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!
Explorer beware! If you find yourself walking down a damp corridor smelling of vomit, you may be walking right into a cave stomach.
The cave stomach is a distant relative of the black dragon that has uniquely adapted to the underground environment. Once a young cave stomach finds a suitable corridor, it starts to stretch out its tentaculous mouth until it completely blocks the corridor's entire width and height, and it starts waiting for unsuspecting prey, or for underground dwellers who use it as garbage disposal. On its back side, the cave stomach is protected by tough scales that can be as hard as stone.
Once any prey has touched the tentacles a few times, it is thoroughly sprayed by digestive juices from glands protruding from the tentacles. The incapacitated prey is then reeled in by one or several tentacles for complete digestion.
A cave stomach can be killed by either dealing severe enough damage to tentacles, or by cutting through the stomach. While the latter method usually involves wading through a pond of acid, it can reward the victor with weapons, armor, or gold that the cave stomach has been unable to digest yet.
**
I think the cave stomach should be about level 3, though it may be possible to scale it up with higher acid damage and tougher tentacles.
Explorer beware! If you find yourself walking down a damp corridor smelling of vomit, you may be walking right into a cave stomach.
The cave stomach is a distant relative of the black dragon that has uniquely adapted to the underground environment. Once a young cave stomach finds a suitable corridor, it starts to stretch out its tentaculous mouth until it completely blocks the corridor's entire width and height, and it starts waiting for unsuspecting prey, or for underground dwellers who use it as garbage disposal. On its back side, the cave stomach is protected by tough scales that can be as hard as stone.
Once any prey has touched the tentacles a few times, it is thoroughly sprayed by digestive juices from glands protruding from the tentacles. The incapacitated prey is then reeled in by one or several tentacles for complete digestion.
A cave stomach can be killed by either dealing severe enough damage to tentacles, or by cutting through the stomach. While the latter method usually involves wading through a pond of acid, it can reward the victor with weapons, armor, or gold that the cave stomach has been unable to digest yet.
**
I think the cave stomach should be about level 3, though it may be possible to scale it up with higher acid damage and tougher tentacles.
Level 3 gargantuan creature? I think this might be more of a hazard or piece of terrain then monster.
Rancor Level 11 Solo Soldier Huge Natural Beast XP 3,000 Initiative +11 Senses Perception +9 HP 570; Bloodied 285 AC 27; Fortitude 23, Reflex 23, Will 23 Resist 10 All Saving Throws +5 Speed 4 Action Points 2
Bite (Standard; at-will)
+18 Vs. AC, 2d6+5 Damage
Arm Swipe (Standard; at-will)
+16 Vs. Fortitude, 2d6+5 damage and the target is knocked prone
Roar (Minor; encounter)
Burst 3; +16 Vs. Fortitude; all targets take 4d8+5 sonic damage and are knocked prone.
Fury (Standard; recharge )
The Rancor can shift up to 6 squares make a bite attack and two arm swipe attacks or, choose not to move and gain a +2 to all defenses until the end of it's next turn.
Bloodied Rage (Immediate Interrupt; when bloodied)
The Rancor recharges and can immediately use it's fury power.
I appologise if this has been done or if you dont think it needs improvement upon, but when a race(such as changeling) goes from MM to PHB it changes and gets a few different abilities or the like, what would you do to change kolbold if anything?
I appologise if this has been done or if you dont think it needs improvement upon, but when a race(such as changeling) goes from MM to PHB it changes and gets a few different abilities or the like, what would you do to change kolbold if anything?
I like them as they are; small, annoying and shifty.
Explorer beware! If you find yourself walking down a damp corridor smelling of vomit, you may be walking right into a cave stomach.
The cave stomach is a distant relative of the black dragon that has uniquely adapted to the underground environment. Once a young cave stomach finds a suitable corridor, it starts to stretch out its tentaculous mouth until it completely blocks the corridor's entire width and height, and it starts waiting for unsuspecting prey, or for underground dwellers who use it as garbage disposal. On its back side, the cave stomach is protected by tough scales that can be as hard as stone.
