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Switch to Forum Live View PEACH - Wrath, the Vengeful
2 years ago  ::  Oct 30, 2011 - 6:57PM #11
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
ok, here is the redesign, what do you think now?

Wrath, the Vengeful
Level 21 Elite Skirmisher
Medium Natural Humanoid
6,400 XP
HP 408; Bloodied 204; Initiative +17
AC 35; Fortitude 37, Reflex 36, Will 32, Perception +11
Speed
8, Charge 10 (see master charger); Darkvision
Resist Cold 10, Necrotic 10, Regeneration 15
Saving Throws +2; Action Points 1
Traits
Combat Challenge
Whenever Wrath attacks an enemy, he marks that enemy regardless of whether he hits. The Mark last until the end of his next turn. The target takes a -2 penalty to attack rolls that don't include Wrath as a target. A new mark supersedes a mark already in place.
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against the enemy as an opportunity action.
Master Charger
Wrath gains a +2 bonus to speed when charging. In addition, When Wrath charges, he may continue his turn after the charge is resolved.
Murderous Frenzy
Wrath gains 1 Action Point the first time he reduces a foe to 0 hit points in an encounter.
Standard Actions
Katar (Weapon)  At-Will 
Attack: Melee Weapon (one target); +26 vs. AC
Hit: 2d6+7.
Vengeful Blade (Weapon)  At-Will
Attack: Melee Weapon (one target); +24 vs. Reflex
Hit: 3d6+7 and the target is slowed until the end of Wrath's next turn.
Special: This power may be used in place of a melee basic attack during an opportunity action.
Frenzied Crosscut (Weapon) Recharge
Attack: Melee Weapon (one or two targets); +26 vs. AC (two attacks)
Hit: 2d6+7 per hit.
Special: This power may be used in place of a melee basic attack during a charge.
Raging Whirlwind (Weapon) Recharge  
Attack: Close Burst 2 (all enemies in range); +22 vs. Reflex
Hit: 2d6+7 damage per hit and slide each target 2 squares.
Evisceration (Weapon) Encounter
Attack: Melee Weapon (one target); +26 vs. AC (four attacks)
Hit: 2d6+7 per hit.
Second Wind (healing) Encounter
Effect: Wrath regains 102 hit points and +2 to all defenses until the end of his next turn.
Move Actions
Fury Step At-Will 
Effect: Shift 3 squares.
Minor Actions
Incredible Stride (Stance) Encounter
Effect: Wrath's speed inceases by 4 during this stance.
Payne & Pleasure (Item) Recharge when Bloodied
Effect: You may make a Melee Basic Attack as a Free action at a range up to 2 squares..
Sustain: Minor. Repeat the attack.
Triggered Actions
Furious Assault Encounter
Trigger: When Wrath hits an enemy.
Effect: Wrath deals 8 extra damage.
Savage Rebuke  At-Will
Trigger: When Wrath is hit by a melee attack.
Effect: As an Immediate Reaction, Wrath may make a melee basic attack.
Tide of Rage Recharge  
Trigger: Wrath has no remaining actions.
Effect: Wrath may spend a healing surge and gain no hit points. In exchange, Wrath gains a standard action.
Skills Athlete +22, Endurance +19
Str 24 (+17) Dex 22 (+16) Wis 14 (+12)
Con 15 (+12) Int 13 (+11) Cha 12 (+11)
Alignment Evil Languages Common, Giant
Equipment "Payne", "Pleasure", Darkhide Armor, Shadowguard Ring
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2 years ago  ::  Oct 31, 2011 - 6:46AM #12
slobo777a
Date Joined: Jun 2, 2009
Posts: 1,882
He's looking a lot more like a monster now.

The Fortitude is still very high - a well-optimised L21 PC will be attacking this at +26 (Stat +8, 1/2 Level +10, Magic Item +5, Expertise +3), needing a 15 to hit. Highest Fort I can see in Adventure tools for L21 monster is 36 (Betrayer Wight and Elder Deathmask Dragon).

He's also still got rather a lot going on. I would personally drop:

   *  Combat Challenge (he does nothing extra to marked enemies, is designed to move around a lot, and he counter-strikes when he himself is attacked, so the marks aren't much of a deterrent).
   * Second Wind (he already has plenty of hitpoints plus regen)
   * Half-Orc resilience. He regenerates. That's pretty resilient, those 15 THP look like a drop in the ocean in comparison.

I might also consider:

  * Increasing power of Furious Assault. Make it a simple +8 for example, something that the PCs will notice. I'd also let it recharge when he was bloodied.
  * Making the use of "Pleasure" and "Payne" less all-or-nothing. If he is Dazed or Stunned, then he will in effect power down, losing two extra Minor attacks per round, and access to a couple of his best powers - unless that is your intent? If not, I would go for letting him use "Pleasure" when he is not bloodied, and "Payne" once he is, then loosening the requirements on Evisceration and Tode of Rage to having just one of the weapons active.

I'm not sure how you intend the mechanics for Tide of Rage to work? At the very least you need to be clear how many surges Wrath has (I cannot remember what the rules are for monsters, I guess he has just one or two).
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2 years ago  ::  Oct 31, 2011 - 9:20AM #13
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
Edited redesign as appropriate.

Combat Challenge allows a basic melee attack when an opponent shifts or makes an attack that doesn't include him. I think it adds to the dervish like nature of wrath.

Second Wind is something that I don't think is too much, the death knight, lich, mummy and vampire entries all have second wind in MM1, therefore I don't think it is too much for a major villain.

I do agree that half-orc resilience is lacking when you have regen, so I think I may ditch that.

As for payne and pleasure, they are intended to simulate dancing weapons from PHB1. Wrath may use them as he sees fit, and he is likely to use evisceration as soon as both blades are up. and if he is in danger of losing them, he can use Tide of Rage for extra actions to keep them active.

speaking of tide of rage, it's intent is to allow wrath to burn his energy supplies to deal more damage. an Epic Tier monster has 3 healing surges (one per tier)

As for the fortitude, I think you are right and I should drop it by 4 (the amount I raised it by for savage berserker)
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2 years ago  ::  Oct 31, 2011 - 9:46AM #14
Alustaerial
Date Joined: Sep 4, 2009
Posts: 389
Intended tactics

Round 1:
Minor: Incredible Stride
Standard: Frenzied Crosscut
Move -> Minor: Payne & Pleasure
Trigger: Tide of Rage
Standard: Eviscerate

Total potential damage in round 1: 14d6+49

Round 2
Minor: Sustain Payne & Pleasure
Standard: Raging Whirlwind
Move: Fury Step

he burns out quickly after round one, and need to wait for recharges.
almost tempted to increase recharge rate on Frenzied Crosscut, or make it an at-will.
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2 years ago  ::  Nov 04, 2011 - 8:42AM #15
mhbjarkistef
Date Joined: Sep 6, 2010
Posts: 998
I haven't read the whole thread, but for those who want help in their calculations when making monsters you can download my excel file that generates all the numbers for a single mobs. It's in my description :D

Look at my Playable Illithid, my Monster Generating excel file , my Lifestealer in progresss (Heroic tier almost complete!) , our Improved Orc, our Improving Kenku and our Improving Duergar
Also, take a look at my friend's Improved Minotaur, Gadren's amazing Arcane Archer and of course the Avatar Project
More links! Qube's Block Builder, Classless D&D and the characters I've created using the classless system.
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