4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Yep, basically their weapon and/or arm freeze when they hit it... and makes it harder for them to hit it two rounds in a row. Also lets it maneuver around to affect more folks.
I think I'm tempted to switch icy prison to more like my original thought: have it have some hit points and block line of effect, instead of just being another save ends. Forces you to deal with it (or someone turns into a block of ice)
Yeah, I suspect the dragon will poof up to 5th-7th level when I get a monster manual, but for now 3rd at least makes it possible to try to test it out
I might also have to drop an ability or two and have them only on the higher level ones. For solo creatures, my instinct is to give more abilities so that the combat doesn't turn static, but I still probably need to reign things in.
I suspect a wall of ice like the wizard power would suit the ancient version well, assuming it's not over the top for number of abilities.
Apparently it drinks potions to gain 'mad cap' strength so that it can swing the ball and chain that weighs more than it in a whirlwind of destruction.
So just as a first go-round...do you think these stats look reasonable? I'm not quite sure how to write up the "Cyclone" portion to make it clear that it's only usable when the special ability is in action.
m Chain Hammer (standard; at-will) * Weapon
Reach 2; +10 vs AC; 1d10+5
C Madcap Cyclone (standard: recharge 5 6) * Weapon
Close Burst 1; +9 vs AC; 1d10 + 5 damage and target is pushed 1 square. Until start of its next turn, Goblin Madcapper may make a free secondary attack on any enemy that ends a movement action adjacent to it. Goblin Madcapper is slowed until the end of its next turn.
Secondary: +9 vs. AC; 1d10 + 5 damage and target is pushed 1 square.
Alignment: Evil, Languages: Goblin
Str 18 (+5) Dex 8 (+0) Wis 6 (-1)
Con 17 (+4) Int 9 (+0) Cha 8 (+0)
edit: Thanks Keterys!
Last edited by deathdonut; 4th April 2008 at 04:09 PM..
keterys or deathdonut why don't one of you guys try a Goblin Warg Cavalry, to me it's one of the more iconic images of fantasy.
Have a few abilities like
Coward's Reward - If a Goblin Warg Cavalry attacks from behind (has combat advantage) the rider deals an extra 2d6 damage.
You killed my rider, prepare to die - If the Goblin rider is killed the Warg goes into a frenzy automatically striking all adjacent enemies and getting +2 attack +5 damage for rest of encounter....(if both creatures were put together into one block this could be a bloodied reaction for the loss of Goblin attacks)
Knock, Knock.....I'm a Warg....auto trip - Warg attack does damage and knocks opponent which the Warg portion has combat advantage on prone.
The Charge of the Fuzzy Green Brigade (Encounter Choice 1)
Move 5 squares with the rider taking an attack in the 1st,3rd and 5th and the Warg taking an attack in the 2nd and 4th.
The Retreat of the Fuzzy Green Brigade (Encounter Choice 2)
Get a quadruple move action, with the first double move free from attacks of opportunity.
I would say to make it elite because I like me my Goblin Warg Riders and don't like to see them die.
__________________ With my luck, the next gnome I kill won't even HAVE any candy!
So just as a first go-round...do you think these stats look reasonable?
I'm not quite sure how to write up the "Cyclone" portion to make it clear that it's only usable when the special ability is in action.
I'd have probably done the cyclone as
C Madcap Cyclone (standard: recharge 5 6) * Weapon
Close Burst 1; +9 vs AC; 1d10 + 5 damage and target is pushed 1 square. Until start of its next turn, goblin madcapper may make a free secondary attack on any enemy that moves adjacent to it. Secondary: +9 vs. AC; 1d10 + 5 damage and target is pushed 1 square. Goblin Madcapper is slowed until the end of its next turn.
Though some of that is clearly judgement call With it as an immediate action (should be reaction instead of interrupt I suspect), it can only do it once per round. And slow until end of turn instead of save ends cause it's simpler and still has the flavor.
I've been avoiding cavalry a little cause we know... absolutely nothing... about the rules for mounted combat in 4e, especially for monsters. I also figure we're pretty likely to get a goblin worg rider in the monster manual.
I've been avoiding cavalry a little cause we know... absolutely nothing... about the rules for mounted combat in 4e, especially for monsters. I also figure we're pretty likely to get a goblin worg rider in the monster manual.
I know, I know....I was just tring to trick one of you guys into making one for me so I can use it with a playtest. June still feels like a long way away
__________________ With my luck, the next gnome I kill won't even HAVE any candy!