Sunday, September 11, 2011

Monsters of the Trollhaunt: Index

I have been working for months in an article series updating the monsters in adventure P1: King of the Trollhaunt Warrens to modern (i.e. post-MM3 standards). Here is a list of the articles released so far.

Introduction

  1. Trolls
  2. Encounter 1
  3. Encounter T2
  4. Encounter W1
  5. Encounter W4
  6. Encounters W2, W3
  7. Encounters W5, W6
  8. Encounters I1, W7
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Saturday, September 10, 2011

Broken Bits: Messenger of Peace

Broken Paragon Paths, Part Eleven
Previous - Index - Next

As too many paragon paths in my list, Messenger of Peace is a fairly impressive option when used as intended, but can become crazy in less conventional builds. In this case, ‘as intended’ implies being a pacifist cleric, one of the most extreme types of character in the game, as it sacrifices most of its damaging capabilities in order to become the ultimate healer. The powers and features in this path share this pacifist theme, in that they deal no damage on their own, and often ask the character to refrain from otherwise hurting his enemies. However, they impose a lot of negative conditions and penalties on foes, making for a pretty strong package.

While all elements of the path are quite potent, it is the 16th feature which justified its inclusion in the ranks of the broken. Called Aura of Peace, it imposes a continuous -2 penalty to attack rolls on all enemies within 2 squares. This is amazingly strong, yet somewhat balanced by the fact that the pacifist cleric himself is a relatively fragile character focused on ranged attacks, making it hard to really exploit such a short range aura. But put it on the hands of any capable melee combatant, and you have the ultimate defender feature!

To put the effect of Aura of Peace in perspective, we can split it in two separate abilities: one to defend oneself against attacks from nearby enemies (-2 penalty to attack rolls against you), and one that protects your allies (-2 penalty to attack rolls against your allies). The first one, by itself, would be one of the best defensive boosts available for a melee character in the game - almost equivalent to a +2 bonus to all defenses, with the right positioning. As for the second part, it is a defender’s mark/aura on steroids (sans punishment), with the added benefit of actually stacking with marks/auras - both yours, and your allies’. Having both effects is way too effective, as well as out of place for a leader option.

A fix

As written, Aura of Peace greatly rewards characters who can hold large groups of enemies around them, making it a great fit for defender archetypes, but not so much for its alleged target, the pacifist healer. In addition to lowering the power level of the feature, my proposal also tries to add some pacifist flavor:

Aura of Peace (16th level): Enemies within 2 squares of you take a -2 penalty to attack rolls against bloodied allies.

A penalty that only works against bloodied creatures will be less than half as effective as a constant modifier, particularly given how great healers pacifist clerics are. But it’s still nothing to sneeze at, and can realistically be used without staying at the front line at all times - rather, you can stay on the back until a comrade gets low on health. At that point, either you close in to succor him, or he falls back under your protection. You still have the option of getting into melee with this aura, keeping it mind that it won’t help your own chances of surviving - for that, you’ll have to rely on your Vow of Nonviolence.

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Friday, September 9, 2011

Monsters of the Trollhaung VIII: Encounters I1, W7

Monsters of the Trollhaunt: Index – Previous - Next

** SPOILER ALERT**
These articles update monsters in adventure P1: King of the Trollhaunt Warrens – reading them may spoil encounters in the module!

A couple of big, bad trolls…

Skalmad the Troll King (Level 13 Elite Soldier)

The players at last get to meet the King, and it should be a scary fight. The original stat block for Skalmad is surprisingly decent, though it suffers from outdated stats (i.e. poor damage) and a real, Elite-like double attack. With a few updates, it should prove a worthy foe

1. Changes introduced

  • Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
  • Modern Elite: Elite monsters should have roughly as many attacks as two standard monsters, so I gave Skalmad an at-will double attack in Dual Axe, and boosted the encounter and recharging powers to a more impressive level. I also added a bit of damage to Baleful Eye.
  • Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
  • Removed redundancy: The claw attack was pointless, so I deleted it.

 

13-skalmad

Warren Troll (Level 11 Brute)

See Encounter W1.

Nothic Gazer (Level 11 Artillery)

See Encounter W6.

Thurk, Troll Smith (Level 12 Soldier)

1. Changes introduced

  • Toned down Troll Healing - see previous article about trolls as a race. Since Skalmad is an elite, I gave it twice the usual amount of regeneration and had Troll Healing bring it back with more HP.
  • Modern Soldier: Aside from lowering attack bonuses, I changed the basic attack to mark as an effect. Toppling Swing became a downright scary attack with the addition of a daze (on top of the existing prone effect), but I made it target only marked enemies. This prevents Skalmad from using all its most powerful attacks in the first round, and adds quite a bit of strategy to the monster.
  • Removed redundancy: The claw attack was pointless, so I deleted it.

12-Thurk

Redspawn Firebelcher (Level 12 Artillery)

1. Changes introduced

  • Updated defenses, attack bonuses, and damage. This is a simple yet serviceable monster, so a couple of straightforward number tweaks should leave it ready for use. I upped the ranged attack accuracy, increased damage all around, and boosted some defenses which where excessively weak.

12-Redspawn Firebelcher

Grimlock Minion (Level 14 Minion)

1. Changes introduced

  • Added Role (Brute). As an old minion, this one was missing a role. Brute was the most fitting, by far.
  • Updated defenses, attack bonus, damage. This monster’s stats were unusually low, to the point that they wouldn’t have been out of place in a minion with several less levels. Now it’s up to par with modern minions.
  • Added Trait (Grimlock Resilience). I stole this one from the Human Slaves in Dark Sun, and I think it’s an amazing design. This lets you have threatening minions even if you don’t use any special houserule for minions. With our house rules, they were pretty impressive, though not to the point of becoming unbalanced.

14-Grimlock Minion

All images are (C) 2010 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. These statistics blocks were generated using the D&D Adventure Tools, despite the tons of bugs. Except for the ones where I gave up, and used MS Word instead.
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