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!
Don't Make Me Get Rough (Standard, At-Will)
+12 vs. AC; 1d8+5 damage, and Prankster is invisible to target until the beginning of Pixie's next turn.
Prank (Standard, At Will) Wet Willie: +11 vs. Reflex; target is dazed and receives a -2 to attacks until the end of the pixie's next turn. Tied Laces: +11 vs. Reflex; target is knocked prone and weakened until the end of the Pixie's next turn. Diving Pickpocket: +11 vs. Reflex; 7 damage, and the pixie steals a small object from the target, such as a vial, scroll, or coin.
Deft Prankster (Minor, Encounter)
The Pixie Prankster uses Prank.
Here I am! No, Here! No, Here! (Immediate Interrupt, Encounter) When attacked in Melee
The Pixie Prankster teleports 3 squares and has combat advantage against the target for its next attack.
I'm serious, I'll hurt you (Standard, At Will)
+14 vs. AC; 1d8+5, and Punk is invisible to the target until the start of Punk's next turn.
Obscene Gesture (Standard, At Will)
Range 10; +12 vs. Will; 2d8+5 psychic damage, and target receives a -2 to attacks until end of Punk's next turn.
Oh Yeah? Your Mom Kisses Centaurs (Immediate Reaction, Encounter) When hit by an attack
Pixie Punk shifts 3 squares and uses Obscene Gesture.
Here I am! No, Here! No, Here! (Immediate Interrupt, Encounter) When attacked in Melee
The Pixie Punk teleports 3 squares and has combat advantage against the target for its next attack.
(Look at the name see if you can find out why I called it the Lec-Weher)
Lec-Weher Level 10 Solo Controller Small Shadow Animate XP 2,500 Initiative +9 Senses Perception +9
Demoralize (Fear) aura 5; All creaturess in the area take a -3 to will defence.
HP 424; Bloodied 212 AC 24; Fortitude 22, Reflex 22, Will 22 Saving Throws +5 Speed Fly 8 Action Points 2
Soul harvest (Minor (1 per round max); at-will)
+14 Vs. Will, 1d8+5 necrotic damage and the target takes a -1 to will defense (multiple hits stack, stacks with demoralization, save ends)
Bojum Bodygrab (Standard; at-will)
+7 Vs. Will, and the target is posessed. a posessed target is under the dm's control. It can use all of it's normal abilities as well as the Lec-Weher's soul harvest ability. The Lec-Weher stays in the body it has posessed until the host body is bloodied or the Lec-Weher decides to leave. When the Lec weher is forced from a body, It appears in an adjacent square and takes damage equal to 1/4 of it's HP (106 damage)
Not of this world
There is a 50% chance that any attack that hits the Lec-Weher in it's true form is changed to a miss.
Alignment Evil Languages None Skills Stealth +14 Str 18 (+9) Dex 18 (+9) Wis 18 (+9) Con 18 (+9) Int 18 (+9) Cha 18 (+9) Equipment None
Wolverine Level 15 Solo Skirmisher Medium Natural X-Man XP 6,000 Initiative +14 Senses Perception +17
Wolverine's Fury (Fear) aura 1; Any creature within the aura takes a -2 to all defenses
HP 740; Bloodied 370 Regeneration 20 AC 29; Fortitude 27, Reflex 27, Will 27 Immune Poison, Disease Saving Throws +5 Speed 10 Action Points 2
Claws (Standard; at-will)
+20 Vs. AC, 2d8+6 damage.
Fury (Standard; recharge )
Wolverine makes 2 claw attacks against each target adjacent to him.
Hamstring (Standard; recharge )
Wolverine makes a claw attack. If it hits, make the following secondary attack. +18 Vs. Fortitude, The target is slowed.
