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| #1lunaisMar 29, 2009 18:36:51 | I've never DMed a campaign that got this far before, and this is the first time I've ever made a boss from scratch so I figured I'd post it here for previewing. The party is a rogue, barbarian, warlock, cleric, and unknown 5th. The boss is kind of a half-ghost-type-thing. It's complicated. Blackbeard Level 18 Solo Skirmisher Intimidating Presence (Fear) - Aura 3; Enemies that start their turn in the aura are attacked +20 vs Will. On a hit, target is immobilized (save ends) Initiative +25; Perception +30 HP 960; Bloodied 480; Surge 240 AC 34; Fortitude 32; Reflex 32; Will 30 Immune Disease Poison Fear Insubstantial (If Blackbeard is hit with a radiant attack, he loses his insubstantiality (save ends)) Saving Throws +5 Action Points 2 Terrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to attack rolls until the end of Blackbeard's next turn Horrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to defenses until the end of Blackbeard's next turn Twin Strike (Standard - At-Will) - Weapon, Fear Blackbeard makes a Terrible Blade attack and a Horrible Blade attack Dread Onslaught (Standard - Recharge 4, 5, 6) - Weapon, Fear Blackbeard makes two Twin Strike attacks Pistol (Standard - At-Will) - Weapon +20 vs Reflex; 3d6+6 damage Twin Shot (Standard - At-Will) - Weapon Blackbeard makes two pistol attacks Dread Step (Free when missed by an attack) Blackbeard teleports 3 squares and attacks an enemy adjacent to his new location using Terrible Blade or Horrible Blade. Second Wind (Standard - Encounter) - Healing Blackbeard regains 182 HP and gains +2 to all defenses until the end of his next turn. In addition, he makes a saving throw against every effect on him that a save can end. Hunter's Quarry (Minor - At-Will) Blackbeard designates the nearest enemy as his quarry. Once per round, he can deal an extra 2d6 damage to his quarry. Sneak Attack When Blackbeard attacks with combat advantage, once per round he can add an extra 3d6 damage to the attack. Flash Flank If Blackbeard teleports, and his new location and his previous location would flank a creature, he gains combat advantage on that creature until the start of his next turn. Dread Rage (Free when first bloodied) Until the end of the encounter, Intimidating presence expands to Aura 5, and all creatures within the aura take a -2 penalty to saving throws. While in Dread Rage, Blackbeard cannot be dazed, dominated, immobilized, knocked prone, slowed, stunned, or weakened. Ignoble Escape (Move - Recharge 4, 5, 6) End any marked condition, then teleport 6 squares. Crimson Edge (Standard - Recharge 5, 6) +23 vs AC; 2d10+5 damage; target takes ongoing 10 damage and grants combat advantage (save ends both) Garrote Grip (Standard - Encounter) +23 vs Reflex; 2d10+5 damage and grab the target. Until the target escapes, gain superior cover and any melee or ranged attack that misses you hits the target. Sustain Minor: Sustain the grab for another round. The third time you sustain the grab after using this power, the target falls unconscious. If an unconscious target takes any damage, it is no longer unconscious. Raise the Stakes (Minor - Encounter) Until the end of Blackbeard's next turn, his attacks score critical hits on 17-20, and attacks on him score critical hits on 19-20 Bonds of Fate (Standard - Encounter) Close Burst 5; +20 vs Will; 2d6+5 damage and Blackbeard pulls the target 5 squares. Miss: No damage, and pull the target 5 squares. Leaving the World Behind (Standard - Daily) Blackbeard makes four Twin Strike attacks, then does a close burst 1 attack, +20 vs All Defenses, 2d6 damage for each defense hit and knock all enemies 5 squares away and prone. Tactics: Blackbeard moves with a priority towards enveloping as many enemies as possible with his Intimidating Presence, even if it means ending with no enemy adjacent to him. He opens by marking a quarry and using Dread Onslaught as soon as there is an enemy in range, or if there isn't, Twin Shot. If there is more than one enemy in melee range, he spreads his attacks around to inflict as many foes possible with the effects of his Terrible Blade and Horrible Blade. If he is marked, especially if by a paladin's Divine Challenge, he uses Ignoble Escape to move. Otherwise, he uses it in tandem with his Flash Flank. When an enemy scores a critical hit against him, on his turn he counters with Crimson Edge. When he has taken a total of 200 damage or more, Blackbeard uses his second wind and spends an action point to use Garrote Grip on a nearby enemy. When Blackbeard is below 250 HP, he uses Raise the Stakes, then Bonds of Fate, then spends an action point to use Leaving the World Behind. In addition, the ship they're fighting in is taking on water, but the rogue is a halfling so I don't want to raise the water level in the room too fast. How fast should it go up, and what part of the battle should I start going up in? |
| #2pigknightMar 29, 2009 18:38:15 | That's a crapton of powers. |
| #3ArmisaelMar 29, 2009 18:43:38 | I agree with Pigknight. I've not even read through it fully, but that guy needs to be trimmed down, big time. Erase one of either Hunter's Quarry or Sneak Attack, remove all the powers except for a single encounter and recharge power (and second wind) besides the at-will powers, and then it SHOULD be alright. Maybe. But right now, that guy is so broken it's not even funny. |
