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Sticky: Open discussion: BUILD A CITY 4.0!!!
5 years ago  ::  Jun 24, 2008 - 1:22PM #601
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
Here is a reworked Moses. I took out all divine references and radiant powers, making her "godless" while leaving her with appropriate powers for a priestess. The incite powers, which are cool for their respecting monsters, are flavored heavily towards those races. Also, I didn't include a staff, or any weapon, because I didn't think it thematically appropriate for her to know how to use weaponry.

Moses, Tiefling Preistess of Beacon, Level 4 Controller (Leader) Show
Medium natural humanoid; XP 150

Initiative +5; Senses Perception +4; low-light vision
HP 51; Bloodied 25; see also sanctuary from the storm
AC 18; Fortitude 14, Reflex 16, Will 18
Resist 7 fire
Speed 6

Unarmed (standard; at-will)
+5 vs. AC; 1d4+3 damage
Healing Touch (minor; recharge ) * Healing
Moses or one ally touched can spend a healing surge.
Command (standard; recharge ) * Charm
Ranged 10; +8 vs. Will; The target is dazed until the end of her next turn. In addition, Moses can choose to knock the target prone or slide the target 6 squares.
Beacon of Hope (standard; recharge ) * Healing
Close burst 3; +6 vs. Will of each enemy in burst; The target is weakened until the end of her next turn; Moses and all her allies in the burst regain 5 hit points, and her healing powers restore +5 hit points until the end of the encounter.
Sanctuary from the Storm (minor; recharge when first bloodied)
Ranged 10; Moses or one creature receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of her next turn.
Infernal Wrath (minor; encounter)
Moses can channel her fury to gain a +1 power bonus to her next attack roll against an enemy that she has hit since her last turn. If her attack roll hits and deals damage, add 4 extra damage.
Bloodhunt Moses gains a +1 racial bonus to attack rolls against bloodied foes.

Alignment Good; Languages Common, Supernal
Skills Bluff +8, Heal +9, Religion +10, Stealth +5
Str 10 (+2) Dex 12 (+3) Wis 14 (+4)
Con 11 (+2) Int 16 (+5) Cha 19 (+6)
Equipment preist's robes, symbol of Beacon worn under cloak.

Priestess of Beacon Tactics
Moses begins combat by issuing a command to the opposing leader/creature with aura/strongest opponent, removing it from the next whole round of combat and removing them from the area or knocking them prone for combat advantage against them. The second round, she uses beacon of hope to heal her allies that have been hurt in the first round and to strengthen her healing touch throughout the rest of the encounter, also weakening her opponents. One the following rounds she uses her powers as they become available via recharge, favoring command and then beacon of hope, healing allies with healing touch when the other two are unavailable.
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5 years ago  ::  Jun 24, 2008 - 2:33PM #602
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099

Dougan Axehammer wrote:

Sorry I haven't been posting for a while. I have a new job, I've been spending more time with my family, and I've just started running what I hope to be my first long-running campaign.


Hey, no one is blaming you. Spending time with your family should take priority over gaming. Good luck with the new campaign. I just started my first 4E campaing week before last, and so far it has been a blast.

Speaking of my new 4E campaign, what have I learned from playing it? 4E is a lot higher fantasy than 3e was. This had a huge influence on my NPC creations for this thread.

Dougan Axehammer wrote:

The statblocks are very nice for our first step in blending with the new rules. We might want to combine ideas for the snapping tortoise. I like james's Iron Spine and Fling abilities, and I also like Pk's Stability and Pod Tactics/Mount abilities.


The problem with iron shell and the resist 5 damage entry is that when compared to say... a level 30 solo brute, this ability is HUGE! A good idea in general, but by having the AC of a soldier and the +2 elite bonus, the dire giant snapping tortoise is going to be difficult to hurt, especially with so many HP. As for the fling ability, I'm not sure it is thematically appropriate for a tortoise/turtle, and isn't really fitting with the soldier role.

Dougan Axehammer wrote:

I'm not so sure about giving Moses PC levels. For one thing, it detracts from our position earlier of an NPC-created city. Secondly, we've already decided that Moses is no longer a priest. Maybe she was a priest at some point, but through the revelation of Thorast, she has since lost her powers.


I'm not sure where the line between pc and npc is anymore. It really is pretty much gone. An NPC is really just the "monster" version of a PC class with less abilities/no feats/etc. So an NPC fighter is like a fighter, but without the extreem customization and abilities of a true fighter (like the warrior npc class from 3.5). In this way, I don't think that we really need to differentiate between the "NPC" of 4e and other monster race entries. Instead, we should differentiate between heroes/adventurers and non-heroic townsfolk. This is as much a function of roleplay and backstory as it is mechanics.

