Q-man
03-15-2011, 06:30 AM
I'm rereading the Chronicles of Prydain books and the concept behind the huntsmen of Annuvin seemed like it might be something fun to throw at my players. For those that haven't read the books the huntsmen were a squad of fighters that would grow more powerful as their members were killed. The story is a little vague on exactly what power they gained; but I'm assuming it was the basic bigger, stronger, faster.
My party is in the habit of working together to focus their damage on a single target, taking down their enemies one at a time. Its been pretty effective for them, despite my efforts to break this strategy with artillery, lurker, and hazardous terrain to keep them from grouping up effectively. I'm not looking to totally derail their strategy, I'd like to give them something new to consider as well as keep the fight interesting after they've cut down most of their enemies.
I'd kind of like to build a basic template for these so that as the party gains levels I could just apply the effect to something different from the monster manual. I don't want to have to think of new balanced powers, and dropping the huntsman template on an existing monster seems much easier.
What I was thinking was to start with a squad of say 8 skirmisher type enemies, probably a level below the party. As the enemies are killed off calculate a bonus thats equal to the number of dead - 2. This bonus would be applied to the surviving enemies four defenses, attack bonus, and damage bonus. This way as the fight progresses the enemies are getting increasingly hard to hit and are dealing more damage.
Now a +5 bonus to the last guy would make him something of a challenge, but not particularly interesting. I was thinking about giving them recharge abilities when the number of dead hits an even number (2,4, and 6 killed). I was thinking about borrowing the descriptions from the Spellscar powers in the Forgotten realms players guide. Some of them have the sound of powers that might come from an evil magic.
Plague Lash: A whip of flickering blue light passes through your foes chest and takes away something vital
Scar-Carving Blade: Blisters rise on you sword hand and burst, spilling forth red/blue burning blood that crawls up your blade as you strike
Spellmother's Embrace: Your arm becomes gelatinous and stretches to engulf a nearby foe
The damage would need to be worked out for those, but the DMG has handy tables that should make that easy. They definitely need some effects on hit; I'm thinking slowed/dazed for the whip, some sort of on going damage with weakened for the blisters, and restrained and poisoned/diseased for the embrace.
What do you guys think? Worth doing? Overpowered?
My party is in the habit of working together to focus their damage on a single target, taking down their enemies one at a time. Its been pretty effective for them, despite my efforts to break this strategy with artillery, lurker, and hazardous terrain to keep them from grouping up effectively. I'm not looking to totally derail their strategy, I'd like to give them something new to consider as well as keep the fight interesting after they've cut down most of their enemies.
I'd kind of like to build a basic template for these so that as the party gains levels I could just apply the effect to something different from the monster manual. I don't want to have to think of new balanced powers, and dropping the huntsman template on an existing monster seems much easier.
What I was thinking was to start with a squad of say 8 skirmisher type enemies, probably a level below the party. As the enemies are killed off calculate a bonus thats equal to the number of dead - 2. This bonus would be applied to the surviving enemies four defenses, attack bonus, and damage bonus. This way as the fight progresses the enemies are getting increasingly hard to hit and are dealing more damage.
Now a +5 bonus to the last guy would make him something of a challenge, but not particularly interesting. I was thinking about giving them recharge abilities when the number of dead hits an even number (2,4, and 6 killed). I was thinking about borrowing the descriptions from the Spellscar powers in the Forgotten realms players guide. Some of them have the sound of powers that might come from an evil magic.
Plague Lash: A whip of flickering blue light passes through your foes chest and takes away something vital
Scar-Carving Blade: Blisters rise on you sword hand and burst, spilling forth red/blue burning blood that crawls up your blade as you strike
Spellmother's Embrace: Your arm becomes gelatinous and stretches to engulf a nearby foe
The damage would need to be worked out for those, but the DMG has handy tables that should make that easy. They definitely need some effects on hit; I'm thinking slowed/dazed for the whip, some sort of on going damage with weakened for the blisters, and restrained and poisoned/diseased for the embrace.
What do you guys think? Worth doing? Overpowered?