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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Upgrading Monsters to Elite - Can Anyone Help?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5415839" data-attributes="member: 82106"><p>There are a lot of choices here. 1st thing I would look at is DMG2 style adjustments. The only thing really relevant there is that elites no longer get any defense bonuses. This guys defenses aren't really out of line, but AC17 would speed things up a bit, especially if you stick with the 128 HP. </p><p></p><p>I think the basic attack routine is OK, assuming the monster will have a decent way of getting CA reasonably often, which is kind of dependent on the scenario. If he gets pinned down he's probably going to just be stuck doing some pretty anemic damage is all. So I would consider a couple possibilities. You could give him an anti-lockdown kind of ability. At this level it would probably really just be a mobility mechanic. It could be a minor action shift, or even an immediate reaction shift. That gets him out of being surrounded and lets him set up CA with his allies for good damage output. Something like:</p><p></p><p>Clever Tactics (Minor Action 1/turn * at-will) Vernon Atcher shifts one square</p><p></p><p>Clever Tactics (Immediate Reaction * at-will) Trigger: An enemy flanks Vernon Atcher. Vernon Atcher makes a Shortsword attack against the moving enemy and shifts one square.</p><p></p><p>I think it would be a good idea to give him some sort of on bloodied trigger too. Without going to the trouble of designing another power the easiest way would be to let him take an attack routine as soon as he gets bloodied as a free action. A better way might be to give him some kind of encounter power and have that recharge when he gets bloodied. An encounter power could be anything. Maybe something like a "leap and attack" routine would be nice. </p><p></p><p>Leaping Attack (Standard * encounter) Vernon Atcher shifts up to 8 squares and makes 2 shortsword attacks against enemies he shifts past. </p><p></p><p>This also serves as another "get out of there" option to avoid being pinned down. I think the result is you end up with a pretty mobile guy that can run in, do some damage, and then jump away with an AP, or go in, fight for a round, jump away, hide, attack again from surprise, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5415839, member: 82106"] There are a lot of choices here. 1st thing I would look at is DMG2 style adjustments. The only thing really relevant there is that elites no longer get any defense bonuses. This guys defenses aren't really out of line, but AC17 would speed things up a bit, especially if you stick with the 128 HP. I think the basic attack routine is OK, assuming the monster will have a decent way of getting CA reasonably often, which is kind of dependent on the scenario. If he gets pinned down he's probably going to just be stuck doing some pretty anemic damage is all. So I would consider a couple possibilities. You could give him an anti-lockdown kind of ability. At this level it would probably really just be a mobility mechanic. It could be a minor action shift, or even an immediate reaction shift. That gets him out of being surrounded and lets him set up CA with his allies for good damage output. Something like: Clever Tactics (Minor Action 1/turn * at-will) Vernon Atcher shifts one square Clever Tactics (Immediate Reaction * at-will) Trigger: An enemy flanks Vernon Atcher. Vernon Atcher makes a Shortsword attack against the moving enemy and shifts one square. I think it would be a good idea to give him some sort of on bloodied trigger too. Without going to the trouble of designing another power the easiest way would be to let him take an attack routine as soon as he gets bloodied as a free action. A better way might be to give him some kind of encounter power and have that recharge when he gets bloodied. An encounter power could be anything. Maybe something like a "leap and attack" routine would be nice. Leaping Attack (Standard * encounter) Vernon Atcher shifts up to 8 squares and makes 2 shortsword attacks against enemies he shifts past. This also serves as another "get out of there" option to avoid being pinned down. I think the result is you end up with a pretty mobile guy that can run in, do some damage, and then jump away with an AP, or go in, fight for a round, jump away, hide, attack again from surprise, etc. [/QUOTE]
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Upgrading Monsters to Elite - Can Anyone Help?
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