Once any prey has touched the tentacles a few times, it is thoroughly sprayed by digestive juices from glands protruding from the tentacles. The incapacitated prey is then reeled in by one or several tentacles for complete digestion.
A cave stomach can be killed by either dealing severe enough damage to tentacles, or by cutting through the stomach. While the latter method usually involves wading through a pond of acid, it can reward the victor with weapons, armor, or gold that the cave stomach has been unable to digest yet.
**
I think the cave stomach should be about level 3, though it may be possible to scale it up with higher acid damage and tougher tentacles.
Since there aren't many other requests, i'll try this one.
Hey, I've got a request if you're still taking them. I need a 14th level elite crown prince as the main bad guy for our campaign.
Technically it's an NPC, but I was planning on designing him as a monster with some unique powers...I was leaning to skirmisher/controller (leader), and want him to have a way to escape should the battle go poorly. I also wanted to include a way to shake off stun effects more readily since I don't want him out of the fight for long. I see him fighting underhanded, like having a dagger hidden up his sleeve even when disarmed, grabbing PC's old wounds while fighting (with appropriate monologue of course , and possibly performing coup de grace on a PC who has really angered him.
Prince's Background
The ambitious elder son of King Arath, Prince Eydanus has been poised to claim the throne upon his father’s death, taking the time-honored post as viceroy. However, when it is revealed his father didn’t choose him, the Prince attempts to conceal this knowledge and take the throne anyhow. He believes the kingdom has grown too fat and happy, ignorant of the dangers posed by imperial loyalists, revolutionaries, and others attempting to topple the government. While the Prince has no admiration for his father’s reign, he does believe in the maintaining Galeay’s independence no matter what the cost. However, the Prince is disliked by the people, whom he considers “lowly rabble” always complaining and on the verge of revolt. He is an elitist in the fullest terrible sense of the word.
Despite being a sniveling bastard, the Prince commands enormous political power and is quite the demagogue. His illness has tempered his arrogance – his schemes, while pretentious, are always thorough. While the High Chancellor holds the throne in the absence of a king, Prince Eydanus is hugely influential in the position of Viceroy, able to condemn a serf to death or imprisonment with but a word, and is not above abusing his station. A consummate political creature, the Prince fights dirty when need be, attacking things close to his enemies and stabbing friends in the back to get ahead. Far from a passive villain, the Prince is constantly scheming and responding to what his enemies do. He is a cunning strategist, often launching a bold offensive when least expected, or taking a radically different approach to common problems, making it hard to predict his next move.
Hey, I've got a request if you're still taking them. I need a 14th level elite crown prince as the main bad guy for our campaign.
Technically it's an NPC, but I was planning on designing him as a monster with some unique powers...I was leaning to skirmisher/controller (leader), and want him to have a way to escape should the battle go poorly. I also wanted to include a way to shake off stun effects more readily since I don't want him out of the fight for long. I see him fighting underhanded, like having a dagger hidden up his sleeve even when disarmed, grabbing PC's old wounds while fighting (with appropriate monologue of course , and possibly performing coup de grace on a PC who has really angered him.
Prince's Background
The ambitious elder son of King Arath, Prince Eydanus has been poised to claim the throne upon his father’s death, taking the time-honored post as viceroy. However, when it is revealed his father didn’t choose him, the Prince attempts to conceal this knowledge and take the throne anyhow. He believes the kingdom has grown too fat and happy, ignorant of the dangers posed by imperial loyalists, revolutionaries, and others attempting to topple the government. While the Prince has no admiration for his father’s reign, he does believe in the maintaining Galeay’s independence no matter what the cost. However, the Prince is disliked by the people, whom he considers “lowly rabble” always complaining and on the verge of revolt. He is an elitist in the fullest terrible sense of the word.