Alignment Unaligned Languages Common Skills Acrobatics +17, Athletics +17, Endurance +17, Heal +17, Intimidate +17, Stealth +17 Str 20 (+12) Dex 20 (+12) Wis 20 (+12) Con 20 (+12)Int 20 (+12) Cha 20 (+12) Equipment Adamantim Skeleton (Worth 10000 gp)
Well, as long your taking suggestions, I wouldn't mind seeing some of the Quori (living nightmares from Eberron) brought into 4e. I thought there would be at least one in the new ECG, but sadly that is not the case. Thanks in advance!
Quote:
Originally Posted by Sporemine
Ummmmmmm...
Here are all of the current requests that have NOT been created yet.
I have enough info on:
Wolverine (X-man)
4 seperate centaurs Flying, giggling, annoying pixies
Uber unicorn
I need more info on:
Lythlyx
Stygian Golem
Aleax
Abat Dolor
cwheeler spirit (I need a name)
yellow mold
"People similar to the dwarf bolter or hammerer(er)"
Guard 3rd level
Mid-level necromancer
The site is still slow from the slashdotting and i'm travelling (on my laptop, moving from wireless network to wireless network.) On top of that my wireless card is being pissy, causing problems.
Bottom line, don't be offended if I ignore you for 3 days or so...
I'll try to get some new stuff up as soon as possible.
I pegged them at Paragon or higher, just because of the Unicorns being similar (Ki-Rin is like a japanese unicorn, but usually has more spells or abilities devoted to good)
Ok FunkBGR here is a possible build for a Ki-Rin, I am not really familiar with them so knowing that they are Lawful Good I extrapolated from that.
It’s a bit strange building a Lawful Good creature, but I suppose that evil groups deserve everything they get!
Ki-Rin Level 18 Elite Skirmisher Large Fey Magical Beast XP 4,000
Initiative +14 Senses Perception +16, low light vision, truesight 10 Noble Beauty (charm) aura 5; Each time any creature inside the aura wishes to attack the Ki-Rin it must first make a saving throw, on fail they cannot attack the Ki-Rin (note creature does not lose its action) HP 300; Bloodied 150 AC 34; Fortitude 32, Reflex 29, Will 33 Immune charm; Resist 10 radiant; Vulnerable 5 necrotic Saving Throws +2 Speed 9, fly 6 (hover) Action Points 1
Hooves (Standard; at-will) Attack +23 vs. AC; 3d8+7 damage
Radiant Charge (Standard; at-will) ♦ radiant, charge attack Charge attack only; attack +23 vs. AC; 4d8+7 damage; on hit target is weakened and takes 10 ongoing radiant damage (save ends both)
Slam and Charge (Standard; recharge ) Attack +21 vs. Fortitude; 1d10+7 damage; on hit target is pushed 1 square and knocked prone; hit or miss Ki-Rin makes a Radiant Charge attack against a secondary target
Beam of Pure Light (Standard; recharge ) ♦ radiant Range 10/20; attack +21 vs. Reflex; 2d12+7 radiant damage (undead instead take 4d12+7 radiant damage); on hit target is dazed (save ends)
Circle of Life (Standard; encounter) ♦ radiant, healing, zone, sustain minor Burst 3; enemies only; attack +21 vs. Will; 2d10+7 radiant damage; on hit target is pushed 5 squares; hit or miss creates zone, minor action to sustain; all allies starting their turn inside the zone regain 20 HPs, minions instead gain 10 Temporary HPs
Fey Step (Move; recharge ) ♦ teleport Ki-Rin teleports 5 squares as a move action
Fey Renewal (Minor; encounter) ♦ healing Ki-Rin regains 50 HPs and may make an immediate save verses each status effect it is subject to even if those effects do not normally allow a saving throw, note Ki-Rin may use this power even if stunned, but not if it is unconscious or dying
Alignment Lawful Good Languages elven Skills Arcana +19, Diplomacy +21, Heal +16, Nature +16 Str 24 (+16) Dex 16 (+12) Wis 14 (+11) Con 18 (+13) Int 20 (+14) Cha 25 (+16)
I can’t actually see see where the request for a necromancer came from but here is one I created a while back.
