Orc Shargass Disciples.

Started by SN, February 28, 2009, 05:28:13 PM

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SN

Hey guys, dont ye think its a bit TOO much too handle? Especially that they spawn even in the areas where levels 2-3 go?

Death Attack for 20-30 HP per blow? Come on! :)

Listen in Silence

I would suggest that the AB of these beasts is toned down. As it is now, lvl 6 fighters can experience difficulty fighting them even if they succeed the save vs paralysis and enter a head-on-head battle.

A possible solution would be to lower their strength by 2 or 4 points, to make them less of "Certain death" and more of "Yikes"

SN

And possibly remove Hide in Plain Sight as well .. . .  .

I can has fun?

Yeah, It's a bit much when the run-of-the-mill NPCs have feats that are banned for PCs. You know how ridiculous it looks when you see a min-maxed half-orc shadowdancer assassin PC? Well, it's no different when it's an NPC.

EDIT: And just to add, I actually think their AB is just right, or could even go a bit higher if the death attack / HIPS combo was nixed. Tough is good, but when the monsters are overloaded with feats that no PC could ever attain at that level of hit dice, it's just wrong.

Szgk

Quote from: I can has fun?;113007You know how ridiculous it looks when you see a min-maxed half-orc shadowdancer assassin PC? Well, it's no different when it's an NPC.
Except that they can easily be just max-maxed.

Equinox

but not minmaxed, with a class the isnt allowed for pcs.

Thomas_Not_very_wise

For once, I have to say, leave as is.

Orc Shargraas Disciples have an infinity for darkness, and they are easily defeated if you know what you're doing.

Also, A decent listen can detect them easily.

Hence why you have rangers with listen ranks!

Wern8

Only seen them on a quest before and I find them to be hardly overpowered, my level six fighter seems to handle them easily enough. I admit though that was while buffed, but there was once where I fought one unbuffed. Defeated it fine as well. But its probably too much if they spawn in areas too near to the Ziggurat.

Egon the Monkey

Tough, sneaky, good spot, good AB, Death Attack.
Really, for any given mob pick two.

Gob Assassins are a balanced level of scary. Death Attack is BAD, but they are weak if they don't get the paralysis off. Shargaas Disciples are the most nasty mob of Wild Orcs 2, and having them randomly spawn all over is offputting even for scouty types.

I really preferred it when the stealthy dangers were Goblin Assassins and Jungle Cats, and you didn't feel like you needed to be a minmaxed Halfling Ranger to be safe in the wilds.

Caddies

These are the only monsters on any of the scripted quests that can give a wizard a fright, and on that basis alone I'd say leave them as is. Notwithstanding, their Death Attack is only DC14, which the standard 14 CON L6 wizard with no +saves gear, unbuffed, has a chance of passing over 50% of the time.

I can has fun?

Quote from: Caddies;113120Notwithstanding, their Death Attack is only DC14, which the standard 14 CON L6 wizard with no +saves gear, unbuffed, has a chance of passing over 50% of the time.

Multiply that by however many times the new AI spams HIPS in a given encounter. If a given thing has a 50% chance of happening each encounter, or even multiple times per encounter, that means it happens quite often.

I went ahead and looked this up just to see if it would shed light on this, and it makes a hell of a lot more sense when you factor this into the equation:

QuoteShargass - The Nightlord           - Chaotic Evil
Sharagass is the orc patron of silent death.               A cruel and secretive deity, he is favored by those who work in the shadows,              especially assassins and thieves.  Clerics of Shargass are a secretive              lot hiding themselves within the tribe to cull the weak with stealth and              cunning.  Orcs who live in the ever-present dark of Traykon's              underworld revere him as their patron even above Gruumsh.  A fact that              angers the Orc-Father but there is little he can do without risking a war              that could jeopardize his own power.
I still don't think they should be spawning around the ziggurat, but the feat selection doesn't seem so off-the-wall when you consider that these are the worshipers of the god of silent death. That was news to me.

Still though, they should be required to fill out an application for SD just like everyone else. :p

Howlando

Although they were always an incredibly rare spawn, I removed them from the Wall Forest area as that is something of a newbie zone.

Letsplayforfun

These are the only creatures to give invisible wiz. a tough time.

They are easily taken down by most warriors.

They are sneaks, but not even good ones.

Lots of items/skills about to counter them.

Leave as is, imo.

Egon the Monkey

Er, any jelly can muck with an invised mage. Umberhulks used to in the UD, but they didn't stealth. Stuff with good detect skills shouldn't also be good at hiding, so you have wizards paranoid to invis anywhere, and all explorers ahev to be stealthed.

Relinquish

I'd vote for them not spawning in groups of 3, I'd say have one spawn with 2 orc warriors instead.