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Feywild Mounts
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<blockquote data-quote="the Jester" data-source="post: 5747499" data-attributes="member: 1210"><p>Sure... here are two versions, one at level 6 and one at level 10, where it will be a more significant part of each combat. I'm also going to tweak the design to be more, ehh, fey-mount-ish (in my opinion, anyhow).</p><p></p><p>A few notes: I switched Cha and Wis around; changed the origin to Fey (Immortal means it's from the Astral Sea); dropped its +6 vs. fear (this being pretty celestial-flavored in my opinion); changed it to unaligned to make it more accessible to villainous fey; added leather barding just because; and added a good fey mount ability. Also, I figure, they're fey, why not a talking horse? So I'd let them speak Elven, not just understand it. But as with so much with dm design, it's all a matter of taste. </p><p></p><p>Anyhow, two versions: </p><p></p><p><strong>Feywild Charger Level 6 Skirmisher </strong> </p><p>Large fey beast (mount) XP 250 </p><p>HP 75; Bloodied 37 Initiative +8</p><p>AC 20; Fortitude 21; Reflex 18; Will 16 Perception +5</p><p>Speed 8 </p><p></p><p>TRAITS </p><p>Fey Hooves</p><p> The feywild charger ignores difficult terrain and can move across any solid or liquid surface.</p><p></p><p>STANDARD ACTIONS </p><p></p><p>(mbasic) Kick * At Will</p><p> Attack: Melee 1 (one creature); +11 vs. AC.</p><p> Hit: 2d8+4 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Teleporting Charge (mount, teleport) * Encounter</p><p> Requirement: The feywild charger must be mounted by a 6th or higher level rider.</p><p> Effect: The feywild charger and its rider teleport up to 10 squares and gain combat advantage against adjacent enemies until the end of the feywild charger's next turn.</p><p>---</p><p>Skills Endurance +12, Nature +10</p><p>Str 18 Dex 17 Wis 15</p><p>Con 19 Int 3 Cha 8 </p><p>Alignment unaligned Languages Elven</p><p>Equipment leather barding</p><p></p><p></p><p><strong>Feywild Charger Level 10 Skirmisher </strong> </p><p>Large fey beast (mount) XP 250 </p><p>HP 109; Bloodied 54 Initiative +11</p><p>AC 24; Fortitude 25; Reflex 23; Will 20 Perception +8</p><p>Speed 8 </p><p></p><p>TRAITS </p><p>Fey Hooves</p><p> The feywild charger ignores difficult terrain and can move across any solid or liquid surface.</p><p>STANDARD ACTIONS</p><p> </p><p>(mbasic) Kick * At Will</p><p> Attack: Melee 1 (one creature); +15 vs. AC.</p><p> Hit: 3d6+8 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Teleporting Charge (mount, teleport) * Encounter</p><p> Requirement: The feywild charger must be mounted by a 10th or higher level rider.</p><p> Effect: The feywild charger and its rider teleport up to 12 squares and gain combat advantage against adjacent enemies until the end of the feywild charger's next turn.</p><p>---</p><p>Skills Endurance +15, Nature +13</p><p>Str 19 Dex 19 Wis 17</p><p>Con 21 Int 3 Cha 10</p><p>Alignment unaligned Languages Elven</p><p>Equipment leather barding</p><p></p><p>I hope these help!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5747499, member: 1210"] Sure... here are two versions, one at level 6 and one at level 10, where it will be a more significant part of each combat. I'm also going to tweak the design to be more, ehh, fey-mount-ish (in my opinion, anyhow). A few notes: I switched Cha and Wis around; changed the origin to Fey (Immortal means it's from the Astral Sea); dropped its +6 vs. fear (this being pretty celestial-flavored in my opinion); changed it to unaligned to make it more accessible to villainous fey; added leather barding just because; and added a good fey mount ability. Also, I figure, they're fey, why not a talking horse? So I'd let them speak Elven, not just understand it. But as with so much with dm design, it's all a matter of taste. Anyhow, two versions: [B]Feywild Charger Level 6 Skirmisher [/B] Large fey beast (mount) XP 250 HP 75; Bloodied 37 Initiative +8 AC 20; Fortitude 21; Reflex 18; Will 16 Perception +5 Speed 8 TRAITS Fey Hooves The feywild charger ignores difficult terrain and can move across any solid or liquid surface. STANDARD ACTIONS (mbasic) Kick * At Will Attack: Melee 1 (one creature); +11 vs. AC. Hit: 2d8+4 damage. MOVE ACTIONS Teleporting Charge (mount, teleport) * Encounter Requirement: The feywild charger must be mounted by a 6th or higher level rider. Effect: The feywild charger and its rider teleport up to 10 squares and gain combat advantage against adjacent enemies until the end of the feywild charger's next turn. --- Skills Endurance +12, Nature +10 Str 18 Dex 17 Wis 15 Con 19 Int 3 Cha 8 Alignment unaligned Languages Elven Equipment leather barding [B]Feywild Charger Level 10 Skirmisher [/B] Large fey beast (mount) XP 250 HP 109; Bloodied 54 Initiative +11 AC 24; Fortitude 25; Reflex 23; Will 20 Perception +8 Speed 8 TRAITS Fey Hooves The feywild charger ignores difficult terrain and can move across any solid or liquid surface. STANDARD ACTIONS (mbasic) Kick * At Will Attack: Melee 1 (one creature); +15 vs. AC. Hit: 3d6+8 damage. MOVE ACTIONS Teleporting Charge (mount, teleport) * Encounter Requirement: The feywild charger must be mounted by a 10th or higher level rider. Effect: The feywild charger and its rider teleport up to 12 squares and gain combat advantage against adjacent enemies until the end of the feywild charger's next turn. --- Skills Endurance +15, Nature +13 Str 19 Dex 19 Wis 17 Con 21 Int 3 Cha 10 Alignment unaligned Languages Elven Equipment leather barding I hope these help! [/QUOTE]
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