Dougan Axehammer wrote:

Excellent start though.


:D

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5 years ago  ::  Jun 24, 2008 - 4:30PM #603
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
Jeffers, Half-Elf Bouncer, Level 2 Soldier Show
Medium natural humanoid; XP 125

Initiative +4; Senses Perception +4; low-light vision
HP 39; Bloodied 19
Regeneration 5 (only when bloodied)
AC 18; Fortitude 14, Reflex 12, Will 16
Speed 5

Reaping Halberd (standard; at-will) * Weapon
Reach 2; +9 vs. AC; 1d10+3 damage; 3 damage on a miss; the target is marked until the end of Jeffers next turn.
Sentry Tactics (standard; at-will) * Martial, Weapon
Reach 2; +9 vs. AC; 1d10+3 damage; before Jeffers attacks, he lets one ally adjacent to either him or his target shift 1 square as a free action; the target is marked until the end of Jeffers next turn.
Shieldbearer Allies adjacent to Jeffers gain a +2 power bonus to AC.

Alignment Unaligned; Languages Common, Elven
Skills Diplomacy +3, Insight +11, Intimidate +6
Str 12 (+2) Dex 12 (+2) Wis 16 (+4)
Con 15 (+3) Int 10 (+1) Cha 10 (+1)
Equipment halberd, scale armor
Janis, Halfling Slinger, Level 1 Artillery (MM p.152); unaligned, replace "Thievery +10" with "Thievery +5", add "Nature +7", change Wisdom to 14 and Charisma to 11.
Helthal, Dwarf Hammerer, Level 5 Soldier (MM p. 97); unaligned.
Urchin Bandon, Human Lackey, Level 7 Minion (MM p. 162); unaligned, cloth armor.
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5 years ago  ::  Jun 24, 2008 - 5:54PM #604
james_gaines
Date Joined: Jan 15, 2008
Posts: 345
I like having the tortoise as elite.

As to Iron Shell and Fling. I think fling fits in well with the soldier role. The soldier role is supposed to be most like the PC role of Defender (although it can work as Striker as well.) Combined with Stability and Pod Tactics, I feel that these two abilties cement the Soldier role.

Comparing Iron Shell to the Tarrasque's passive resistance is a little unfair. Iron Shell is a standard action, not a passive trait. It is a little high, maybe I'd tone the resistances to 3/15 instead of 5/20 to make it a little easier to fight.

Fling fits in perfectly fine. It could either be a headbutt or the turtle tossing a grabbed target.
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5 years ago  ::  Jun 24, 2008 - 7:11PM #605
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
I'm just not sure why a tortoise would have resistance to any of the damage types. Resistance 15 to psychic damage? The shell does warrant a high AC, but a soldier's base 16 AC is as high as it gets, combined with being level 8 and the +2 bonus for being elite, gives us a 26 AC at 8th level, when an 8th level fighter with 18 str and a +3 prof. weapon will have an attack bonus around +12, which means he still needs a 14 or better just to hit it. Combine that with almost 200 hit points, and the tortoise is very resilient to physical attacks.

As for fling, what I meant about it not fitting in with the soldier role, is there are no other soldiers with push powers that i can find in the MM. The soldier's role is to draw character's attacks and defend other monsters. To quote the DMG: Use soldiers in an encounter to keep the party in place.

To sum up: One power is too powerful for heroic tier, the other is not thematically appropriate for the role.
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5 years ago  ::  Jun 24, 2008 - 10:37PM #606
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
Ariana, Human Falconer, Level 8 Artillery Show
Medium natural humanoid; XP 350

Initiative +7; Senses Perception +12 (+14 sight based checks)
HP 69; Bloodied 34; see falcon
AC 16; Fortitude 15, Reflex 16, Will 16
Speed 6

Longbow (standard; at-will) * Weapon
+15 vs. AC; 2d6+5 damage.
Falcon Ariana shares her actions with her falcon (as a mount). On turns the falcon does not act, if it is flying, it shifts the requisite 2 squares to maintain flight. Damage dealt to the falcon is also dealt to Ariana, though damage dealt to the falcon cannot bring Ariana below 1 hp. Ariana and the falcon also share healing and healing surges.
Through the Falcon's Eyes Ariana's connection to her falcon grants her a +2 power bonus to sight based Perception checks.
Falcon's Instinct With the falcon's assistance Ariana gains a +2 power bonus to foraging checks.

