Epinephrine
2013-07-29, 09:02 PM
Hi, a while back I asked for advice about rewriting a solo that I felt was badly written (April or so); I will be running the session within the next month or so, and wanted to see if I'm completely off my rocker with the way I wrote him. He's a little long and complicated, so I'll hide it all away in spoiler boxes. Also, the group I DM is fairly optimised, or at leaast knows their way around; the invoker uses a ton of lightning/thunder powers with Mark of Storm and Lyrnader PP, and tends to daze things pretty much continuously. The defender paladinlock (warlockadin?) has a slide-and-prone eldritch flail melee basic and pretty much always sets up annoying catch 22s, and the others do pretty well (a pair of strikers with pretty decent damage, and a leader who heals pretty well). They've not really had much problem stomping L+3 encounters, and though I'm sparing with the L+4 encounters, they've beaten any of those I've thrown at them as well, but I do worry that I've taken things perhaps a bit too far.
The enemy, background, and setup:
The enemy is one of Tiamat's exarchs, named Virizan - he's Tiamat's green exarch, and has heard about the players since they've already slain the white exarch in a previous chapter. Virizan has 5 forms (one is a human form in which they have seen him). his human form has taken control of a fey king-type (a fomorian named Cachlain), and the party will be forced into confronting him, where he will try to use the king to kill them. That fight shouldn't be too bad; the king will fight against being used, and depending on how well the players do in the skill checks it could end quickly, with the king turning the floor beneath them all insubstantial, sending everyone but the king (who can fly) crashing to the floor of a huge gladiatorial arena. this will kill Virizan's human form, and cause him to reveal himself fully. The party will likely start a bit roughed up as a result of this, but they've had an extended rest pretty recently, so they're at nearly full power. I'm trying to decide whether to level them up before or after the fight.
The players fall into the gladiatorial pit, taking falling damage and landing prone, in the middle of an ongoing fight - four eladrin are fighting a blackroot treant who is chained in place. These are all "Neutral;" the blackroot treant will attack anything within reach, which may be a real advantage for the players, since they have forced movement (but so does Virizan). The Eladrin are not stupid, but they won't know who to fight - the crowd will be chanting for blood, but the party has a pretty awesome diplomat, and they may be able to convince the Eladrin to join them. I would count them as neutral, but likely to count a bit more toward the players.
The solo:
Virizan is a shape changer with 4 forms remaining (his human form is now dead); I've written him as a set of 4 creatures, each with their own stat blocks. The creatures have attacks like a solo (in that they each have a strong standard action that affects multiple foes, and other actions to attack/defend), but HP like a standard. They will have the +5 saving throw bonus of a solo, and 2 AP to spend between them. The feel I was going for was of an enemy constantly changing shape to adapt to the circumstances and gain the most advantage, and to do so I tried to get each form to have powers that made it fight differently. (This is not my idea, but the way he is described, I just felt that the way it was written failed to achieve this).
Virizan (all forms) All of Virizan's forms have a +5 to saves. Virizan has two action points to spend during the encounter, these can be spent by any form, but only one action point may be spent per turn. He has only the normal Standard, Move, and Minor action on his turn, and one immediate action off turn (so if he uses his immediate in one form and switches, he's still used it)
Aura of Command Virizan has such a presence that he can automatically dominate (no action) any creature more than 5 levels below him in a close burst 10. He may only have one creature dominated by this power at a time. On his turn he may choose to dominate a different creature; if at any point he does not have a creature dominated, he may choose a new creature to dominate.
(This power ensures that at least 1 of the Eladrin is against the party on any given round, and provides the Eladrin with a reason to fight the PCs, if they see them attacking their comrade. The PCs are high enough level to be immune to the power, so it's really just a way to force them to deal with the Eladrin, and prevent it becoming PCs +4 Eladrin vs. Virizan. The PCs will have to be careful lest they end up with additional foes, but if they try not to injure the dominated Eladrin they can probably persuade the others to help them).
