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Villain Feedback: A Sniper
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<blockquote data-quote="MortalPlague" data-source="post: 5851131" data-attributes="member: 62721"><p>My PCs are:</p><p>Narissys, Eladrin Fighter (Tempest Fighter, AC 37)</p><p>Jaskiran, Human Rogue (Artful Dodger)</p><p>Brandon von Redding, Human Ranger (Archer Ranger)</p><p>Virgo Blaze, Human Sorcerer (Storm Sorcerer)</p><p>William Straum, Human Cleric (Melee Cleric)</p><p></p><p></p><p>That's a good point. I might use the ghouls who immobilize instead, if I end up using them.</p><p></p><p></p><p>Yeah, I have her AC up a bit since she's a named villain. I don't want her going down in a couple of lucky shots unless they're <em>really</em> good shots. My players routinely have no trouble with AC 32 (last session they hit it on a 4), so I figure AC 40 (after superior cover) will make her hard enough to hit until they reach her in melee.</p><p></p><p>I didn't copy her skills from the stat block, but yes, she's trained in perception. Also stealth, at +24. I haven't noted any other trained skills.</p><p></p><p></p><p>That's a good point.</p><p></p><p></p><p>If she gets into melee, she's done for in one round. Maybe two. I wanted to give her something potent, which I'll explain away as a deadly poison on her knife, so that she can possibly survive for another round or make a getaway. But if she's using this attack, she's doomed.</p><p></p><p></p><p>I have tweaked the damage up a little bit. I might drop a d6 off her attack, bringing things more in line with normal damage. But I want her to be suitably deadly.</p><p></p><p></p><p>That's a good thought... perhaps something that slows?</p><p></p><p></p><p>Good point. If I drop the damage from Crossbow Dance down by a d6, I think this would become the clear big damage power.</p><p></p><p></p><p>A third minor action power? Maybe a short-range teleport encounter power?</p><p></p><p></p><p>Something to think about, certainly. If I do give her something like this, I'll probably lower the damage on her melee attack.</p><p></p><p></p><p>Most of the party has a lot of 'daze', 'slow', and 'immobilize' effects; no stun or dominate, thank goodness. I tend to use those powers sparingly myself, in any case. This particular drow is the last survivor of her shattered house who fled to the surface and joined with the Tiger Cult because she needed allies. She doesn't have any drow friends, but I might put in an 'agent' or two at her side, who might just happen to have 'sacred flame' or something of the like.</p><p></p><p>Thanks for the suggestions.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 5851131, member: 62721"] My PCs are: Narissys, Eladrin Fighter (Tempest Fighter, AC 37) Jaskiran, Human Rogue (Artful Dodger) Brandon von Redding, Human Ranger (Archer Ranger) Virgo Blaze, Human Sorcerer (Storm Sorcerer) William Straum, Human Cleric (Melee Cleric) That's a good point. I might use the ghouls who immobilize instead, if I end up using them. Yeah, I have her AC up a bit since she's a named villain. I don't want her going down in a couple of lucky shots unless they're [i]really[/i] good shots. My players routinely have no trouble with AC 32 (last session they hit it on a 4), so I figure AC 40 (after superior cover) will make her hard enough to hit until they reach her in melee. I didn't copy her skills from the stat block, but yes, she's trained in perception. Also stealth, at +24. I haven't noted any other trained skills. That's a good point. If she gets into melee, she's done for in one round. Maybe two. I wanted to give her something potent, which I'll explain away as a deadly poison on her knife, so that she can possibly survive for another round or make a getaway. But if she's using this attack, she's doomed. I have tweaked the damage up a little bit. I might drop a d6 off her attack, bringing things more in line with normal damage. But I want her to be suitably deadly. That's a good thought... perhaps something that slows? Good point. If I drop the damage from Crossbow Dance down by a d6, I think this would become the clear big damage power. A third minor action power? Maybe a short-range teleport encounter power? Something to think about, certainly. If I do give her something like this, I'll probably lower the damage on her melee attack. Most of the party has a lot of 'daze', 'slow', and 'immobilize' effects; no stun or dominate, thank goodness. I tend to use those powers sparingly myself, in any case. This particular drow is the last survivor of her shattered house who fled to the surface and joined with the Tiger Cult because she needed allies. She doesn't have any drow friends, but I might put in an 'agent' or two at her side, who might just happen to have 'sacred flame' or something of the like. Thanks for the suggestions. [/QUOTE]
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