Garthanos
Arcadian Knight
Those who like the vestige of save or dies in 4e probably wont care much for this ... but me I dont think I need or like them (they taint solo and elite design more than I care for making them have more complicated defenses I dont want to worry about as a dm)
We allow free form adapting the Defeated condition in appropriate ways based on the nature of the power (I like to include such in the core description of spells.) A mechanic that is experimental .. is spells having an effect line damages caster.... basically bringing in a bloodmage like sacrifice effect .... the following has a larger area of effect than I would have included without this. ( though I considered increasing the damage of the effect and leaving the area of effect burst 1).
The Sandmans Sleep: Wizard Attack 1
A sparkling shower of spectral sand brings drowsiness to all in a location, subjects if not outright driven in to the embrace of sleep (zero hit points) are pulled closer to and more vulnerable to unconsciousness. The sandman refers to a lesser god who is often referred to as deaths sibling...
Daily ✦ Implement, Arcane, Sleep
Standard Action Area burst 2 within 10 squares
Target:Each creature in burst
Attack:Int vs. Fort
Hit: 2d10 + Intelligence modifier damage. The target is slowed and grants combat advantage (save ends both).
Aftereffect: the target grants combat advantage until the end of your next turn.
Miss:1d6 + Intelligence modifier, and the target is slowed and grants combat advantage until the end of your next turn.
Effect: Caster is slowed until the end of the next turn and loses 3 hit points. Contact even by the caster with the sandman is itself fatiguing in a frightening way. (the caster is otherwise unaffected by his magic even if himself the center of the burst)
Finishing Effect: If this attack reduces the enemy to zero hit points or less may be a full comatose state an affliction which few recover from.
We allow free form adapting the Defeated condition in appropriate ways based on the nature of the power (I like to include such in the core description of spells.) A mechanic that is experimental .. is spells having an effect line damages caster.... basically bringing in a bloodmage like sacrifice effect .... the following has a larger area of effect than I would have included without this. ( though I considered increasing the damage of the effect and leaving the area of effect burst 1).
The Sandmans Sleep: Wizard Attack 1
A sparkling shower of spectral sand brings drowsiness to all in a location, subjects if not outright driven in to the embrace of sleep (zero hit points) are pulled closer to and more vulnerable to unconsciousness. The sandman refers to a lesser god who is often referred to as deaths sibling...
Daily ✦ Implement, Arcane, Sleep
Standard Action Area burst 2 within 10 squares
Target:Each creature in burst
Attack:Int vs. Fort
Hit: 2d10 + Intelligence modifier damage. The target is slowed and grants combat advantage (save ends both).
Aftereffect: the target grants combat advantage until the end of your next turn.
Miss:1d6 + Intelligence modifier, and the target is slowed and grants combat advantage until the end of your next turn.
Effect: Caster is slowed until the end of the next turn and loses 3 hit points. Contact even by the caster with the sandman is itself fatiguing in a frightening way. (the caster is otherwise unaffected by his magic even if himself the center of the burst)
Finishing Effect: If this attack reduces the enemy to zero hit points or less may be a full comatose state an affliction which few recover from.
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