The Master (Human Lich) Level 11 Elite Controller Medium Natural Humanoid (undead) XP 1,200
Initiative +8 Senses Perception +9, darkvision Aura of the Grave (necrotic) aura 1; Any living creature inside aura gains only half benefit from healing effects Necrotic aura (necrotic) aura 3; All living creatures entering or starting their turn inside the aura take 5 necrotic damage HP 228; Bloodied 114; see Indestructable Regeneration 10 (if Lich takes Radiant damage regeneration doesn't function on its next turn) AC 27; Fortitude 23, Reflex 26, Will 25 Immune disease, poison; Resist 10 necrotic Saving Throws +2 Speed 6 Action Points 1
Life Leeching Staff (Standard; at-will) ♦ necrotic, healing Attack +16 vs. AC; 2d8+3 necrotic damage; on hit target loses a healing surge and The Master heals 28 HPs
Necrotic Rays (Standard; at-will) ♦ necrotic 2 attacks; range 10/20; attack +15 vs. Fortitude; 1d8+5 necrotic damage; on hit target is slowed (save ends); if both attacks hit the same target then target is Immobilised (save ends) instead
Cold Hand of Death (Standard; recharge ) ♦ cold Range 10; attack +15 vs. Reflex; 2d8+5 cold damage; on hit target is immobilised and takes 5 ongoing cold damage (save ends both)
Finger of Death (Standard; encounter) ♦ necrotic Range 20; attack +15 vs. Will; 2d6+5 necrotic damage; on hit target loses a healing surge and is weakened (save ends); on first failed save target is weakened and dazed (save ends both); on third failed save target is stunned (save ends); on fourth failed save target is reduced to 0 HPs and falls unconscious
Reanimate (Standard; encounter) ♦ necrotic, healing Range 20; target destroyed (non minion) undead creature is reanimated at it's Bloodied HPs; creature acts immediately (same initiative as the caster) and starts prone
Indestructible When The Master is reduced to 0 HPs its body and possessions crumble into dust, but it is not destroyed. It reappears (along with its possessions) in 1d10 days within 1 square of its phylactery, unless the phylactery is also found and destroyed.
Alignment Unaligned Languages common, abyssal Skills Arcana +15, History +15, Insight +14, Intimidate +13 Str 14 (+7) Dex 16 (+8) Wis 18 (+9) Con 18 (+9) Int 21 (+10) Cha 16 (+8) Equipment Bone Staff, Robe of Night
NOTE: originally the Reanimate power brought a creature back at 25HPs but as it is an encounter power I have changed it to Bloodied HPs. An alternative could be to keep it at 25HPs but make it a minor action, recharge power, depending on how much reanimation antics you feel is appropriate
Well, as long your taking suggestions, I wouldn't mind seeing some of the Quori (living nightmares from Eberron) brought into 4e. I thought there would be at least one in the new ECG, but sadly that is not the case. Thanks in advance!
The Quori is a strange one, and quite hard to interpret for someone else. From what I can remember of Eberron the Dreaming Dark inhabit peoples brains and control them from the plane of dreams, if a "head squid" dreaming dark is killed it just goes back to the plane of dreams.
Are the Quori the race that live in the plane of dreams and run the dreaming dark, and use the continent of Sarlona as a base of opperations for dealing with the physical world?
I also seem to remember that there are a few different types of Quori, probably Mastermind types, Assassin types and Soldier types?
Can you give me an idea of the type of creature(s) you are expecting, and the types of things you expect them to be able to do, also a vague way in which the PCs would come in contact with them might help as they are a very abstract race.
These are awesome! I'd love to see some heroic-tier swanmays and bird maidens (they're approximately 2e rangers and Al-Qadim idol-priests respectively, who can turn into birds of various kinds). I'd use 4e druid or shaman as a touchstone for their class-like powers. IIRC they have some Charm-type abilities on top of their class powers, and advanced bird maidens can turn into giant eagles as well as their more usual tropical-bird forms.