The four forms Virizan has left are:
Naga (Controller) (https://docs.google.com/file/d/1srLbSC8wgWtXyZiPJwnAH0S1OQ9lv9I-nYAymIjy9QMWWvQq_xjYYQibDxNBH4AoHEqR_4rWjsqUutjv/edit?usp=sharing);
Snaketongue (Artillery) (https://docs.google.com/file/d/1f7L97NJ3PVBsSU7kNng8T6kVu24-fRaq76z4RvOWTxN6Sut7LYENABZFOWrSx_TnHqoIt6Dr1MigUP U-/edit?usp=sharing);
Swarm (Brute) (https://docs.google.com/file/d/1VLwdgY2rG2ebWacvoLPys0SQWcYPIYngUUDMXrpaHJQt6qPUi XWaUAfaxFBL9_pYTE9lpFNxQhn9CRvC/edit?usp=sharing); and
Venom Wisp (Skirmisher) (https://docs.google.com/file/d/1E5m2Lh6osDROvpYzhOtYccyOsu5P-gcGfCvdgsSifNxsfsLbHrij2WZZ3dDqm8L_8xo14qcgcIjcVto L/edit?usp=sharing)
All four forms have shared abilities to shed conditions, each form gets an instinctive action on 10+Initiative, All forms have an interrupt that changes their form as a defense (typically used if changing form will boost the defense targeted or will reduce damage (change out of swarm if a close/are attack is coming in; change to Venom Wisp if insubstantial will help, or change to ensure someone ends up in your aura).
On his turn he gets a benefit for changing form, this is nice as it makes it tactically advantageous to change forms, ensuring that he pretty much always changes form. Changing to one of the forms even sheds marks, but of course he can only change to a form he's not currently in, and if you kill a form it's not an option anymore. The death change (drop conditions, teleport, stand up, and free attack) ensures that he won't end up locked down and beaten on through all his forms - he'll at least get to stand up and fight a bit.
So, hopefully he'll be a challenge - a tough foe that is interesting to fight, without feeling impossible; he is after all a very symbolic foe. Is it too much, and if so, how? I know I gave him several odd powers, and each form has a minor action attack as well as a punishing standard action; this was partly to ensure that a Daze was still useful (after all, daze will prevent the minor action attack on his turn, and an off-turn defense as well). Is there too much damage output? Is a level 21 base too high for my level 16 party (should I let them hit 17?) or given that they've stomped pretty much everything I've thrown at them, will it be ok?
The enemy, background, and setup:
The enemy is one of Tiamat's exarchs, named Virizan - he's Tiamat's green exarch, and has heard about the players since they've already slain the white exarch in a previous chapter. Virizan has 5 forms (one is a human form in which they have seen him). his human form has taken control of a fey king-type (a fomorian named Cachlain), and the party will be forced into confronting him, where he will try to use the king to kill them. That fight shouldn't be too bad; the king will fight against being used, and depending on how well the players do in the skill checks it could end quickly, with the king turning the floor beneath them all insubstantial, sending everyone but the king (who can fly) crashing to the floor of a huge gladiatorial arena. this will kill Virizan's human form, and cause him to reveal himself fully. The party will likely start a bit roughed up as a result of this, but they've had an extended rest pretty recently, so they're at nearly full power. I'm trying to decide whether to level them up before or after the fight.
The players fall into the gladiatorial pit, taking falling damage and landing prone, in the middle of an ongoing fight - four eladrin are fighting a blackroot treant who is chained in place. These are all "Neutral;" the blackroot treant will attack anything within reach, which may be a real advantage for the players, since they have forced movement (but so does Virizan). The Eladrin are not stupid, but they won't know who to fight - the crowd will be chanting for blood, but the party has a pretty awesome diplomat, and they may be able to convince the Eladrin to join them. I would count them as neutral, but likely to count a bit more toward the players.