Despite being a sniveling bastard, the Prince commands enormous political power and is quite the demagogue. His illness has tempered his arrogance – his schemes, while pretentious, are always thorough. While the High Chancellor holds the throne in the absence of a king, Prince Eydanus is hugely influential in the position of Viceroy, able to condemn a serf to death or imprisonment with but a word, and is not above abusing his station. A consummate political creature, the Prince fights dirty when need be, attacking things close to his enemies and stabbing friends in the back to get ahead. Far from a passive villain, the Prince is constantly scheming and responding to what his enemies do. He is a cunning strategist, often launching a bold offensive when least expected, or taking a radically different approach to common problems, making it hard to predict his next move.
I can do this but there's just one thing. Are you expecting him to have minions? If so I can do a new version of the hobgoblin fodder (previous page I think) to shake stuns.
I can do this but there's just one thing. Are you expecting him to have minions? If so I can do a new version of the hobgoblin fodder (previous page I think) to shake stuns.
Quickleaf, here is a quick draft of your level 14 Evil Prince. This is probably a long way from finished, especially as I seem to remember that he is incredibly vital to your revolutionary campaign.
As he is a BBEG I have made him particularly nasty, possibly too nasty, but as this is a first draft it is probably better to start with a real monster and refine it down to a balanced threat.
Some of the powers might seem a bit vague in the description department, but then I assuming that you will bend them to his own personality.
I have also built him as a leader and assume that he would have at least 2 competent bodyguards with him at all times, and a huge army of goons and minions if on his home turf.
Anyway I also might be a bit rusty after taking 2 weeks off.
Prince Eydanus Level 14 Elite Skirmisher (Leader) Medium Natural Humanoid XP 2,000
Initiative +13 Senses Perception +17 Aura of Loyalty aura 1; Any ally inside aura may switch places with Eydanus and become the target of any melee or ranged attack targeting him as an immediate interrupt action HP 276; Bloodied 138 AC 30; Fortitude 26, Reflex 30, Will 29 Resist 10 poison, 10 fire, 10 cold Saving Throws +2 Speed 6, 8 while bloodied Action Points 1
Longsword Strike (Standard; at-will) ♦ fire Attack +19 vs. AC; 1d10+6 damage (19/20 crit for 2d6+16 damage); on hit target takes 10 ongoing fire damage (save ends)
Dagger Strike (Standard; at-will) ♦ poison Attack +17 vs. Will; 1d6+6 poison damage; on hit target is slowed and takes a -2 penalty to attack rolls (save ends both)
Kick to Vitals (Standard; at-will) Attack +17 vs. Reflex (also see Focused Flurry); 1d4+4 damage; on hit target is dazed (save ends) and also make a secondary attack +17 vs. Fortitude; on hit target is knocked prone
Focused Flurry (Standard; at-will) Eydanus makes 2 Longsword Strike attacks against the same target; if both attacks hit he may make an additional Kick to Vitals attack against any adjacent target with a +2 attack bonus
Dancing Flourish (Standard; recharge ) Eydanus may shift up to 6 squares and make the following attack against each enemy he moves adjacent to during this movement; attack +19 vs. AC; 2d6+6 damage
Pin and Mock (Standard; encounter) ♦ fear Attack +17 vs. vs. Reflex; 1d6+4 damage; on hit Eydanus may slide the target to any square adjacent to him, knock it prone and make a secondary attack +17 vs. Will; on hit the target is stunned until the end of Eydanus's next turn, after effect target is dazed and weakened (save ends both)
Recuperative Smite (Standard; encounter) Attack +19 vs. AC; 3d10+6 damage; hit or miss Eydanus may shift 3 squares after making the attack and regains 70 HPs
Monologue (Standard; daily) ♦ sustain standard Burst 10; attack +17 vs. Will (+21 vs. Will against bloodied targets); on hit target may not target Eydanus with any attack as long as any of Eydanus's allies are conscious and visible; Eydanus may sustain this power by continuing his Monologue as a standard action
