Original Creations Compilations (contributions welcome)

Shroomy

Adventurer
FunkBGR said:
Another one my group cooked up

Grease
Wizard Attack 1
Encounter ♦ Arcane, Conjuration, Implement
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Int vs. Reflex
Hit: Target is knocked prone
Ongoing Effect: Area is considered difficult terrain until end of encounter

Feedback, as always

It sounds like it needs the Zone keyword.
 

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jonjorgensen

First Post
Some Races I've decided to let my players have crack at Ideas?

Thri-Kreen
Mantis-like desert nomads with an alien perspective.

Racial Traits:
Average Height: 6’-7’2”
Average Weight: 125-250 lbs.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 8 squares
Vision: Darkvision
Languages: Common, Thri-Kreen
Skill Bonuses: +2 Athletics, +2 Perception, Proficiency Gythka, Chatka

Multi-Limbed: Thri-kreen have six limbs: two are used as legs, two are primary arms, and two are secondary arms. The thri-kreen gains +1 to AC when wielding two weapons, and changing/drawing weapons and retrieving/stowing items are free actions for the thri-kreen. They may carry an item in all four arms, but are still limited to one attack per round unless they have a power that changes this.

Trance: Thri-kreen need only 4 hours of rest during an extended rest. During this time, they remain partially aware of their surroundings, taking a -5 penalty on Perception tests.

Poisonous Bite * Thri-Kreen Racial Power
While they usually rely on weapons, the thri-kreen also has a poisonous bite.
Encounter * Minor Action * Poison
Attack: STR+2 vs. AC
Damage: 1d4+STR
Effect: The thri-kreen makes a bite attack in addition to its other attacks. In addition to damage, the target takes ongoing 2 poison damage (save ends). At 11th level this increases to STR+4 and 2d4+STR damage, and at 21st level it increases to STR+6 and 3d4+STR damage.

Racial Feats:

Crystal Gland
*Thri-Kreen only By sacrificing its ability to use the poison in its bite attack, the Thri-Kreen can generate a sticky substance that hardens in 24 hours to the strength of steel. During the 24 hour time the Crystal can be shaped into any form the Thr-Kreen chooses. The amount generated is enough to create a small dagger or Chatka, the substance cannot be maintained in its glue form.
Making larger items takes building the item in stages, and the Thri-Kreen can only generate his CON bonus in days each month.

Thri-Kreen Equipment:

Weapon Prof. Damage Range Price Weight Group Properties
Gythka +2 1d6 6/12 NA 1lbs Light Blade One-Handed, thown
Chatka +2 2d4 - NA 5lbs Pole Arm Two- HandedReach


Half Celestial
A race of divinely touched beings that move through the world preaching goodness and grace.

Racial Traits:
Average Height: 6􏰀 0˝ – 6􏰀 5˝
Average Weight: 140–190 lb.
Ability Scores: +2 Charisma, +2 Wisdom
Size: Medium
Speed: 6 squares, fly 4 squares (see below)
Vision: darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Heal

Whirlwind Charge: Half-Celestail Racial Power
Charging into the foe, the divine rage pours forth in a torrent of blind power striking each of the celestials adversaries.
Encounter* free action *Melee Basic
Target: enemies within reach
Effect: When a half-celestail charges an enemy, it can make an additional
attack against each enemy within its reach at the end of its charge.

Clumsy Flying: Half-Celestial Racial Ability
While gifted with beautiful white wings, the Half-Celestial is not the most gifted flyer.
Fly 4 squares
Effect: A clumsy flier takes a –4 penalty to attack
rolls and defenses while flying. This creature is ill-suited to
flying in the air.

Ogre
Average Height: 7􏰀 0˝ – 9􏰀 5˝
Average Weight: 210–290 lb.
Ability Scores: +2 Strength +2 Constitution
Size: Large
Reach: 2 (nonthreatening)
Speed: 8 squares
Vision: normal
Languages: Common, goblin
Skill Bonuses: +2 Intimidate

Tough Hide: Ogre Racial Bonus Feat
The skin of the ogre can be likened to that our heavy leather.
Effect: Toughness bonus feat at 1st level

Medusa
Average Height: 5˝ – 6􏰀 5˝
Average Weight: 110–190 lb.
Ability Scores: +2 Cha +2 Dex
Size: Medium
Speed: 6 squares
Vision: normal
Languages: Common
Skill Bonuses: none
Special: Resist 5 poison, raise to 10 at 11th level

Snaky Hair Medusa Racial Power
Writhing tendrils of vicious vipers sprout from the head of the Medusa
At-Will
Melee Basic
Target: enemies within reach
Effect: Poison 1d6 damage, and the target takes ongoing 2
poison damage and takes a –2 penalty to Fortitude defense (save
ends both).

