Are these enemies balanced?

Post/Author/DateTimePost
#1

saramis

Nov 29, 2008 14:24:25
These are the first monster's I've created. I don't want a TPK. The 6 person party is currently level 2, and at level one they handled the Irontooth encounter with no problem (KotS), so they are pretty a pretty strong group.

Anyway, here's my encounter:

Boromar Family Rogue
Level: 3 Skirmisher
Ability scores: Str: 14, Con: 10, Dex: 17, Int: 11, Wis: 10, Cha: 12
HP: 34, AC: 17, Ref 16, Will, 15, Fort 14, Init +6
Powers:
Hand Crossbow (standard At-Will) * weapon
___Ranged 10/20; +7 vs AC; 1d6+3
Shortsword (standard at-will) * weapon
___+5 vs AC; 1d6+2 dmg, shift 1 square
Poisoned Bolt (standard; encounter) * weapon
___Requires hand crossbow;
___Primary: Range 10/20 +7 vs AC; 1d6+3 dmg
___Secondary: +8 vs fortitude, ongoing 5 dmg and slowed (save ends both)
Combat Advantage
___+1d6 with combat advantage.
Skills: Stealth + 9, Streetwise +7, Thievery +9

Warforged Sneak
Level 3 Skirmisher
Ability scores: Str 14, Con:16, Dex: 16, Int 10, Wis 10, Cha 8, Init +4
HP: 40, AC: 17, Ref 15, Fort 15, Will 13
Powers:
Mace (standard at-will) * weapon
___+6 vs AC; 1d8+2 dmg
Dazing Strike (standard; encounter) * Weapon
___Requires mace. +6 vs AC; 1d8+5, target is dazed until next turn
Warforged Resolve (minor, bloodied-only, encounter)
___Gain 10 temporary hit points
Battlefield Tactics
___Gain +1 bonus to melee attacks if there is an ally adjacent to the target.
Skills: Stealth +9, intimidate +6, Thievery +9

Callum Boromar
Level 5 Controller (Leader)
Ability scores: Str: 10, Con 11, Dex 18, Int 16, Wis 11, Cha 14
HP: 51, AC: 19, Ref 18, Will 17, Fort 15, Init +4
Powers:
Dagger (standard at-will) * weapon
___Melee/Ranged 5/10; +10 vs AC; 1d4+4 dmg
Dagger Storm (standard, encounter) * weapon
___Close Burst 5; +10 vs AC; 1d4+4 dmg, targets are marked
Smoke Bomb (standard, encounter)
___Requires smoke bomb item. Area burst 3 within 10; All enemies within burst take -2 to attack rolls. The zone grants ___concealment to everyone throughout the encounter.
Riposte (encounter, immediate interrupt when hit by a melee attack)
___The attack misses, make an attack +10 vs AC, 1d4+4 dmg
Called strike (standard, encounter)
___Close Burst 5; up to 3 creatures (including Callum) make standard melee attacks.
Invisibility Potion (standard, encounter)
___Become invisible until attack or end of encounter
#2

skill_challenged

Nov 29, 2008 23:57:34
Good Evening Saramis,
Without knowing the exact makeup of your group, it doesn't seem to be an overly difficult encounter.

With only 2 skirmishers and 1 leader equaling about 500 XP worth of Encounter Points, I would venture to say it's probably a little underpowered depending on the skill and tactics of your group. For example, a level 2 encounter for group of six 2nd level adventurers should be 750 encounter points and you're using only 2/3 of that.

You might want to throw a brute or two in there to make it a little more challenging for you players.

Good luck with your encounter. Let us know how it goes...
#3

saramis

Nov 30, 2008 2:30:27
Good Evening Saramis,
Without knowing the exact makeup of your group, it doesn't seem to be an overly difficult encounter.

With only 2 skirmishers and 1 leader equaling about 500 XP worth of Encounter Points, I would venture to say it's probably a little underpowered depending on the skill and tactics of your group. For example, a level 2 encounter for group of six 2nd level adventurers should be 750 encounter points and you're using only 2/3 of that.

You might want to throw a brute or two in there to make it a little more challenging for you players.

Good luck with your encounter. Let us know how it goes...

Actually there are 4 rogues and 2 sneaks for a total of 6 n+1's and an n+3. My question was more about the individual monsters/NPCs rather than the encounter as a whole. Thanks for responding though!