Original Creations Compilations (contributions welcome)

Update 4.3.08

All the stuff is in the first post of the thread, very busy this time...

I have been removing the (enworld) tags from everything. Originally I had intended to extend a hand of welcome to folks at gleemax and beyond, but have had no time for this sort of thing. So, for now, we don't need to designate point of origin.

EquipmentOCC V0.4:
-Wiman's potion (I guessed that is was around a level 3, you can correct me if necessary)

OptionsOCC V0.3:
-Made additions to Wiman's Power ideas. (resizing is temporary)
-Made Revisions to Clawhound's Earth Pact.

PowersOCC V0.3:
-Added Malcolm N's Blood Funnel and did some minor tweaking

RacesOCC v0.2:
-Added Malcolm N's Half-orc write-up

MonstrousOCC V0.6:
-Added Malcolm's Keeper, Maximillian's 3 monsters (Hyena and two apes), Lord Weh's Dragon-Fused, Eleran's Bat and rider, and Selah's 2 demons
-Made format revisions that are geared towards future expansion, outside of beta.
-Changed picture on human bandit minion (couldn't find a Kerwyn of adequate size.
-Tried something different that may ormay not turn out well (good for webdesign tho) Ya'll let me know.
-This one actually overran on size, so it is now hosted at the sameplace where I host Keterys'.

Keterys v1-6
-Added sevral new monsters (more than 30 now) and nicer index tables.
 

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PeelSeel2 said:
It runs apache. Go ahead and email me p e e l s e e l 2 a t y a h o o d o t c o m and I can send you the FTP user name and password. You have full access. I can also enable front page extensions on the site if you like that program. Databases, etc, can also be enabled.

Please post back here that you have emailed so if I do not get it I can search my spam filter.
Done. I sent it from Hotmail and it's titled Webdesign for 4eplayer.com; it doesn't have this username attached to it, so you may not recognize on sight.
 

malcolm_n said:
Done. I sent it from Hotmail and it's titled Webdesign for 4eplayer.com; it doesn't have this username attached to it, so you may not recognize on sight.

Got it and sent back! Can't wait to see what you come up with!
 


Updated Barbarian: Probably safer to nix the previous incarnation.

Barbarian

Role: Striker
Power Source: Primal
Key Abilities: Str, Con, Wis

Armor Training: Hide
Weapon Proficiencies: Axes, Clubs, Swords
Bonus to Defenses: +2 Fortitude
Bonus to Attack: +1 Melee

HP per level gained: 5 HP/level
Healing Surges: 6 + Constitution Modifier

Trained Skills: Nature plus three others
Available Skills: Pick three skills from the following list: Athletics, Endurance, Heal, Intimidate, Perception, Thievery
Skill Modifiers: +2 to Perception checks

Build Options: Bear, Boar, and Cat Totem Barbarian
Class Features: Bloodlust, Blood Rage, Rage, Soak, Tough as Nails

Characteristics: Although you can function without it, rage is a key aspect of your combat prowess.

Religion: Barbarians often worship the deity most closely tied to their clan or tribe. Regardless of alignment, this is often a nature or warrior god.
Races: Those who wish to defend their own by any means necessary make great barbarians including half-orcs, elves, and some dragonborn.

Barbarians often focus on totems to supplement their beliefs while providing a useful benefit in some cases. Strength, Constitution, and Wisdom are the Barbarian’s most important ability scores.

Bear Totem Barbarian: Hit them harder than they hit you. Strength is vital because the more damage you put out, the faster your opponent goes down. Constitution helps greatly if you leave yourself open to gain an advantage. Wisdom is a reasonable third ability score if you want to gain some abilities beyond hack and slash.

Suggested Feat: Weapon Focus (human feat: Toughness)
Suggested Skills: Athletics, Endurance, Intimidate, Nature
Suggested At-Will Powers: Knock Down, One-two Combination
Suggested Encounter Power: Ferocious Bite
Suggested Daily Power: Take No Prisoners

Boar Totem Barbarian:

Suggested Feat: Toughness (human feat: Human Perseverance)
Suggested Skills: Endurance, Intimidate, Nature, and Perception
Suggested At-Will Powers: Sweeping Blows, Gore Thrust
Suggested Encounter Power: Whirlwind Attack
Suggested Daily Power: Brutal Throw

Cat Totem Barbarian:

Suggested Feat: Expert Tactician (human feat: Skill Training (insight))
Suggested Skills: Heal, Nature, Perception, Thievery
Suggested At-Will Powers: Decisive Blow, Disarming Blow
Suggested Encounter Power: Lion’s Pounce
Suggested Daily Power: Sundering Blow

All Barbarians share these class features.

Bloodlust: Against Bloodied Targets, you deal an additional 3 damage with each attack. At 11th level, you deal an additional 6 damage. At 21st level, you deal an additional 9 damage.