The solo:
Virizan is a shape changer with 4 forms remaining (his human form is now dead); I've written him as a set of 4 creatures, each with their own stat blocks. The creatures have attacks like a solo (in that they each have a strong standard action that affects multiple foes, and other actions to attack/defend), but HP like a standard. They will have the +5 saving throw bonus of a solo, and 2 AP to spend between them. The feel I was going for was of an enemy constantly changing shape to adapt to the circumstances and gain the most advantage, and to do so I tried to get each form to have powers that made it fight differently. (This is not my idea, but the way he is described, I just felt that the way it was written failed to achieve this).
Virizan (all forms) All of Virizan's forms have a +5 to saves. Virizan has two action points to spend during the encounter, these can be spent by any form, but only one action point may be spent per turn. He has only the normal Standard, Move, and Minor action on his turn, and one immediate action off turn (so if he uses his immediate in one form and switches, he's still used it)
Aura of Command Virizan has such a presence that he can automatically dominate (no action) any creature more than 5 levels below him in a close burst 10. He may only have one creature dominated by this power at a time. On his turn he may choose to dominate a different creature; if at any point he does not have a creature dominated, he may choose a new creature to dominate.
(This power ensures that at least 1 of the Eladrin is against the party on any given round, and provides the Eladrin with a reason to fight the PCs, if they see them attacking their comrade. The PCs are high enough level to be immune to the power, so it's really just a way to force them to deal with the Eladrin, and prevent it becoming PCs +4 Eladrin vs. Virizan. The PCs will have to be careful lest they end up with additional foes, but if they try not to injure the dominated Eladrin they can probably persuade the others to help them).
The four forms Virizan has left are:
Naga (Controller) (https://docs.google.com/file/d/1srLbSC8wgWtXyZiPJwnAH0S1OQ9lv9I-nYAymIjy9QMWWvQq_xjYYQibDxNBH4AoHEqR_4rWjsqUutjv/edit?usp=sharing);
Snaketongue (Artillery) (https://docs.google.com/file/d/1f7L97NJ3PVBsSU7kNng8T6kVu24-fRaq76z4RvOWTxN6Sut7LYENABZFOWrSx_TnHqoIt6Dr1MigUP U-/edit?usp=sharing);
Swarm (Brute) (https://docs.google.com/file/d/1VLwdgY2rG2ebWacvoLPys0SQWcYPIYngUUDMXrpaHJQt6qPUi XWaUAfaxFBL9_pYTE9lpFNxQhn9CRvC/edit?usp=sharing); and
Venom Wisp (Skirmisher) (https://docs.google.com/file/d/1E5m2Lh6osDROvpYzhOtYccyOsu5P-gcGfCvdgsSifNxsfsLbHrij2WZZ3dDqm8L_8xo14qcgcIjcVto L/edit?usp=sharing)
All four forms have shared abilities to shed conditions, each form gets an instinctive action on 10+Initiative, All forms have an interrupt that changes their form as a defense (typically used if changing form will boost the defense targeted or will reduce damage (change out of swarm if a close/are attack is coming in; change to Venom Wisp if insubstantial will help, or change to ensure someone ends up in your aura).
On his turn he gets a benefit for changing form, this is nice as it makes it tactically advantageous to change forms, ensuring that he pretty much always changes form. Changing to one of the forms even sheds marks, but of course he can only change to a form he's not currently in, and if you kill a form it's not an option anymore. The death change (drop conditions, teleport, stand up, and free attack) ensures that he won't end up locked down and beaten on through all his forms - he'll at least get to stand up and fight a bit.
So, hopefully he'll be a challenge - a tough foe that is interesting to fight, without feeling impossible; he is after all a very symbolic foe. Is it too much, and if so, how? I know I gave him several odd powers, and each form has a minor action attack as well as a punishing standard action; this was partly to ensure that a Daze was still useful (after all, daze will prevent the minor action attack on his turn, and an off-turn defense as well). Is there too much damage output? Is a level 21 base too high for my level 16 party (should I let them hit 17?) or given that they've stomped pretty much everything I've thrown at them, will it be ok?