Fallen Seraph
First Post
Posting an Alternative Hazard:
I also thought out that if it caused a attack each round the mausoleums would most likely be destroyed way to soon.
I most likely will run it as a Elite to just make it a bit more challenging.
Instead of going with "marked" idea I said earlier in a post. I decided to make it part of a Special, and to change the effect so that it occurs upon a successful attack (idea being that upon a successful hit you would instinctively move slower (ducking) since someone is hit).Sniper: Level ? Blaster
Hazard ? XP
The crack of gunpowder is the only warning as a ball of lead whizzes past your head.
Hazard: A sniper is pinning down anyone in range. He can attack anyone during his turn.
Perception
DC ?: Upon activating Initiative can roll to see if you see where the sniper is.
Initiative +?
Trigger
The sniper rolls initiative whenever a character comes within range 45. Henceforth the sniper makes an attack against any character.
Attack
Standard Action Ranged 45 special
Special: The sniper causes slowing upon a successful attack to all creatures.
Target: One creature
Attack: +? vs. Reflex
Hit: 1d8 + ? damage, and the target is slowed (save ends).
Effect: Each round on its turn, the sniper attacks one creature.
Countermeasures
Upgrade to Elite (? XP)
- A character can attack the sniper (AC ?, other defenses ?; hp ?). When reduced to 0 hit points, the sniper dies, ending the hazard, upon perceiving the hazard.
- Can use methods to blind the sniper (power, item, pg. 42, etc.).
- Upon reaching melee the hazard becomes a creature. See Stats: (Custom Monster Stat here)
Increases the Target to Two Creatures.
I also thought out that if it caused a attack each round the mausoleums would most likely be destroyed way to soon.
I most likely will run it as a Elite to just make it a bit more challenging.
Last edited: