Minion Gnomes.

Leatherhead

Possibly a Idiot.
I am currently running an all kobold campaign, and I am looking to make some minions for my players to "sneak" past.

The only problem is they are going to be gnomes. The reason this is a problem is because of their Fade Away power. As you know, the fade away power triggers whenever a gnome takes damage, and minions are dead whenever they take damage. This makes them a tad bit less dangerous than they should be. I am considering changing the power slightly to work when they are missed by an attack, but I fear that might be too powerful for a minion who's purpose is to act like an alarm system.

Does anyone have any suggestions for an alternative?

And while we are on the subject, anyone have some stats for badgers? :p
 

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An alternative to Fade Away could be:

Defensive Instinct – Immediate reaction
When missed by a melee attack Gnome Minion can shift 3 squares as a free action and gains +1 bonus to AC and Reflex defence until the start of its next turn.

As to your badger request how about:-

Giant Badger Level 2 Brute
Small Natural Beast XP 125

Initiative +2 Senses Perception +7
HP 44; Bloodied 22, see Vicious when Cornered
AC 14; Fortitude 15, Reflex 13, Will 14
Speed 5, 3 burrow

[FONT=D&D 4e icons]M[/FONT] Quick Bite (Standard; at-will)
Attack +5 vs. AC; 1d6+3 damage

[FONT=D&D 4e icons]m[/FONT] Claw Rake (Standard; at-will)
Attack +5 vs. AC; 1d8+3 damage; on hit target takes 1 ongoing bleeding
damage (save ends)

Vicious when Cornered
When bloodied Giant Badger gains +2 to attack and damage

Alignment Unaligned
Skills stealth +7, perception +7
Str 16 (+4) Dex 12 (+2) Wis 12 (+2)
Con 14 (+3) Int 3 (-3) Cha 14 (+3)

Giant Dire Badger Level 4 Brute
Medium Natural Beast XP 175

Initiative +4 Senses Perception +9
HP 65; Bloodied 32, see Bloodied Rampage
AC 17; Fortitude 17, Reflex 16, Will 16
Speed 6, 3 burrow

[FONT=D&D 4e icons]M[/FONT] Claw Rake (Standard; at-will)
Attack +7 vs. AC; 1d6+4 damage

[FONT=D&D 4e icons]m[/FONT] Double Rake (Standard; at-will)
Dire Badger makes 2 Claw Rake attacks

[FONT=D&D 4e icons]m[/FONT] Poisonous Bite (Standard; recharge [FONT=D&D 4e icons]56[/FONT]) poison
Attack +5 vs. Reflex; 2d6+4 damage; on hit target takes 3 ongoing poison
damage (save ends)

Bloodied Rampage
When bloodied Dire Badger gains +2 to attack and damage; Dire Badger
must always attack the nearest enemy

Alignment Unaligned
Skills endurance +9, perception +9
Str 18 (+6) Dex 14 (+4) Wis 14 (+4)
Con 15 (+4) Int 5 (-1) Cha 14 (+4)
 


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