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The Daywalkers of Trevor
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<blockquote data-quote="Mesh Hong" data-source="post: 4837076" data-attributes="member: 73463"><p><span style="font-family: 'Verdana'"><span style="color: white">That’s a nice simple back story to set these guys up.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">It seems a little odd to have a level 8 soldier, a level 5 elite lurker and a level 6 minion. When creating a theme I would usually place soldiers earlier rather than later in the level progression because of their higher than average AC (which means they are useful for longer). This strikes me as a group of creatures designed for a level 6 party.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">Initial thoughts:</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Daywalker Grappler</span></span></strong></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">From your stats I would have expected:</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">HP</span></strong><span style="font-family: 'Verdana'">: 90</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Reflex</span></strong><span style="font-family: 'Verdana'">: 19</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Fierce Grapple</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">This doesn’t appear to live up to its name, it’s quite weak and I don’t really see that much incentive to use it as it stands.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">I think it should be +13 vs. Fortitude, and I would up the damage to 1d8+5</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Divine Chains</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">I like this power and it works very well for a soldier who is designed to keep enemies locked up.</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Again I think it should be attack +13 vs. Reflex</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Blood Drain</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">This is where I would give the Grappler a reason to use Fierce grapple, I would make it a high damage encounter power that the Grappler could only use against a grabbed target.</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white"><strong><img src="http://www.enworld.org/forum/images/smilies/m.gif" class="smilie" loading="lazy" alt=":melee:" title="Melee :melee:" data-shortname=":melee:" /> Blood Drain</strong> (standard, encounter); <strong>necrotic</strong>; <strong>grabbed target only</strong></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">Grabbed target only; attack +13 vs. Will (+15 against a bloodied target); </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">2d8+5 necrotic damage; on hit Grappler heals 22 HPs</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Daywalker Acrobat</span></span></strong></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">From your stats I would have expected:</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">HP</span></strong><span style="font-family: 'Verdana'">: 108</span></span></p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">AC</span></strong><span style="font-family: 'Verdana'">: 21; <strong>Fortitude</strong>: 18; <strong>Reflex</strong>: 22; <strong>Will</strong>: 20</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">(Note – you seem to have forgotten the defence bonuses from becoming an elite)</span></span></p><p> </p><p><span style="font-family: 'Verdana'"><span style="color: white">I don’t really understand how you reached your damage bonuses on the creature, but I assume you are giving constant bonus damage as opposed to an extra 1d6 when it has combat advantage. If this is the case I would give it a +3 damage bonus (which I think you <em>have</em> done)</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Katar</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">I would make this 1d10+8 damage (critical 1d6+18 damage)</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Flying Terror Attack</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">I really like this power.</span></span></p><p><span style="color: white"><em><span style="font-family: 'Verdana'">Terror Drop</span></em><span style="font-family: 'Verdana'"> – I would reduce the damage, but let the Acrobat drop its target at any point and add target is immobilised until the end of its next turn</span></span></p><p><span style="color: white"><em><span style="font-family: 'Verdana'">Katar</span></em><span style="font-family: 'Verdana'"> – see above</span></span></p><p><span style="color: white"><em><span style="font-family: 'Verdana'">Acrobatic Feint</span></em><span style="font-family: 'Verdana'"> – I like it</span></span></p><p> </p><p><span style="color: white"><strong><span style="font-family: 'Verdana'">Flying Revenge attack</span></strong><span style="font-family: 'Verdana'"> – I am not sure about this power, (I assume when you say claw you mean katar?). I think I would change it to Daywalker Acrobat can make a Flying Terror Attack as an immediate reaction.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Acrobatic Flip</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">I think I would have had this as a 4 squares shift, but 6 is fine really as it is an encounter power and as a lurker it will need an additional way to escape sticky situations.