Recuperative Rebuff (Immediate Reaction; encounter) ♦ when missed by melee attack When missed by a melee attack; attack +17 vs. Will; on hit target takes a -4 penalty to attack rolls until the end of their next turn; hit or miss Eydanus may shift 3 squares and regain 70 HPs
Clasp of Good Fortune (Free; daily) Eydanus may either reroll any skill check or attack roll just made or make an immediate saving throw to end any one effect (this effect can be used even if Eydanus is stunned, and may remove effects that a save does not normally end)
Cloak of Escape (Standard; daily) ♦ teleport, while bloodied only While Bloodied only; Eydanus teleports 8 squares and gains the insubstantial and phasing traits for 3 rounds, this effect ends if Eydanus makes an attack
Vitriolic Surge (free; at-will) ♦ when enemy is reduced to 0 HPs Whenever an enemy is reduced to 0 HP's Eydanus regains an action point, this cannot take Eydanus's current action points higher than 1
Alignment Evil Languages as appropriate Skills Bluff +18, Diplomacy +18, History +19, Insight +17, Intimidate +18 Str 20 (+12) Dex 19 (+11) Wis 20 (+12) Con 18 (+11) Int 24 (+14) Cha 22 (+13) Equipment keen flaming longsword, daggers, clasp of good fortune, cloak of escape
New Magical Items
Keen Flaming Longsword (level 14 weapon) Enhancement: +3 attack/damage Critical: scores critical hit on a 19/20 for +3d6 fire damage Property: Minor action to activate or deactivate flaming effect, all damage becomes fire damage Power: Daily, free action when you hit with the weapon the target takes 10 ongoing fire damage (save ends)
Clasp of Good Fortune (level 10 miscellaneous item) Power: Daily, free action, wearer may either reroll any skill check or attack roll just made, or may make a saving throw against any ongoing effect that a save can end
Cloak of Escape (level 14 neck slot) Enhancement: +3 Fortitude, Reflex, Will Power: Daily, standard action, can only be used while bloodied, wearer teleports 8 squares and gains the insubstantial and phasing traits for 3 rounds, if wearer uses any power or ability that targets someone other that himself the effect of the cloak ends.
I like pin and mock a lot, and the monologue power does a good job modeling the PCs handling minions while the BBEG spouts off how smart he is.
The aura is awesome and maybe too powerful.
Wait, speed 8 when bloodied, so he gets faster?
Also, since he's a leader, I would include more leader effects to his powers (a la the Human Noble in MM2) where he can move his allies about or compel them to attack.
Thanks for all the work you put into this - it really shows.
Some powers I've been considering for the Prince...
Come to My Aid (minor; encounter; sustain move) ♦ Stance, Zone
Close burst 1; creates a zone that lasts until the Prince leaves the zone. His allies that start their turn in the zone receive +2 attack and damage, and the Prince receives +1 AC for each ally in the zone.
Prince’s Riposte (immediate reaction; encounter; when a creature misses the Prince with a melee attack) ♦ Fear, Psychic, Weapon
+18 vs. Reflex; 3d10+6 damage and target is knocked prone. If the target stands on its next turn, it takes 14 psychic damage. Miss: No damage, but the target is still knocked prone and takes 14 psychic damage if it stands next turn.
[i]Note: This could be an aura instead, so all enemies rising from prone suffer psychic damage?[/b]
For Your Betters (immediate interrupt; encounter)
When affected by a condition which lasts until the end of an enemy's next turn (besides Marked), the Prince may transfer the condition to an adjacent ally.
It's good to see that you're still alive mesh. Thanks for the prince, I've been putting most of my inspiration into my campagain lately and have been doing less work on the thread.
That's the last request that I have enough information to do so kudos until next time.
"Expendable" Guard Level 3 Minion Medium Natural Humanoid XP 37 Initiative +3 Senses Perception +3 HP 1; a missed attack never damages a minion. AC 17; Fortitude 15, Reflex 15, Will 15 Speed 6
Spear (Standard; at-will)
+8 Vs. AC; 4 damage
Protect the Master
The hobgoblin fodder can sacrifice itself to protect 1 non minion creature within 5 squares from an effect a save can end.
