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Using Quasi-minions
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<blockquote data-quote="Zephyrus" data-source="post: 4547744" data-attributes="member: 8728"><p>Borrowing somewhat on eleventh's idea about giving them extra HP's. simple empower them (via GM created ritual or similar) that grants them temporary HP's thus giving them like +10 HP. at 3rd level this is 2-hit kills even on bad rolls, 1 hit kills by strikers and no auto-kill due from powers like Rain of Blow's or Armor of (whatever its called) yes, they'll die in rounds instead but having the skeletons use ranged attacks would also mitigate the number that die to this tactic.</p><p></p><p>As Minion's you can have more of them if you wanted and/or mix in a pair of skeletal soldiers with 8-12 mininions. they all look alike and with them being 2-hit wonders the they wont know exactly who they are hitting. change the damage of the minions to a 1d4+2 or something like that vs fixed damage to prevent the PC's from catching too easily (the soliders will do more damage so they'll catch on fairly quickly but it adds to the ambience).</p><p></p><p>They'll sitll provide a challenge and their is precedent for giving mininons temp HP's allowing them to evade the auto-kill aspect of their nature and should avoid the grind of having a large group of soldiers (which in and of itself is makes for a dangerous battle as they support each other). </p><p></p><p>If +10 temp HP is not enough, make it +12-15. I would suggest mixing in real monsters with identical apperances to help spice it up even perhaps re-skinning other monsters with powers that would mesh well with that group such as a monster that gets an extra attack when it dies <grave hound?> and just say it looks like a skeleton. </p><p></p><p>Maybe make one that was a mage in its former life and it carries a wand that is still imbued with some magical energy allowing it to make a encounter fireburst (or have it Actually BE a magic item that the skeletal mook can activate). </p><p></p><p>Reskinning is quite possible one of your best tools as it diversifies the enemies (if players make their knowledge checks they get typical abilities, but suggest that certain ones seem a little 'odd' or are semi-unique so they 'know' these are not 'standard' creatures. they might be able to attempt their knowledge checks still but apply a higher DC to know their powers and resistances/vulnerabilities.</p></blockquote><p></p>
[QUOTE="Zephyrus, post: 4547744, member: 8728"] Borrowing somewhat on eleventh's idea about giving them extra HP's. simple empower them (via GM created ritual or similar) that grants them temporary HP's thus giving them like +10 HP. at 3rd level this is 2-hit kills even on bad rolls, 1 hit kills by strikers and no auto-kill due from powers like Rain of Blow's or Armor of (whatever its called) yes, they'll die in rounds instead but having the skeletons use ranged attacks would also mitigate the number that die to this tactic. As Minion's you can have more of them if you wanted and/or mix in a pair of skeletal soldiers with 8-12 mininions. they all look alike and with them being 2-hit wonders the they wont know exactly who they are hitting. change the damage of the minions to a 1d4+2 or something like that vs fixed damage to prevent the PC's from catching too easily (the soliders will do more damage so they'll catch on fairly quickly but it adds to the ambience). They'll sitll provide a challenge and their is precedent for giving mininons temp HP's allowing them to evade the auto-kill aspect of their nature and should avoid the grind of having a large group of soldiers (which in and of itself is makes for a dangerous battle as they support each other). If +10 temp HP is not enough, make it +12-15. I would suggest mixing in real monsters with identical apperances to help spice it up even perhaps re-skinning other monsters with powers that would mesh well with that group such as a monster that gets an extra attack when it dies <grave hound?> and just say it looks like a skeleton. Maybe make one that was a mage in its former life and it carries a wand that is still imbued with some magical energy allowing it to make a encounter fireburst (or have it Actually BE a magic item that the skeletal mook can activate). Reskinning is quite possible one of your best tools as it diversifies the enemies (if players make their knowledge checks they get typical abilities, but suggest that certain ones seem a little 'odd' or are semi-unique so they 'know' these are not 'standard' creatures. they might be able to attempt their knowledge checks still but apply a higher DC to know their powers and resistances/vulnerabilities. [/QUOTE]
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