on to a creature. His proposal was basically to treat each supersolo like Lolth, in that after you kill it, it turns into another solo. I have another proposal I'd like to offer in contrast. (Reposted from U_K's private forum):
Fieari said:My idea is the following:
1) Supersolos are primarily solos, but MUST include triggered actions, immediate actions, and other such ways of acting off its normal turn; in addition to the normal multi-targeting / AOE attacks solos always get. Solos sometimes get these anyway, but supersolos MUST have them.
2) Supersolos must have an escape move, much like deities, except not necessarily magical in nature. This escape move can be countered in different manners depending on the tier:
Heroic: Physically blocking exits. Surrounding the area (in a circle) with physical NPC allies.
Paragon: Magically blocking exits. Surrounding the area (in a sphere) with supernatural NPC allies.
Epic: Obtaining, via quest, an artifact that binds the target. Hunting the being down to their lair.
3) The critical defining feature: Supersolos cannot be damaged at all until a skill challenge has been passed. Once the skill challenge has been passed, the supersolo can only be damaged up to just above bloodied level until a second skill challenge is passed. Once that is passed, the supersolo may activate its escape ability unless prevented (cornered) in some way. If escape is preventing, the supersolo still may not be killed until a THIRD skill challenge is passed.
The skill challenge will be of Stalker 0's Obsidian Skill challenge type, seen here (see "Combat Skill Challenges" section)
4) Supersolos can spend an action point once per segment. Once before receiving any damage once before bloodying, and once after bloodying.
And, an example:
Winter Nymph Lvl 1 Supersolo Artillary
Medium fey humanoid Exp 600?
HP 116; Bloodied 58; Initiative +4
AC 15; Perception +4; Low Light Vision
Fortitude 16; Reflex 18; Will 15
Speed 7 (Forest Walk), Fly 10
Traits
Blizzard Gale * Aura 5
Players cannot enter the aura radius, ranged attacks targeting anything within or past the aura auto miss, area attacks are deflected outside the aura. Blizzard Gale is ignored once the party has passed an Obsidian Skill Challenge (Mental).
Primary Skills (DC 17): Arcana, Nature. Standard Skills (DC 18): History, Insight, Perception, Religion.
When the Blizzard Gale is defeated, the Winter Nymph regains any spent action points.
Frost Armor
Any attack that would bloody the Winter Nymph instead brings her to her bloodied HP plus one (59 hp). Frost Armor is ignored once the party has passed an Obsidian Skill Challenge (Physical).
Primary Skills (DC 17): Athletics, Endurance. Standard Skills (DC 18): Acrobatics, Heal, Stealth, Thievery, Nature
When the Frost Armor is defeated, the Winter Nymph regains any spent action points.
Fragile Beauty * (Gaze) Immediate Interrupt * At Will
Any attack that would fatally injure the Winter Nymph is cancelled as if never attempted, but the attacker still loses their action. This effect is ignored once the party has passed an Obsidian Skill Challenge (Social).
Primary Skills (DC 17): Insight, Streetwise. Standard Skills (DC 18): Bluff, Diplomacy, Intimidate, Nature
Standard Actions
Frozen Knife (weapon) * At Will
Attack: Melee 1 (one creature); +6 vs AC
Hit: 1d10+4 damage, target is slowed (save ends) and the nymph shifts 1 square.
Winter Wind (cold, weapon) * At Will
Attack: Area burst 1 within 20 (enemies in burst); +8 vs Fort
Hit: 1d10+2 damage, targets are slowed (save ends) and slide 1 square.
Miss: Targets slide 1 square.
Nettling Wind (cold) * Recharge
Attack: Close blast 5 (enemies in burst); +6 vs Fort
Hit: 1d10+3 damage, targets are immobilized (save ends).
Hail of Arrows (weapon) * Recharge
Attack: Area burst 5 within 20 (enemies in burst); +8 vs AC
Hit: 2d10+3 damage, and ongoing 5 damage (save ends).
Minor Actions
Wind Gust * At Will
Attack: Close Blast 3; +6 vs Fort
Hit: Target is pushed 3 squares
Icy Glare (Gaze) * At Will
Attack: Ranged 10; +6 vs Will
Hit: Target is Dazed (save ends)
Triggered Actions
Frost Touch * At Will
Trigger: An enemy hits the Nymph in melee
Effect (Immediate Reaction): The triggering enemy takes 1d4 cold damage, and the Winter Nymph shifts 1 square.
Sudden Blow * At Will
Trigger: An enemy granting combat advantage attacks the Nymph
Effect: The Nymph makes any standard or minor action attack against the triggering enemy.
Wind Escape * Encounter
Trigger: The Nymph is bloodied
Effect: The Nymph attacks with Winter Wind (centered on herself), immediately gains a move action, and may spend up to two action points on additional actions. For each action point spent on this turn, the Winter Nymph may move AND attack with Winter Wind (centered on herself only).
Action points: 2
Str: 16 (+3) Dex: 19 (+4) Wis: 18 (+4)
Con: 13 (+1) Int: 13 (+1) Cha: 12 (+1)