Petrifying Gaze Medusa Racial Power
The eyes of the Medusa sparkle with a baleful light, those that stare into them find their bodies turned to stone.
Encounter
Target: Close blast 3; blind creatures are immune
Effect: Cha vs. Fortitude; the target is slowed (save ends). First Failed Save: The target is
immobilized instead of slowed (save ends). Second Failed Save:
The target is petrified (no save).

Racial Feats:

Improve Snake Venom
*Medusa only Raise ongoing damage of Snaky Hair damage to 5

Petrifying Glare
*Medusa only Increase blast 3 of Petrifying Gaze to blast 5
Illithid
Average Height: 5´ 6˝–6´ 2˝
Average Weight: 135–220 lb.
Ability Scores: +2 Wis, +2 Int
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skills: +2 History, +2 Arcana

Tentacle Attacks
Flailing tentacles around a toothy maw reach out to grasp those within reach.
Tentacle Attacks Illithid Racial Power
At-will, standard action
Melee Basic
Target: one enemy within reach
Effect: melee att vs. AC; 1d6 + DEX damage, and the target is grabbed (until
escape).

Bore Into Brain
With needle like teeth, the Illithid tears into the skull and brain of the unfortunate victim.
Bore into Brain Illithid Racial Power
At-will, standard action
Melee Basic
Target: enemies grabbed
Effect: Grabbed or stunned target only; Str vs Fort; 1d6 + STR
damage, and the target is dazed (save ends). Raise to 2d6 + STR at 10th lvl, and 3d6 + STR at 20th.
If this power reduces the target to 0 hit points or fewer, the mind flayer devours its
brain, killing the target instantly.

Racial Feat

Mind Blast
*Illithid only *10th level or higher Gain Mind Blast feat.


Mind Blast
Encounter, standard action
Psychic
Target: Close Blast 5
Effect: mind flayers and their thralls are immune; Cha
vs. Will; 2d8 + WIS psychic damage, and the target is dazed (save
ends). Raise to 3d8 + WIS at 20th.
Miss: Half damage, and the target is not dazed.


Cyclops
Average Height: 9􏰀 0˝ – 9􏰀 5˝
Average Weight: 410 – 590 lb.
Ability Scores: +2 Strength +2 Constitution
Size: Large
Speed: 8 squares
Reach: 2 (nonthreatening)
Vision: truesight 6, the cyclops can see through illusions within 6 squares automatically.
Languages: Common,

Evil Eye
With unerring precision and speed, the Cyclops surges forward brining his weapon around and striking his adversary.
At-Will, immediate reaction when attack misses the cyclops
Melee Basic
Target: enemies within reach
Effect: The cyclops guard makes a melee basic attack against the attacker.
 

Khuxan

First Post
jonjorgensen said:
Crystal Gland
*Thri-Kreen only By sacrificing its ability to use the poison in its bite attack, the Thri-Kreen can generate a sticky substance that hardens in 24 hours to the strength of steel. During the 24 hour time the Crystal can be shaped into any form the Thr-Kreen chooses. The amount generated is enough to create a small dagger or Chatka, the substance cannot be maintained in its glue form.
Making larger items takes building the item in stages, and the Thri-Kreen can only generate his CON bonus in days each month.

How long does the thri-kreen have to sacrifice its poison bite for?
 

jonjorgensen

First Post
forever was the orginal Dark Sun rule, I would stick with that I think. No more poison, but a constant ability to create and repair both armour and weapons.
 

Argyuile

First Post
jonjorgensen said:
forever was the orginal Dark Sun rule, I would stick with that I think. No more poison, but a constant ability to create and repair both armour and weapons.

