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| #1kiirnodelMar 02, 2009 13:05:19 | Very often in my campaigns, I throw in fights to make the PCs seem almighty, powerful and badass, ones where the 'threats' are threatening to others (peasents, guards, other monsters, whatever) but they can overcome with ease. This gives them a sense that they are, in their own sense, badass and enjoy that fact. Then, I throw in encounters where, by the rules, they are fighting an uphill battle, so much in fact, that strategy plays a key role as their 'badassery' can not save them this time. This fight is the Luminari Council (if you catch the reference, here's a cookie, but don't let that derail the topic of the thread). The Luminari Council Rahzaynlyn, Hand of Saros (Level 12 Elite Soldier) - Rahzaynlyn moves into combat with the closest combatant, as his speed doesn't permit him to be picky. He relishes melee combat, as it keeps said melee combatants off of Aina and Marosyr. He pulls them to him and beats them with his massive Starmetal maul. Should the party avoid him entirely, his repeated use of Retribution (a fire attack in which allows him to interrupt any attack with damage which doesn't target him) should convince them otherwise to ignore him. He isn't a huge threat, but is otherwise very difficult to kill. Lunin, Star of the West (Level 12 Elite Skirmisher) - Lunin, with the ability to teleport and her fast speed is a considerable threat. She prefers to flank with Marosyr, if he permits himself to be in melee, and Rahnzaynlyn. If not, she presses the advantage against ranged attackers, trying to 'kite' them into a corner. When surrounded, she blinks out and moves the fight. She should be considered a threat, but has otherwise low defenses. Aina of the Blazing End (Level 12 Elite Artillery) - Aina is probably the greatest threat in the fight, but has low defenses and a very low hit point total for an elite. Anyone who draws to close to her will be repeated blasted with radiant damage, thus melee attackers will find it best to avoid her. She fears melee combat and uses Pillar of Radiance each round she can to beat back all melee attackers. She applies scorch to the closest target and keeps using fire spells on that target until they are dead, or until another target draws closer. She will keep pushing away and burning the closest target. She has very little defense mechanisms against ranged attacks and isn't particularly fast. Her Immolation ability escalates quickly against a bunched up group. Marosyr the Prophet (Level 12 Elite Controller) - A threat in a very subtle way. Marosyr's stun ability allows him to crowd control threats, but has a very short range. Marosyr redirects as much damage to him and each time his 'Plea' ability recharges, he heals himself. The rest of the Luminar are much harder to kill as long as Marosyr is alive. He, however has meager damage output. He is a major threat and may be the reason of a TPK. Rahzaynlyn, Hand of Saros Level 12 Elite Soldier Medium Immortal Humanoid XP 1200 Initiative +8 Senses Perception +15 HP 256; Bloodied 128; Resist 5 Radiant, Fire; Vulnerable 5 Necrotic AC 27; Fortitude 25; Reflex 21; Will 22 Speed 4 • Blazing Strike (standard; at-will) ✦ Weapon, Melee; Radiant, Fire +18 versus AC; 1d10 + 5 radiant and 1d10 + 5 fire damage. Effect: The target is marked until the end of Rahzaynlyn’s next turn. • Stellar Grasp (move; at-will) ✦ Ranged 5 +16 versus Fortitude; Rahzaynlyn pulls the closest enemy to him to a square adjacent to him. The victim must take the shortest possible route. In addition, they are marked until the end of Rahzaynlyn’s next turn. • Retribution (immediate interrupt; at-will) ✦ Fire, Ranged 5 +18 versus Fortitude; 2d10 + 7 fire damage. Trigger: An enemy within range performs an attack that does not include him as a target. He may not use this ability while in a threatened square. • Cumbersome (Passive) Rahzaynlyn is made of the heaviest of starmetal. He may not shift, but whenever he is pushed, pulled or slid, he may reduce