Blood Rage: When you are bloodied the first time in combat, you immediately gain all benefits of rage and require no saving throw to end the effect.

Rage: Once during combat, you may enter a rage as a free action. While enraged, one successful attack per round deals extra damage. As you advance in level, your extra damage increases. At the beginning of each round, roll 1d20. If you roll a 15 or higher, your rage ends and you take a -2 to attacks for the remainder of the encounter.
• Between 1st and 10th level: +2d6 damage while raging
• Between 11th and 20th level: +3d6 damage while raging
• Between 21st and 30th level: +5d6 damage while raging

Soak: While raging, if an attack would hit your AC Defense, you may let it hit your Fortitude Defense instead. If the attack is successful, you gain a +1 rage bonus to your Fortitude until your rage ends. This ability stacks.

Your powers, called talents, are instinctual by nature. You draw upon them through a combination of innate ability, focused training, and strong ties to the land or your heritage. Your powers often benefit from Strength of Body or Will.

At-Will Powers

Decisive Blow
Barbarian Attack 1
At-will Primal, Weapon
Standard Action, Assist
Target: One Flanked Creature
Attack: Wis vs. Will
Hit: 1[W] + Str and your flanking ally can make an immediate basic attack.

Disarming Blow
Barbarian Attack 1
At-will Primal, Weapon
Standard Action, Disarm
Target: One Creature
Attack: Str vs. Reflex or Str vs. Fortitude
Hit: 1[W] + Str and target drops his held item.
Special: If the item is held in two hands, the target gets a +2 to his Fortitude.

One-two Combination
Barbarian Attack 1
At-will Primal, Weapon
Standard Action
Target: One Creature
Attack: Str vs. AC
Hit: 1[W] + Str damage and unarmed damage
Note: Unarmed damage is usually 1d4 + Str for medium creatures



Gore Thrust
Barbarian Attack 1
At-will Primal, Weapon
Standard Action, Charge
Target: One Creature
Attack: Str vs. AC
Hit: 2[W] + Str damage. At 21st level, increase to 3[W] + Str damage.

Knock Down
Barbarian Attack 1
At-will Primal, Weapon
Standard Action, Trip
Target: One Creature
Attack: Str vs. Reflex
Hit: Target is prone and you can make a secondary attack.
Attack: Str vs. AC
Hit: 1[W] + Str damage

Sweeping Blows
Barbarian Attack 1
At-Will Primal, Weapon
Standard Action
Target: Up to 3 adjacent creatures
Attack: Str vs. AC
Hit: 1[W] + Str damage

Encounter Powers

Ferocious Bite
Barbarian Attack 1
Encounter Primal, Weapon
Minor Action
Target: One Creature you’ve struck this round
Effect: Target takes Unarmed damage
Note: Unarmed damage is usually 1d4 + Str for medium creatures

Lion's Pounce
Barbarian Attack 1
Encounter Primal, Weapon
Move Action, Charge
Target: One Creature
Effect: At the end of this move action, make a basic attack
Special: You may still use your standard action for the round if you haven’t already.

Whirlwind Attack
Barbarian Attack 1
Encounter Primal, Weapon
Standard Action, Trip
Target: Burst all creatures within reach
Attack: Str vs. Reflex
Hit: 1[W] + Str damage and target is prone
Miss: Target is prone


Daily Powers

Brutal Throw
Barbarian Attack 1
Daily Primal
Standard Action, Grab
Target: One Creature
Attack: Str vs. Reflex or Str vs. Athletics
Hit: 2[Unarmed] damage and push target 2 squares. Target is prone.
Special: If you are raging, you can push the target 3 squares instead.

Sundering Blow
Barbarian Attack 1
Daily Primal, Weapon
Standard Action
Target: One Creature
Attack: Str vs. AC
Hit: 2[W] + Str damage and target takes a penalty to AC equal to your Str modifier (minimum 0).
Special: If you are raging, increase the penalty to twice your Str modifier.

Take No Prisoners
Barbarian Attack 1
Daily Primal
Immediate Action (interrupt)
Trigger: You make a successful basic attack.
Effect: You deal critical damage.

Additional Powers

The Art of War
Barbarian Utility 2
Position is the key to any battle.
Daily Primal
Immediate Action (Interrupt)
Effect: You may shift a number of squares up to your move

Tactical Advantage
Barbarian Utility 2
You leave yourself open long enough to help your party.
Encounter Primal, Reliable
Move Action
Target: One Marked Creature
Attack: Wis vs. Will
Hit: You grant your mark combat advantage. Your mark grants your allies Combat Advantage. These effects last until the beginning of your next round.
Special: If you have Expert Tactician, your mark grants you Combat Advantage also.