Elven Swanmay Level 6 Elite Skirmisher Medium Fey Humanoid (shapechanger) XP 500
Initiative +9 Senses Perception +10, low light vision HP 136; Bloodied 68; see stressful shift AC 22; Fortitude 17, Reflex 21, Will 20 Resist 5 all (swan form only) Saving Throws +2, +5 vs. charm Speed 6, swim 6, fly 5 (clumsy, swan form only) Action Points 1
Sword Strike (Standard; at-will) ♦ human form only Attack +11 vs. AC; 1d8+4 damage
Bill Peck (Standard; at-will) ♦ swan form only Attack +9 vs. Reflex; 1d6+4 damage; on hit target is pushed 1 square
Graceful Arc (Standard; at-will) ♦ human form only Swanmay makes a Sword Strike attack against all adjacent enemies; hit or miss Swanmay may shift 2 squares after making this attack
Disarming Peck (Standard; recharge ) ♦ swan form only Attack +11 vs. AC; 1d6+4 damage; on hit target must make a DC18 endurance check; on fail target drops their weapon in their current square
Mobile Huntress (Standard; at-will) ♦ human form only Range 10/20; attack +11 vs. AC; 1d8+4 damage, if Swanmay has moved at least 4 squares this turn the damage is increased to 2d6+4
Wing Beat (Standard; recharge ) ♦ thunder, swan form only Close blast 3; attack +8 vs. Fortitude; 3d6+2 thunder damage; on hit target is pushed 2 squares and dazed (save ends)
Shapechange (Minor; at-will) ♦ polymorph, 1/round Swanmay may change between humanoid and Swan forms as a minor action
Combat Advantage Swanmay deals an additional 1d6 damage against targets granting it combat advantage
Stressful Shift (Immediate Reaction) ♦ when first bloodied, on death When first bloodied Swanmay must shapechange from humanoid to swan or vice versa as an immediate free action; on death a Swanmay will always revert to its humanoid form
Alignment Good Languages elven, speak with animals (in swan form) Skills Heal +10, Nature +10, Stealth +12 Str 14 (+5) Dex 19 (+7) Wis 15 (+5) Con 12 (+4) Int 13 (+4) Cha 18 (+7) Equipment short bow, longsword, leather armour, feather token
Soel, how about something like this for the Stygian Golem?
Stygian Golem Level 20 Elite Brute Large Elemental Humanoid (earth) XP 5,600
Initiative +14 Senses Perception +16, darkvision, truesight 10 Abyssal Gloom (necrotic) aura 5; All non magical light sources inside the aura are extinguished, all enemies entering or starting their turn inside the aura it take 10 necrotic damage HP 472; Bloodied 236 AC 34; Fortitude 36, Reflex 30, Will 34 Immune disease, poison, charm, sleep; Resist 20 necrotic, 20 variable (3/encounter); Vulnerable 5 radiant Saving Throws +2, also see Abyssal Determination Speed 6 earthwalk (cannot shift) Action Points 1
Hard Slam (Standard; at-will) Reach 2; attack +23 vs. AC; 3d8+9 damage
Double Slam (Standard; at-will) 2 attacks; reach 2; attack +23 vs. AC; 3d6+9 damage; on hit target is pushed 1 square and knocked prone
Heavy Grab (Standard; at-will) Reach 2; attack +21 vs. Reflex; 2d6+9 damage; on hit target is grabbed (escape ends)
Bury Alive (Standard; recharge ) ♦ necrotic, grabbed target only Grabbed target only; attack +21 vs. Fortitude; 2d6+9 damage; on hit target is pushed completely into the ground burying it (releasing the grab); whilst buried target looses its line of effect to other creatures, is restrained and takes 15 ongoing necrotic damage (DC35 athletics check or 2 saves ends), escaping creatures emerge prone on the surface
