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Crossfiyah
2010-09-11, 02:13 AM
Just needed a second opinion as to whether or not these were too powerful, and whether or not they would work well together in a group.

If you think I should add any more abilities or class features let me know.

Also, 3 of the five need names. Names are good

http://img137.imageshack.us/img137/8763/dragonbornassassin.jpg

http://img718.imageshack.us/img718/2163/dragonbornbarbarian.jpg

http://img217.imageshack.us/img217/1381/dragonborninvoker.jpg

http://img822.imageshack.us/img822/7410/dragonbornsorcerer.jpg

http://img819.imageshack.us/img819/3343/dragonborndeathknight.jpg


They are going to confront the PCs. First just the barbarian, assassin, and sorceress, because they're both after the same statue of Bahamut. That's about level 12 or 13. Later, about level 15, they're all going to be there, in a massive FFA involving four different "sides" so I figure their individual strength will matter less there, as they're going to be fighting PCs and other monsters at that point.

UPDATE: Invoker's breath recharges when first bloodied, Spark form should work as it does for the level 7 power, shift speed +2 and make the attack against each target you move through.

Yakk
2010-09-11, 07:58 PM
Assuming your accuracy is standard, use the following model:

Add up the damage you'd do over 6 rounds. If you have a recharge 6 power, it is recharged once -- 56 twice, 456 three times.

Damage to the first target of your choice is worth 100%. Damage to targets after the first is worth 50% apiece. For powers with area effects, guess how many targets you'll hit.

Ongoing damage assume ticks 1.5 times.

Your target damage for a level X mob is (3+X)*1, *1.25 for a brute, skirmisher or artillery (or, alternatively, artillery should have +2 to hit @ standard damage, brutes -2 to hit and *1.5 damage). Controllers should have -25% (ie, *0.75) damage but tier-appropriate nasty side effects, leaders similarly low direct damage (but tend to have good indirect).

Elites should do *1.5 times standard damage, and solos should ramp up to *3 standard damage (or *2 before bloodied, and *4 after bloodied). Both solos and elites should have multi-target powers commonly (ie, an elites standard attack might always target 2 creatures, for example) to ramp up their damage output, and reduce the likelihood that they'll drop a target in one blow (especially crazy things like elite brutes).

Does that help?

Crossfiyah
2010-09-12, 12:59 AM
No, not really, since that formula is two parts theorycraft and 1 part bunk. Makes no effort to calculate anything but offensive potential of a monster, and completely ignores any aspects of subtlety, tactics, or defensive abilities.

But I appreciate the response nonetheless. More than I expected to get on this forum.

Glyphic
2010-09-12, 01:01 AM
But I appreciate the response nonetheless. More than I expected to get on this forum.

No reply on the stats.. but this quote really discourages more people from commenting on your monsters. It is very ungrateful.

Crossfiyah
2010-09-12, 01:03 AM
No reply on the stats.. but this quote really discourages more people from commenting on your monsters. It is very ungrateful.

It is also very true. This is primarily a 3.5 homebrew forum. If it's not 3.5, it does not typically garner responses. To deny this is to deny reality.

Glyphic
2010-09-12, 01:08 AM
I make no effort to deny that observation. I merely point out that it further decreases the probability of helpful critique. :smallsmile:

Crossfiyah
2010-09-12, 01:11 AM
Roughly the equivalent of myself opting out of using aerosol cans will decrease the chances of global warming killing us all.