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Upgrading Monsters to Elite - Can Anyone Help?
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<blockquote data-quote="orcmonk220" data-source="post: 5415887" data-attributes="member: 49104"><p>Wow, so many awesome replies. Cheers guys <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I probably should have mentioned that it's a party of 3 - a sword-and-shield fighter with a life-drinking axe for emergencies, a sun-cleric who has a focus on healing, and a half-elf warlock with a love of damage.</p><p></p><p>WARNING: Long post ahoy!</p><p></p><p>I did think this 2 filth fevers per turn might be overpowered, but my party seems to enjoy thinks that take them by surprise, and it's not the most deadly of diseases. Sure, it's a problem, but the cleric in the party is very devoted to healing with a high Heal modifier, so he should be able to clean up targets pretty fast.</p><p></p><p>I think I will make combat advantage 1 per turn, probably as a +1d8. A high sneak attack would really give the feeling of being a rogue-type enemy, but there's only 3 members in the party, so I don't want it too high.</p><p></p><p>Hadn't seen the new damage expressions. Are they in DMG2?</p><p></p><p>I thought that pushing HP into triple digits was a little overkill. I might well make it 96, especially if I put in the encounter ability I'm thinking (see below).</p><p></p><p>For a bloodied trigger, I'm thinking something along the lines of this:</p><p></p><p>Call of the Rat (free, when first bloodied; encounter).</p><p>Vernon lets out a howl, summoning 2 dire rats from the rubbish in the chamber.</p><p></p><p>I don't know if 2 Dire Rats would be over/underpowered for a party of 3, so maybe half-a-dozen minion rats.</p><p></p><p>I'm going to drop defensives back to normal, and will likely make him 96 HP. I want him to be tough, but I'm going to have him moving a lot, so will likely drop the HP down to force him to move around.</p><p></p><p>I like the idea of the first option, as when he locks down on a character he could use him bite, and when he has to flee he could move quicker - really gives him a lot of actions.</p><p></p><p>I like the idea of a leaping attack. for this encounter, I want him in a maze-like room that's filled with piles of rubbish. Due to the size of the party, and how the room would be laid out, I'd think about making this a 6-square shift with 1 attack (kind of like the old moving attack feats in 3.5), but he'd use it to dart from one rubbish pile to another. </p><p></p><p>Would having it recharge on a 5 or 6 be overpowered or not?</p><p></p><p>Just out of interest, why does a weapon's damage change with monster level. Is it just a general way to make the monster more powerful? I can understand on natural attacks, just not weapons.</p><p></p><p>Merely curious <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That's kind of covered above <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Again, do you reckon it recharging for an elite is too powerful? Maybe just on a 6?</p><p></p><p>Great idea, definately including this. Should I still keep it minor, or make it standard, if he's shifting as well?</p><p></p><p>Ah, my bad. The entire block was hybrid. Probably should have written that on there... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Do you reckon this would be better, or the summon rats type move above? This would make Vernon more skirmisher-y, but the summon rats move would mean for combat advantage, allowing the tension to be ramped up for the second part of the fight.</p></blockquote><p></p>
[QUOTE="orcmonk220, post: 5415887, member: 49104"] Wow, so many awesome replies. Cheers guys :) I probably should have mentioned that it's a party of 3 - a sword-and-shield fighter with a life-drinking axe for emergencies, a sun-cleric who has a focus on healing, and a half-elf warlock with a love of damage. WARNING: Long post ahoy! I did think this 2 filth fevers per turn might be overpowered, but my party seems to enjoy thinks that take them by surprise, and it's not the most deadly of diseases. Sure, it's a problem, but the cleric in the party is very devoted to healing with a high Heal modifier, so he should be able to clean up targets pretty fast. I think I will make combat advantage 1 per turn, probably as a +1d8. A high sneak attack would really give the feeling of being a rogue-type enemy, but there's only 3 members in the party, so I don't want it too high. Hadn't seen the new damage expressions. Are they in DMG2? I thought that pushing HP into triple digits was a little overkill. I might well make it 96, especially if I put in the encounter ability I'm thinking (see below). For a bloodied trigger, I'm thinking something along the lines of this: Call of the Rat (free, when first bloodied; encounter). Vernon lets out a howl, summoning 2 dire rats from the rubbish in the chamber. I don't know if 2 Dire Rats would be over/underpowered for a party of 3, so maybe half-a-dozen minion rats. I'm going to drop defensives back to normal, and will likely make him 96 HP. I want him to be tough, but I'm going to have him moving a lot, so will likely drop the HP down to force him to move around. I like the idea of the first option, as when he locks down on a character he could use him bite, and when he has to flee he could move quicker - really gives him a lot of actions. I like the idea of a leaping attack. for this encounter, I want him in a maze-like room that's filled with piles of rubbish. Due to the size of the party, and how the room would be laid out, I'd think about making this a 6-square shift with 1 attack (kind of like the old moving attack feats in 3.5), but he'd use it to dart from one rubbish pile to another. Would having it recharge on a 5 or 6 be overpowered or not? Just out of interest, why does a weapon's damage change with monster level. Is it just a general way to make the monster more powerful? I can understand on natural attacks, just not weapons. Merely curious :) That's kind of covered above :) Again, do you reckon it recharging for an elite is too powerful? Maybe just on a 6? Great idea, definately including this. Should I still keep it minor, or make it standard, if he's shifting as well? Ah, my bad. The entire block was hybrid. Probably should have written that on there... :) Do you reckon this would be better, or the summon rats type move above? This would make Vernon more skirmisher-y, but the summon rats move would mean for combat advantage, allowing the tension to be ramped up for the second part of the fight. [/QUOTE]
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