Tireless Rage
Barbarian Utility 2
Your fury burns unimpeded by the need for rest
Encounter Primal
Free Action
Effect: If you would succeed to stop your rage, you fail instead.
 
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in the options part, it lists the Earth 'lock stuff as clawhound's.

Anyway, I should have some more lock stuff up soon. I'm going to hold back on level 2+ untill we can see how damage scales and such. Oh, and I'll throw up some elementals if I have time. I hate high school.
 

+1 Blade of the Underdog (Short Sword)
Level 1
Slot Weapon
Enchantment Attack, Damage
Powers - Even the Odds (Standard, at will, opponent of higher level) Melee attack vs. AC, hit (W) + Attribute bonus and opponent is -1 to attack, damage, and all defences (save ends)

+1 Begger's Coin
Level 1
Slot Neck
Enchantment Will and Fortitude Defence
Powers - Regain Unseen (Standard, Encounter, Second Wind Available) Close Burst 2, Wisdom vs. Will + secondary - on hit opponent ignores you until the end of your next turn.
Secondary - Second Wind on yourself with a bonus to hp regained equal to opponents affected by primary attack.

+1 Reaver's Hood
Level 3
Slot Neck (Unless there is a cloak slot
Enchantment Will, Fortitude and AC
Powers - Strength from Weakness (Standard, Daily Stackable) Tag on to another power - on hit damage done to a single opponent is added to your hp total as healing.
 

Wiman said:
+1 Blade of the Underdog (Short Sword)
Level 1
Slot Weapon
Enchantment Attack, Damage
Powers - Even the Odds (Standard, at will, opponent of higher level) Melee attack vs. AC, hit (W) + Attribute bonus and opponent is -1 to attack, damage, and all defences (save ends)

Why not make Even the Odds a basic melee attack with that added benefit?
 

Here's my first Gullug (more to follow) this is based on the Trollblood figure with the obelisk posted on Keterys' thread.

Gullugg Obeliskeer Level 5 Brute XP 200
Large Natural Humanoid
Initiative +2
Senses Perception +1
HP 80; Bloodied 40
AC 16; Fortitude 17, Reflex 13, Will 14
Speed 5 (6 after making Crush Attack) Swim 4
Claw (standard; at-will)
+10 vs. AC; 1D8+6
Double Claw and Toss (standard, at-will)
Make two claw attacks, if both hit followup
+12 vs Reflex 1D6+6 and slide target 3 squares and target is left prone
Crush (standard; encounter) Reach 2
+12 vs. Reflex; 3D6+6 damage and large or smaller target is knocked prone and immobilized (save ends)
Special: Must use this attack before any of the above
Extremely Heavy
The Gullug Obeliskeer reduces any forced movement effect by 3 until he has used his Crush attack, then he reduces forced movement by 1
squares.
Alignment Unaligned
Languages Common
Skills Athletics +13 Endurance +12
Str 22 (+8) Dex 11 (+2) Wis 8 (+1)
Con 20 (+7) Int 9 (+1) Cha 13 (+3)

There was an old Mage Knight figure of a Skeleton Carrying a keg of gunpowder. This is it:

Skeleton Powderkeg Level 2 Minion XP 35
Medium Natural Animate (Undead)
Initiative +3
Senses Perception +2, Darkvision
HP Minions die when struck for damage
Special: Skeleton Minion dies if it makes an attack
Speed 5
AC 16 Fort 15 Ref 15 Will 15
Immune to Disease, Poison
Too busy Carrying (Special)
The Skeleton Powderkeg cannot make basic attacks
Powderkeg (Standard, Encounter)
Close Burst 1; +10 vs Reflex 3D6 damage and push target 1 square
They Blow Up (Immediate, upon being struck for damage)
Make a Powderkeg attack OR, at DM’s option, chose The Fuse Is Lit
The Fuse Is Lit
The Skeleton dies, but place a Powderkeg counter in an adjacent square:
On each round roll 1D6, on a 5 or 6 make a Powderkeg attack centered on the counter
Special: If no Powderkeg attack is made in this way by the end of the encounter, the fuse was a “dud” and no explosion occurs
Alignment Unaligned Languages None
Str 14 (+3) Con 11 (+1) Dex 15 (+3) Int 3 (-3) Wis 13 (+2) Cha 3 (-3)
Equipment Powderkeg

Let me know what you think!
Thanks!
Fitz
 
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Wiman said:
+1 Blade of the Underdog (Short Sword)
Level 1
Slot Weapon
Enchantment Attack, Damage
Powers - Even the Odds (Standard, at will, opponent of higher level) Melee attack vs. AC, hit (W) + Attribute bonus and opponent is -1 to attack, damage, and all defences (save ends)

I would tend to allow the weapon to grant combat advantage until save ends. That way it sticks with a known mechanic and easier to remember
 

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