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Tweaking a Villain
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<blockquote data-quote="MoutonRustique" data-source="post: 7551194" data-attributes="member: 22362"><p>A couple of thoughts - of course, these reflect my preferences, and I will not feel in any way offended or put-off if you tell me you're going for a different vibe, or just plain don't like them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (I feel it's important to state that outright to make as sure as possible that you can dissect my suggestions without restraint so that we can go back and forth. - so there.)</p><p></p><p><strong>1st off</strong> - this guy is going to need some mobility <em>with</em> terrain features to take advantage off. As it stands now, to use MMO-speak, this is a straight tank-and-spank. Which is bad for a lone solo encounter.</p><p></p><p><strong>Potential solution</strong></p><p><strong>Cool name A</strong> - reaction (recharge 5-6), when hit by melee attack;</p><p>Become insubstantial until end of next round. Shift speed. Create a wall 4 within 2 squares from starting square. Wall squares are difficult terrain, and provide cover and concealment. A creature entering or ending it's turn in a wall square suffers <strong>[Cool name B]</strong>.</p><p></p><p><strong>[Cool name B]</strong> - minor action (at-will, 1/round); (no attack roll) 7 necrotic damage and target is slowed and weakened ueont<em> (Mote that Kalarel gets this power, it isn't just for the wall.)</em></p><p></p><p><em>The idea is to have the guy use the Matrix-Twins' move and get in range of the back row, and set up a barrier to impede the melee types from just charging back in.</em></p><p><em></em></p><p><em>Also, I don't mind the complexity being this high because he's a solo.</em></p><p></p><p><strong>2ndly</strong> - I dislike <em>dominate</em>. So, I'd change that to : make a BA against a target chosen by caster and be [dazed] on next turn.</p><p></p><p><strong>3rdly</strong> - simple "number-based-only" resistances and vulnerabilities are pretty boring.</p><p>Radiant vulnerability : also, he deals 5 extra fire damage on it's next attack beont</p><p>Necrotic resistance : instead of resistance, he gets to roll to recharge his powers (one roll per) </p><p></p><p><strong>4rthly</strong> - I don't get how <em>Oath's Agony</em> is supposed to work reliably in this instance...?</p><p></p><p><strong>5thly</strong> - I would be evil and change <em>Rotting Touch</em> to impose a -4 penalty to <em>surge value</em>. This is a curse that uses the Disease Track. Also, add an action that lets him target 2 creatures with this attack as a standard action.</p><p></p><p><strong>6thly</strong> - <em>Promised Return</em> means this guys is 1.5 solo's... I would cut his hp in half to take this ability into account. </p><p></p><p><strong>7thly</strong> (at this point, I just like writing Xthly <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> ) I would give this guy some minions - some <em>shadow-demon-undead</em>-inspired or themed dudes to work with the Orcus-vibe. I imagine these guys looking like the swarming shadow demons from Diablo3 (in the High Heavens).</p><p></p><p>Minion-dudes (small) - low Fortitude, High Reflex; resist 10 necrotic; insubstantial; vulnerable radiant* (see <em>cool thing</em>); necrotic melee attack; shifting charge; <em>[cool thing]</em> when destroyed with radiant damage, death burst 1 : 3 radiant damage (if you can hit them in a pack, you can chain them - just don't be nearby!)</p><p></p><p>I would add (to Kalarel) a range 5 burst 2 power as a minor action (recharge 4+); target Fort; 7 necrotic damage, summon 4 minion dudes in empty squares, they act right away? (or after...?)</p><p></p><p><strong>Random Idea</strong> - Kalarel can put up a "circle of power" that will last the entire encounter (or more?).</p><p>Circle is SC (short) to shutdown</p><p>A living creature in CoP gains a +5 bonus to damage</p><p>A living creature using the damage bonus summons a shadow-demon-minion-dude</p><p>Kalarel can use a minor-action recharge power to summon minions (4) (and deal necrotic damage to creatures in circle? - or a creature in circle allows for +1 minion?)</p><p></p><p>So... yeah. These are my ideas right now.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7551194, member: 22362"] A couple of thoughts - of course, these reflect my preferences, and I will not feel in any way offended or put-off if you tell me you're going for a different vibe, or just plain don't like them. :) (I feel it's important to state that outright to make as sure as possible that you can dissect my suggestions without restraint so that we can go back and forth. - so there.) [B]1st off[/B] - this guy is going to need some mobility [I]with[/I] terrain features to take advantage off. As it stands now, to use MMO-speak, this is a straight tank-and-spank. Which is bad for a lone solo encounter. [B]Potential solution[/B] [B]Cool name A[/B] - reaction (recharge 5-6), when hit by melee attack; Become insubstantial until end of next round. Shift speed. Create a wall 4 within 2 squares from starting square. Wall squares are difficult terrain, and provide cover and concealment. A creature entering or ending it's turn in a wall square suffers [B][Cool name B][/B]. [B][Cool name B][/B] - minor action (at-will, 1/round); (no attack roll) 7 necrotic damage and target is slowed and weakened ueont[I] (Mote that Kalarel gets this power, it isn't just for the wall.)[/I] [I]The idea is to have the guy use the Matrix-Twins' move and get in range of the back row, and set up a barrier to impede the melee types from just charging back in. Also, I don't mind the complexity being this high because he's a solo.[/I] [B]2ndly[/B] - I dislike [I]dominate[/I]. So, I'd change that to : make a BA against a target chosen by caster and be [dazed] on next turn. [B]3rdly[/B] - simple "number-based-only" resistances and vulnerabilities are pretty boring. Radiant vulnerability : also, he deals 5 extra fire damage on it's next attack beont Necrotic resistance : instead of resistance, he gets to roll to recharge his powers (one roll per) [B]4rthly[/B] - I don't get how [I]Oath's Agony[/I] is supposed to work reliably in this instance...? [B]5thly[/B] - I would be evil and change [I]Rotting Touch[/I] to impose a -4 penalty to [I]surge value[/I]. This is a curse that uses the Disease Track. Also, add an action that lets him target 2 creatures with this attack as a standard action. [B]6thly[/B] - [I]Promised Return[/I] means this guys is 1.5 solo's... I would cut his hp in half to take this ability into account. [B]7thly[/B] (at this point, I just like writing Xthly ;) ) I would give this guy some minions - some [I]shadow-demon-undead[/I]-inspired or themed dudes to work with the Orcus-vibe. I imagine these guys looking like the swarming shadow demons from Diablo3 (in the High Heavens). Minion-dudes (small) - low Fortitude, High Reflex; resist 10 necrotic; insubstantial; vulnerable radiant* (see [I]cool thing[/I]); necrotic melee attack; shifting charge; [I][cool thing][/I] when destroyed with radiant damage, death burst 1 : 3 radiant damage (if you can hit them in a pack, you can chain them - just don't be nearby!) I would add (to Kalarel) a range 5 burst 2 power as a minor action (recharge 4+); target Fort; 7 necrotic damage, summon 4 minion dudes in empty squares, they act right away? (or after...?) [B]Random Idea[/B] - Kalarel can put up a "circle of power" that will last the entire encounter (or more?). Circle is SC (short) to shutdown A living creature in CoP gains a +5 bonus to damage A living creature using the damage bonus summons a shadow-demon-minion-dude Kalarel can use a minor-action recharge power to summon minions (4) (and deal necrotic damage to creatures in circle? - or a creature in circle allows for +1 minion?) So... yeah. These are my ideas right now. [/QUOTE]
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