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<blockquote data-quote="Mesh Hong" data-source="post: 4647346" data-attributes="member: 73463"><p><span style="font-family: 'Verdana'"><span style="color: white">I’m sorry Sporemine but that creature is massively overpowered. These are my immediate reactions and as always just my opinion.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">General comment</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">This is an artillery creature so it probably shouldn’t have the bonus to hit and extra damage in darkness feature on any of its attacks. My personal philosophy is that sort of extra damage is for lurkers and skirmishers.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">1: Bite attack</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Bite attack should probably do 1d6+4 without the extra to hit and damage. Artillery creatures should be strong at range and weaker in melee, as a general rule.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">2: Adamantine Star</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Again 1d10+4 by itself is enough damage, again I don’t think there is any need extra to hit and damage feature.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">3: Barrage of Stars</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Have you realised that this power enables the creature to do up to 80 damage every other turn? (recharge of 4,5,6) Now a standard encounter containing these guys would be 5 of them, for a level 5 party…..thats up to 400 damage. I know this is the maximum but doesn’t a level 5 character have about 45 HPs?</span></span></p><p><span style="font-family: 'Verdana'"><span style="color: white">I think making barrage of stars a Close burst 3 attack recharging on a 5,6 doing 2d6+4 is a lot more reasonable.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">4: Creature of Darkness</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">Again my instinct is that this sort of power is for a lurker or a skirmisher, or an important elite or solo.</span></span></p><p> </p><p><strong><span style="font-family: 'Verdana'"><span style="color: white">5: Regeneration</span></span></strong></p><p><span style="font-family: 'Verdana'"><span style="color: white">If you want to use regeneration I would take the theme of Creature of Darkness and give it regenerate 5 when it starts its turn in darkness or dim light. Regeneration 2 wont really give you enough effect for the effort of keeping track of it.</span></span></p><p> </p><p>The creature concept is sound, and I like the regenerating shuriken thrower idea. But I think you may have got a little carried away with imagining this thing running about throwing stars out like a machine gun <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 4647346, member: 73463"] [FONT=Verdana][COLOR=white]I’m sorry Sporemine but that creature is massively overpowered. These are my immediate reactions and as always just my opinion.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]General comment[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]This is an artillery creature so it probably shouldn’t have the bonus to hit and extra damage in darkness feature on any of its attacks. My personal philosophy is that sort of extra damage is for lurkers and skirmishers.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]1: Bite attack[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Bite attack should probably do 1d6+4 without the extra to hit and damage. Artillery creatures should be strong at range and weaker in melee, as a general rule.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]2: Adamantine Star[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Again 1d10+4 by itself is enough damage, again I don’t think there is any need extra to hit and damage feature.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]3: Barrage of Stars[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Have you realised that this power enables the creature to do up to 80 damage every other turn? (recharge of 4,5,6) Now a standard encounter containing these guys would be 5 of them, for a level 5 party…..thats up to 400 damage. I know this is the maximum but doesn’t a level 5 character have about 45 HPs?[/COLOR][/FONT] [FONT=Verdana][COLOR=white]I think making barrage of stars a Close burst 3 attack recharging on a 5,6 doing 2d6+4 is a lot more reasonable.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]4: Creature of Darkness[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]Again my instinct is that this sort of power is for a lurker or a skirmisher, or an important elite or solo.[/COLOR][/FONT] [B][FONT=Verdana][COLOR=white]5: Regeneration[/COLOR][/FONT][/B] [FONT=Verdana][COLOR=white]If you want to use regeneration I would take the theme of Creature of Darkness and give it regenerate 5 when it starts its turn in darkness or dim light. Regeneration 2 wont really give you enough effect for the effort of keeping track of it.[/COLOR][/FONT] The creature concept is sound, and I like the regenerating shuriken thrower idea. But I think you may have got a little carried away with imagining this thing running about throwing stars out like a machine gun :D [/QUOTE]
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