Earth to Mud (Standard; encounter) ♦ zone Burst 10 (two stage); attack +20 vs. Reflex; (stage 1; burst 1 to 5) 4d8+7 damage; on hit target is immobilised (save ends), aftereffect target is slowed (save ends); (stage 2; burst 6 to 10) 2d8+7 damage; on hit target is slowed (save ends); hit or miss creates a zone that last until the end of the encounter; all creatures without earthwalk take a -2 penalty to speed while inside the zone
Stygian Glare (Immediate Reaction; at-will) ♦ gaze, fear, when hit by a melee attack When hit by a melee attack; attack +18 vs. Will; on hit target takes a -2 penalty to all defences until the start of their next turn
Abyssal Determination Stygian Golem cannot be stunned; if any effect would stun the Golem it is instead dazed
Alignment Unaligned Languages abyssal Skills Athletics +24, Endurance +23, History +18, Intimidate +11 Str 28 (+19) Dex 18 (+14) Wis 23 (+16) Con 26 (+18) Int 16 (+13) Cha 3 (+6)
Thanks for the help mesh. The site is still slow and I have spotty access to the internets.
There are a couple things I would like feedback on:
Mageripper Swarm Level 6 Controller Medium Aberrant Beast XP 250 Initiative +6 Senses Perception +11
Swarm of Fangs aura 1;
The Mageripper swarm can make a bite attack as a free action against any creature in the aura.
HP 72; Bloodied 36 AC 20; Fortitude 18, Reflex 18, Will 18 Immune Gaze, Illusions; Resist Half damage from melee and ranged attacks; Vulnerable 5 close and area attacks Speed 6, climb 4
Bite (Standard; at-will)
+11 Vs. AC, 1d10+4 damage
Anti-Magic Shield (Immediate Reaction (when hit with a magic attack); 1 per round)
The attack is changed to a miss
Magic Leech
When missed with a magic attack, the target loses the use of that attack until the end of the encounter.
Alignment Unaligned Languages None Skills Athletics +11, Nature +11, Stealth +11 Str 16 (+6) Dex 16 (+6) Wis 16 (+6) Con 16 (+6) Int 16 (+6) Cha 16 (+6) Equipment None
Necrosis Carnex Level 3 Skirmisher (Leader) Medium Natural Animate (undead) XP 150 Initiative +5 Senses Perception +8
Malign Aura (Necrotic, Fear) aura 3; All living creatures within 3 squares of the Necrosis Carnex take a -1 to all defenses.
HP 46; Bloodied 23 AC 17; Fortitude 15, Reflex 15, Will 15 Immune Necrotic, Poison, Disease, Sleep; Vulnerable Radiant 5 Speed 8
Necrotic Touch (Standard; at-will)
+6 Vs. Will, 1d10+3 necrotic damage.
Necrotic empowerment (Standard; recharge )
Burst 5, all allies in the burst can make a basic attack as a free action.
Unholy Explosion (Immediate Interrupt, when reduced to 0 hitpoints) ♦ Necrotic
Burst 3. all living creatures in the area are hit with the following attack. +6 Vs. Reflex 3d6+3 necrotic damage and all undead allies in the burst regain 15 hit points
Withering aura (Necrotic)
aura 2; All creatures in the aura take 1 necrotic damage. Multiple withering auras stack (void shards are immune to this ability)
HP 1; a missed attack never damages a minion. AC 17; Fortitude 16, Reflex 16, Will 15 Speed Fly 6 (hover)
Void touch (Standard; at-will)
+6 Vs. Will, 1 necrotic damage
Of another dimension (Immediate Reaction (when hit by an attack); at-will)
There is a 50% chance that the attack is changed to a miss.
Portal (Immediate Reaction (when missed by an attack); at-will)
Another void shard appears in a square adjacent to the activating void shard