I never had the 3E version of DS. Didn't the 2E version Thri-keens have 2 arms and 4 legs or have all my years of wild hedonism finally caught up with me?
 

jonjorgensen

First Post
its all the beer and nubile young teens.
four arms two legs, and a nifty set o'manibles.

I'm running a game allowing PC's to play ANYTHING they want. Even a Chokobo warlock...Any tips fer running?
 

Pennarin

Explorer
Here are two new Gnolls, the Hungerer (Level 8 Brute (Leader)) and the Filth of Ruin (Level 9 Controller (Leader)).

I'm wholly unsure of the damage amounts and numbers like the Perception or Initiative scores, albeit they are rooted in the DMG monster creation rules and in synch with most of the monsters I managed to find that do similar things.

Feedback would help. Otherwise...enjoy!

Note: I'm using the 4E Monster Icons font developped here at ENWorld. Sadly, I still haven't found a forum smilie for a Basic Ranged Attack, so I'm using the one for a Ranged Attack.

GNOLL HUNGERER Level 8 Brute (Leader) XP 350
Medium natural humanoid
Initiative +6 Senses Perception +7; low-light vision
Hunger of Yeenoghu aura 5; allies in the aura gain a +1 bonus to damage rolls. Against bloodied creatures, the bonus increases to +2.
HP 106; Bloodied 53
AC 20
Fort 21, Ref 18, Will 18
Speed 5
________________________________________
:bmelee: Bite (standard; at-will)
+13 vs. AC; 2d6 + 5 damage, and the target is dazed if bloodied (save ends or until no longer bloodied); see also pack attack.
:melee: Gnaw Flesh (standard, usable only while bloodied; encounter)
The gnoll hungerer makes a melee basic attack and regains 26 hit points. Aftereffect: Target is dazed until the end of the encounter.
:close: Gnashing Maw (minor; recharge :5: :6: ) Fear
Close burst 3; deafened creatures are immune; targets enemies; +9 vs. Will; the target takes a -2 penalty to attack rolls until the end of the gnoll hungerer’s next turn.
Pack Attack
The gnoll hungerer deals an extra 5 damage on melee attacks against an enemy that has two or more of the hungerer’s allies adjacent to it.
________________________________________
Alignment Chaotic Evil Languages Abyssal, Common
Skills Insight +10, Intimidate +13, Religion +10
Str 20 (+9) Dex 14 (+6) Wis 12 (+5)
Con 16 (+7) Int 13 (+5) Cha 15 (+6)
________________________________________
Equipment hide armor

GNOLL FILTH OF RUIN Level 9 Controller (Leader) XP 400
Medium natural humanoid
Initiative +6 Senses Perception +12; low-light vision
Stench of the Beast (Poison) aura 2; enemies that enter or start their turns in the aura take 2 poison damage.
HP 95; Bloodied 47
AC 23
Fort 21, Ref 19, Will 21
Speed 5
________________________________________
:ranged: Spectral Claw (standard; at-will)
Ranged 10; +14 vs. AC; 2d6 damage plus 5 poison damage, and the target slides 1 square; see also pack attack.
:close: Cackle (minor; recharge :5: :6: ) ◦ Fear
Close burst 3; deafened creatures are immune; +13 vs. Will; the target takes a -2 penalty to all defenses until the end of the gnoll filth of ruin’s next turn.
:close: Blessing of Ruin (standard; encounter) Poison
Close burst 3; targets enemies; +10 vs. Fortitude; 2d8 + 3 poison damage, and the target takes ongoing 5 poison damage and is weakened (save ends both). Hit or Miss: All allies in the burst can shift 1 square before the end of the encounter.
Pack Attack
The gnoll filth of ruin deals an extra 5 damage on ranged attacks against an enemy that has two or more of the filth of ruin’s allies adjacent to it.
________________________________________
Alignment Chaotic Evil Languages Abyssal, Common
Skills Insight +11, Intimidate +14, Religion +11
Str 16 (+7) Dex 14 (+6) Wis 14 (+6)
Con 14 (+6) Int 14 (+6) Cha 17 (+7)
________________________________________
Equipment leather armor
 

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  • Gnoll Hungerer.doc
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Last edited:


Pennarin

Explorer
Oops, just read that not all gnoll Pack Attack abilities are all alike, some do affect ranged attacks.
I've added it to the Filth of Ruin. The info is updated in the .doc file.
 

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