Alignment Unaligned; Languages Common, Elven
Skills Nature +12, Perception +12
Str 11 (+4) Dex 17 (+7) Wis 17 (+7)
Con 15 (+6) Int 10 (+4) Cha 13 (+5)
Equipment longbowFalcon, Level 8 Cohort Show
Tiny natural beast

Initiative acts with Ariana; Senses Perception +12
HP 34; Bloodied 17; all damage dealt to the falcon is also dealt to Ariana.
AC 20; Fortitude 13, Reflex 18, Will 16
Speed 2 (clumsy), fly 8

Claws (standard; at-will)
+9 vs. AC; 1d4+5 damage.
Swoop (standard; recharge )
Range 7; +15 vs. AC; 3d8+5 damage; the falcon must begin at least 2 squares away from the target and shifts up to 8 squares into any square directly across from the target after the attack.
Training ...?...

Alignment Unaligned; Languages None
Skills Endurance +9, Perception +15
Str 3 (+0) Dex 20 (+9) Wis 16 (+7)
Con 10 (+4) Int 2 (+0) Cha 13 (+5)
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5 years ago  ::  Jun 24, 2008 - 10:50PM #607
james_gaines
Date Joined: Jan 15, 2008
Posts: 345
I still believe that the tortoise should have an ability to represent it withdrawing into the shell. I'd rather see this creature as a paragon of defensive ability rather than a run-of-the-mill soldier. I mean, other than a high constitution there is no defensive difference between your tortoise and a hobgoblin.

I don't see how sliding characters does not keep the party in place.

Soldiers with push/pull/slide/knocked-prone abilities: Yuan-ti Abomination, Warforged Captain, Umber Hulk, War Troll, Sphinx, there's more, I kinda gave up after a bit. There are more with immobilize and grab powers too. So it might not be the focus of the Soldier role, but abilities that move characters around can work with Soldiers.

How about this for a re-worked Iron Shell:

Iron Shell: Standard action: The Dire Tortoise gains 50% resistance to all damage, but it takes a -4 penalty to all attack rolls. It can sustain this stance as a minor action.
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5 years ago  ::  Jun 26, 2008 - 7:52PM #608
PerennialRook
Date Joined: May 18, 2004
Posts: 1,099
Now that I understand what you are trying to represent, what about using total defense as a framework like so?:

Iron Shell (standard; recharge when first bloodied)
The tortoise heals one-quarter of hit total hit points, becomes insubstantial, and gains a +2 bonus to all its defenses until the start of its next turn. The tortoise cannot attack while using this power.

Also, I am working on the wranglers, but I'll be away from the computer for most of this week.

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5 years ago  ::  Jun 26, 2008 - 8:31PM #609
james_gaines
Date Joined: Jan 15, 2008
Posts: 345
Sounds good to me, but there is one thing.

As worded in the PHB "insubstantial" works perfectly for what this ability should do. However, I think it'd be a lot better to spell it out (half damage from direct, area, and ongoing attacks) simply because the word insubstantial implies ghostly-ness. I had to look it up to make sure the ability didn't let it walk through walls. So this works perfectly as we have it now, I'd just reword it to avoid confusion.

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5 years ago  ::  Jul 01, 2008 - 6:42AM #610
Thukad
Date Joined: Jun 25, 2008
Posts: 193
Might I introduce a family? It's a little bit out there though.


A lone dwarf woodsman moves into the forests around the town with his adopted children, three Minotaurs, a Gnoll, and two young human boys.

The dwarf only wants to rebuild the home he used to have before he and his odd group were forced to move. The curse-warped golden dragon burned much of their forest and crashed in their cave dwelling.

The dwarf has begun carving out his new home in a cave in the forest while his children cut down trees for construction. Their home was a nicely built clan structure with many halls and chambers and the dwarf is stubbornly ignoring the fact he doesn't have the skill with stonework to make such an abode.

Not that things were going well at their old home anyway. The dwarves had cut down the forest in a haphazard way, causing their logging industry to suffer for it. The dwarf is determined to look after the forest in his new home so they don't ruin it and thus doing, put themselves out of a job.


The children are a bunch of orphans and young refugees that the dwarf took in before the golden dragon attack. Now that the old dwarf himself is a refugee they are trying their hardest to support him.

The three minotaurs and the gnoll are good aligned but realize how most people view those of their race. Though physically strong they try their hardest to not cause any trouble. When in town they say little and hurry with their tasks so the can get back home. The two human boys are too young to be thinking of much more then having a good time. They all consider themselves brothers and the dwarf his father.

They all share the same dream as their adoptive father.





How's that? Just an idea >_>
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