Results 1 to 4 of 4
-
2010-03-02, 07:40 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- WOTC ≱ my opinion
[4e] Does the Behir's initiative ability make it a better solo?
I'm asking those folks who like 4e [I personally tried it and found it not firmly enough in either the wargame or roleplaying camps for my tastes] and have GMed it for some information...
The Behir has that fancy initiative ability that allows it to act once at initiative 25, again at 15 and yet again at 5. I know it gets less impressive turns in each case, but it's still true that it can make three attacks each round, rather than the usual one or two for a solo.
What i'm wondering, is does this make it a better solo creature, given that i've been told that normal solos tend to suffer under the weight of attacks from a party compared to their paltry response.Mine is not so much a Peter Pan Complex as a Peter Pan Doom Fortress and Underground LairTM!
Fae-o-matic Want a fae from folklore stated? Give me the lore and I'll do it for you!
Le Cirque Funeste Evil Fairy Circus! Ray Bradbury, refined down to snortable powder!
-
2010-03-02, 07:43 PM (ISO 8601)
- Join Date
- Jan 2008
- Location
- Portland, OR
- Gender
Re: [4e] Does the Behir's initiative ability make it a better solo?
Tiamat gets 5 turns a round.
Not that it really helps as I've never used her.
-
2010-03-02, 07:52 PM (ISO 8601)
- Join Date
- Jun 2007
Re: [4e] Does the Behir's initiative ability make it a better solo?
A big problem with a solo is that, against any reasonably competent party, it will quickly find itself dazed, immobilized, blinded, prone, marked, cursed, and quarried all at the same time. They quite literally get debuffed into the ground.
Guide to the Magus, the Pathfinder Gish class.
"I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
Crystal Shard Studios - Freeware games designed by Kurald and others!
-
2010-03-02, 08:01 PM (ISO 8601)
- Join Date
- Jul 2008
Re: [4e] Does the Behir's initiative ability make it a better solo?
Well, it does get three standard actions, and thus three attacks per round, but what if it needs to move? Sometimes, being able to move and then attack immediately would be an advantage.
Also, a lot of solos have minor action attacks or interrupts or whatever to help with action economy. The behir is just an alternate take on that, rather than a really substantial improvement.I spent an hour on the edge of dreams,
I walked between the worlds,
and when I woke I never knew
to which side I had fallen