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Daywalker Ripper</span></span></strong></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">Claw</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">You seem to have given this minion a +2 bonus to attack, I would have expected +11 vs. AC for a level 6 minion. The “on hit minion is immune to damage from that creature until the start of minions next turn” is very powerful. I quite like it, though I can see players not being too fond of it, and it is one of those powers that could go horribly wrong in a random situation.</span></span></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4837076, member: 73463"] [FONT=Verdana][COLOR=white]That’s a nice simple back story to set these guys up.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]It seems a little odd to have a level 8 soldier, a level 5 elite lurker and a level 6 minion. When creating a theme I would usually place soldiers earlier rather than later in the level progression because of their higher than average AC (which means they are useful for longer). This strikes me as a group of creatures designed for a level 6 party.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Initial thoughts:[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Daywalker Grappler[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]From your stats I would have expected:[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]HP[/FONT][/B][FONT=Verdana]: 90[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Reflex[/FONT][/B][FONT=Verdana]: 19[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Fierce Grapple[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]This doesn’t appear to live up to its name, it’s quite weak and I don’t really see that much incentive to use it as it stands.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I think it should be +13 vs. Fortitude, and I would up the damage to 1d8+5[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Divine Chains[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]I like this power and it works very well for a soldier who is designed to keep enemies locked up.[/COLOR][/FONT] [FONT=Verdana][COLOR=white]Again I think it should be attack +13 vs. Reflex[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Blood Drain[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]This is where I would give the Grappler a reason to use Fierce grapple, I would make it a high damage encounter power that the Grappler could only use against a grabbed target.[/COLOR][/FONT] [FONT=Verdana][COLOR=white][B]:melee: Blood Drain[/B] (standard, encounter); [B]necrotic[/B]; [B]grabbed target only[/B][/COLOR][/FONT] [FONT=Verdana][COLOR=white]Grabbed target only; attack +13 vs. Will (+15 against a bloodied target); [/COLOR][/FONT] [FONT=Verdana][COLOR=white]2d8+5 necrotic damage; on hit Grappler heals 22 HPs[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Daywalker Acrobat[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]From your stats I would have expected:[/COLOR][/FONT] [COLOR=white][B][FONT=Verdana]HP[/FONT][/B][FONT=Verdana]: 108[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]AC[/FONT][/B][FONT=Verdana]: 21; [B]Fortitude[/B]: 18; [B]Reflex[/B]: 22; [B]Will[/B]: 20[/FONT][/COLOR] [FONT=Verdana][COLOR=white](Note – you seem to have forgotten the defence bonuses from becoming an elite)[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I don’t really understand how you reached your damage bonuses on the creature, but I assume you are giving constant bonus damage as opposed to an extra 1d6 when it has combat advantage. If this is the case I would give it a +3 damage bonus (which I think you [I]have[/I] done)[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Katar[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]I would make this 1d10+8 damage (critical 1d6+18 damage)[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Flying Terror Attack[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]I really like this power.[/COLOR][/FONT] [COLOR=white][I][FONT=Verdana]Terror Drop[/FONT][/I][FONT=Verdana] – I would reduce the damage, but let the Acrobat drop its target at any point and add target is immobilised until the end of its next turn[/FONT][/COLOR] [COLOR=white][I][FONT=Verdana]Katar[/FONT][/I][FONT=Verdana] – see above[/FONT][/COLOR] [COLOR=white][I][FONT=Verdana]Acrobatic Feint[/FONT][/I][FONT=Verdana] – I like it[/FONT][/COLOR] [COLOR=white][B][FONT=Verdana]Flying Revenge attack[/FONT][/B][FONT=Verdana] – I am not sure about this power, (I assume when you say claw you mean katar?). I think I would change it to Daywalker Acrobat can make a Flying Terror Attack as an immediate reaction.[/FONT][/COLOR] [B][FONT=Verdana][COLOR=white]Acrobatic Flip[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]I think I would have had this as a 4 squares shift, but 6 is fine really as it is an encounter power and as a lurker it will need an additional way to escape sticky situations.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]Daywalker Ripper[/COLOR][/FONT][/B] [B][FONT=Verdana][COLOR=white]Claw[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]You seem to have given this minion a +2 bonus to attack, I would have expected +11 vs. AC for a level 6 minion. The “on hit minion is immune to damage from that creature until the start of minions next turn” is very powerful. I quite like it, though I can see players not being too fond of it, and it is one of those powers that could go horribly wrong in a random situation.[/COLOR][/FONT] [/QUOTE]
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