the number of squares moved by two, to a minimum of zero squares. Alignment Evil Languages Supernal Skills Intimidate +12 Str 21 (+11) Dex 10 (+6) Wis 18 (+10) Con 24 (+13) Int 16 (+9) Cha 12 (+7) Equipment Aegis of the Burning Emblem Lunin, Star of the West Level 12 Elite Skirmisher Medium Immortal Humanoid XP 1200 Initiative +15 Senses Perception +12 HP 238; Bloodied 117; Resist 5 Radiant, Fire; Vulnerable 5 Necrotic AC 25; Fortitude 21; Reflex 23; Will 21 Speed 7 • Radiant Strike (standard; at-will) ✦ Weapon +18 versus AC; 2d10 + 5 radiant damage • Blink (move; at-will) ✦ Close Burst 3 Lunin teleports into any square in the burst. • Radiant Blast (standard; at-will) ✦ Close Burst 1 +14 versus Willpower; 2d6 + 3 radiant damage and target is blinded (save ends). • Cloak of Light (immediate reaction; recharge 6) ✦ Self Trigger: Lunin is subject to an attack with an effect that lasts beyond the initial attack. Effect: All effects are removed. • Opportunist (at-will) ✦ Weapon If Lunin hits a foe that she has combat advantage against with a weapon, she inflicts an additional 3d6 radiant damage. Alignment Evil Languages Supernal Skills Diplomacy +10 Str 16 (+9) Dex 20 (+11) Wis 13 (+7) Con 15 (+8) Int 16 (+9) Cha 17 (+9) Equipment Sunblaze Sword +3 Aina of the Blazing End Level 12 Elite Artillery Medium Immortal Humanoid XP 1200 Initiative +10 Senses Perception +9 HP 180; Bloodied 90; Resist 5 Radiant, Fire; Vulnerable 5 Necrotic AC 22; Fortitude 19; Reflex 22; Will 23 Speed 6 • Immolation (standard; at-will) ✦ Fire; Ranged 10 +14 versus Reflex; 2d8 + 6 fire damage Secondary Attack: Target in Burst 2 centered on primary target. +14 versus Reflex; 3d8 + 6 fire damage, repeat the secondary attack, adding another 1d8 each time, this attack can not his the same target twice in one turn. • Inferno (standard; recharge 5) ✦ Fire; Area Burst 3 within Range 20 +14 versus Reflex; 3d6 + 6 fire damage • Pillar of Radiance (minor; at-will) ✦ Radiant; Close Burst 2 +16 versus Reflex; 5d10 + 6 radiant damage and all targets are pushed two squares. Special: If Aina willingly moved during her turn, she may not use this ability. • Scorch (minor, 1/round; at-will) ✦ Ranged 10 Effect: The closest target to Aina gains fire vulnerability 5 until the end of Aina’s next turn, this effect is cumulative and applying this effect to a target with this effect already affecting it refreshes the previous effect. Alignment Neutral Languages Supernal Skills Diplomacy +10 Str 13 (+7) Dex 14 (+8) Wis 16 (+9) Con 12 (+7) Int 23 (+12) Cha 14 (+8) Equipment Cloak of Radiant Shielding +3 Marosyr the Prophet Level 12 Elite Controller Martyr’s Burden (Aura 20) – All Luminar in the aura can be the target of Marosyr’s ability: Martyrdom. Medium Immortal Humanoid XP 1200 Initiative +10 Senses Perception +12 HP 240; Bloodied 120; Resist 5 Radiant, Fire; Vulnerable 5 Necrotic AC 24; Fortitude 22; Reflex 21; Will 25 Speed 6 • Radiant Scepter (standard; at-will) ✦ Weapon, Melee; Radiant +16 versus AC; 2d10 + 6 radiant damage • Repentance (standard; at-will) ✦ Ranged 5 +16 versus Willpower; Target is stunned (save ends). • Holy Plea (minor; Recharge 6) ✦ Self; Healing Marosyr heals 60 hit points. • Martyrdom (Immediate interrupt; at-will) ✦ Trigger: Any Luminar in the Martyr’s Burden aura takes damage. Effect: The damage is reduced by up to ten and Marosyr takes the amount of damage the attack was reduced by. Alignment Evil Languages Supernal Skills Diplomacy +10 Str 19 (+10) Dex 15 (+8) Wis 23 (+9) Con 18 (+10) Int 17 (+12) Cha 22 (+8) Equipment Crown of Thorns FEEDBACK: Be honest if you think something is too powerful, there are several abilities which make this fight seem VERY daunting at first. PARTY: Half-elf Paladin (Charisma-focus, Uses shields) Human Swordmage (Constitution-focus, defensive/teleport abilities mainly taken) Human Cleric (Hybrid lazer/melee/heals) Eladrin Warlock (Debuff/negative status effect specialty, Fey pact) Elf Wizard (Control-type) Orc Barbarian (... are there many types of barbarians? He just hits stuff) |