I am bored in a hotel room, reading a copy of Adventurer’s Vault, so bear with me. I read the entry on airships and thought of pirates. It’s late, so he may not be all that well designed, but a bad pirate trumps a non-existing pirate in my book… 🙂
He’d rather fight only if approached, hoping to take you out with his crossbow instead, while he inspires an injured member of his crew to keep fighting. If you do approach him, he’ll try to use his flurry on you, and risk an OA using his Pirate Reflexes to better position himself to shoot his crossbow. He’s an intimidating presence aboard your craft if his gang boards your airship, and may even convince you into giving him what he wants without fighting… Hmm… he needs some pirate minions… but not tonight…
Shiver me timbers, and let me know what you think matey.
Edit: He is no longer elite, reducing his HP by half. Should be a quicker fight…
greywulf
November 21, 2008
The number of HP 4e gives to Monsters still makes me run for the hills. 160 for a level 7 Elite. Ouch! By the book I’m sure it’s right too.
Add that to his Cutlass Flurry ability and (nice though that is) combat against him is going to be a long drawn out affair with the GM rolling multiple attacks when the Cutlass Flurry is available and the players spending multiple rounds trying to beat down his HP total.
While that could well be very cool indeed, it could also become a boring long drawn out static combat too. I’d suggest replacing Cutlass Flurry with an ability which lets him (say) swing from the rigging as a double move and make a move-by attack for 2[W] damage. This’ll keep the combat moving all over the place with players rushing all over the place to get a good hit on him.
Just a suggestion 😀
newbiedm
November 21, 2008
He is no longer an elite enemy, his hitpoint were reduced by half!
160 was too much…
It should be an easier fight…