Alignment Unaligned Languages Common Str 14 (+3)Dex 14 (+3)Wis 14 (+3)Con 14 (+3)Int 14 (+3)Cha 14 (+3) Equipment Spear
I like pin and mock a lot, and the monologue power does a good job modeling the PCs handling minions while the BBEG spouts off how smart he is.
Yeah, I think they will work quite well. Monologue could backfire slightly as it is probably not going to hit everyone, but it could be interesting as it would force the Princes allies into concentrating on the PCs who are not enraptured by the Princes preaching.
Quote:
Originally Posted by Quickleaf
The aura is awesome and maybe too powerful.
Yes, it is very powerful. Probably too powerful, but it could be bypassed by pushing any allies away from the prince before attacking him. Also the Prince is reasonably mobile so I think there could be quite a few turns where this power wasn't useful.
One of the problems with designing the BBEG is that you have to make sure that it is a suitably epic fight and with him only being an elite he is still vulnerable to concentrated fire. Saying that it depends on the level of the PCs facing him.
Quote:
Originally Posted by Quickleaf
Wait, speed 8 when bloodied, so he gets faster?
This was probably part of a plan to help him escape before being slaughtered, an increased speed might give him a valuable edge. I havn't tied much to the bloodied condition so you could very easily lose this.
Quote:
Originally Posted by Quickleaf
Also, since he's a leader, I would include more leader effects to his powers (a la the Human Noble in MM2) where he can move his allies about or compel them to attack.
Yes that is the usual route with leaders. I just wanted to present a different approach as not all leaders are that inspiring and this guy is a politician. With this build the Aura of Loyalty is very much his leader ability.
Quote:
Originally Posted by Quickleaf
Some powers I've been considering for the Prince...
Come to My Aid (minor; encounter; sustain move) ♦ Stance, Zone
Close burst 1; creates a zone that lasts until the Prince leaves the zone. His allies that start their turn in the zone receive +2 attack and damage, and the Prince receives +1 AC for each ally in the zone.
Yes this would work, I would probably make it burst 2.
One of the problems with designing the Prince was that I didn't know what level the PCs would be in comparisson to the Prince, so I didn't know if handing out bonuses to attack rolls or defences would be balanced. If the Prince is already 3 or 4 levels higher than the PCs and he gets a +2 to +4 to his defences he could be unhittable.
Quote:
Originally Posted by Quickleaf
Prince’s Riposte (immediate reaction; encounter; when a creature misses the Prince with a melee attack) ♦ Fear, Psychic, Weapon
+18 vs. Reflex; 3d10+6 damage and target is knocked prone. If the target stands on its next turn, it takes 14 psychic damage. Miss: No damage, but the target is still knocked prone and takes 14 psychic damage if it stands next turn.
[i]Note: This could be an aura instead, so all enemies rising from prone suffer psychic damage?[/b]
Thats a great ability, I would keep it as a power and not as an aura. Again, not knowing your setting I didn't want to add anything too strange, and I would class Psychic damage as unusual, unless it came from a caster or an item.
Quote:
Originally Posted by Quickleaf
For Your Betters (immediate interrupt; encounter)
When affected by a condition which lasts until the end of an enemy's next turn (besides Marked), the Prince may transfer the condition to an adjacent ally.
Again a good power but what is the power source for this, it seems like a cleric ability or maybe an effect from an item? Why not make it a recharge or a recharge when first bloodied power for a little extra protection.
Anyway I am happy if I have given you a few ideas to play with. Good luck with a suitably exciting end to the Heroic tier of your campaign.
Would it be possible to make two level 11 NPCs based on the templates below?
Elf Controller - A combo between druid and shaman with some minor shape-shifting and spirit-summoning powers.
Half-Elf Skirmisher - a monk-esque fighter with some minor radiant powers (A monk of pelor). By monk I mean a fist-fighter who moves around a lot with some powers similar to an invoker.