| #4lunaisMar 29, 2009 19:03:13 | Rightey-o. How's this? Blackbeard Level 18 Solo Skirmisher Intimidating Presence (Fear) - Aura 3; Enemies that start their turn in the aura are attacked +20 vs Will. On a hit, target is immobilized (save ends) Initiative +25; Perception +30 HP 960; Bloodied 480; Surge 240 AC 34; Fortitude 32; Reflex 32; Will 30 Immune Disease Poison Fear Saving Throws +5 Action Points 2 Terrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to attack rolls until the end of Blackbeard's next turn Horrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to defenses until the end of Blackbeard's next turn Twin Strike (Standard - At-Will) - Weapon, Fear Blackbeard makes a Terrible Blade attack and a Horrible Blade attack Dread Onslaught (Standard - Recharge 5, 6) - Weapon, Fear Blackbeard makes two Twin Strike attacks Pistol (Standard - At-Will) - Weapon +20 vs Reflex; 3d6+6 damage Twin Shot (Standard - At-Will) - Weapon Blackbeard makes two pistol attacks Dread Step (Free when missed by an attack) Blackbeard teleports 3 squares and attacks an enemy adjacent to his new location using Terrible Blade or Horrible Blade. Second Wind (Standard - Encounter) - Healing Blackbeard regains 182 HP and gains +2 to all defenses until the end of his next turn. In addition, he makes a saving throw against every effect on him that a save can end. Raise the Stakes (Minor - Encounter) Until the end of Blackbeard's next turn, his attacks score critical hits on 17-20, and attacks on him score critical hits on 19-20 Sneak Attack When Blackbeard attacks with combat advantage, once per round he can add an extra 3d6 damage to the attack. Flash Flank If Blackbeard teleports, and his new location and his previous location would flank a creature, he gains combat advantage on that creature until the start of his next turn. Dread Rage (Free when first bloodied) Until the end of the encounter, Intimidating presence expands to Aura 5, and all creatures within the aura take a -2 penalty to saving throws. |
| #5pigknightMar 29, 2009 19:09:26 | Remove Second Wind and Dread Step is really, really over powered. |
| #6ArmisaelMar 29, 2009 19:11:43 | I'd keep Crimson Edge, since its flavorful and isn't overpowered. Also, keep Second Wind. Pig: All PC-templated solos, like Blackbeard, can second wind. It should stay. |
| #7lunaisMar 29, 2009 19:25:22 | Blackbeard Level 18 Solo Skirmisher Intimidating Presence (Fear) - Aura 3; Enemies that start their turn in the aura are attacked +20 vs Will. On a hit, target is immobilized (save ends) Initiative +25; Perception +30 HP 960; Bloodied 480; Surge 240 AC 34; Fortitude 32; Reflex 32; Will 30 Immune Disease Poison Fear Saving Throws +5 Action Points 2 Terrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to attack rolls until the end of Blackbeard's next turn Horrible Blade (Standard - At-Will) - Weapon, Fear +23 vs AC; 1d10+5 damage (2d8+15 on crit); Target takes a -2 penalty to defenses until the end of Blackbeard's next turn Twin Strike (Standard - At-Will) - Weapon, Fear Blackbeard makes a Terrible Blade attack and a Horrible Blade attack Dread Onslaught (Standard - Recharge 6) - Weapon, Fear Blackbeard makes two Twin Strike attacks Crimson Edge (Standard - Recharge 6) - Weapon +23 vs AC; 2d10+5 damage and ongoing 10 damage and the target grants combat advantage to Blackbeard (save ends) Pistol (Standard - At-Will) - Weapon +20 vs Reflex; 3d6+6 damage Twin Shot (Standard - At-Will) - Weapon Blackbeard makes two pistol attacks Dread Step (Free when missed by an attack) Blackbeard teleports 3 squares Second Wind (Standard - Encounter) - Healing Blackbeard regains 182 HP and gains +2 to all defenses until the end of his next turn. Raise the Stakes (Minor - Daily) Until the end of Blackbeard's next turn, his attacks score critical hits on 17-20, and attacks on him score critical hits on 19-20 Sneak Attack Once per round, when Blackbeard attacks with combat advantage, he can add an extra 3d6 damage. Flash Flank If Blackbeard teleports, and his new location and his previous location would flank a creature, he gains combat advantage on that creature until the end of his next turn Dread Rage (Free when first bloodied) Until the end of the encounter, Intimidating presence expands to Aura 5, and all creatures within the aura take a -2 penalty to saving throws. Tactics: Blackbeard moves with a priority towards enveloping as many enemies as possible with his Intimidating Presence, even if it means ending with no enemy adjacent to him. He opens with Dread Onslaught if there is an enemy in melee range, and then continues with Twin Strikes until it recharges. If there is more than one enemy in melee range, he spreads his attacks around to inflict as many foes possible with the effects of his Terrible Blade and Horrible Blade. When an enemy scores a critical hit against him, on his turn he counters with Crimson Edge. |
| #8pigknightMar 29, 2009 19:39:54 | OOOOOOH he's PC based. Keep Second Wind then. |
| #9ArmisaelMar 29, 2009 20:09:09 | Perfect. Blackbeard's a bit strong now, but nothing a prepared party can't handle. I'd say he's ready for the PC's. |
| #10pigknightMar 29, 2009 20:13:14 | I'd run him. |
| #11lunaisMar 29, 2009 21:29:29 | Thanks for the help everyone ^^ It's much appreciated :D |