CarpeGuitarrem
2010-08-12, 12:26 PM
Okay, so I'm finally starting to homebrew some stuff here, primarily for use in my upcoming campaign. So, I figured I'd run it by the GITPers to see what they think.
The basic concept here is a group of thieves who isolate, confuse, and slip around the PCs. Right now, I have a single minion, but I also have ideas for soldiers and a solo, the solo mainly drawing off of the Lawbreaker (http://at-will.omnivangelist.net/2010/04/1511/) concept, who uses the minions to pave the way for beating the PCs up.
Nightpad Level 2 minion Controller (role is a bit mixed)
Medium natural humanoid
Initiative +5 Senses: Normal vision
HP 1 (a missed attack never damages a minion)
AC 16; Fortitude 15; Reflex 15; Will 13
Saving Throws: +2 against slowed
Speed 7
TRAITS
Night Runner: If the Nightpad moves less than 5 squares in an action, he gains a +2 AC bonus against opportunity attacks for that movement.
STANDARD ACTIONS
[m] Slash (standard action; at-will) (Weapon)
Attack: melee basic; +6 vs. AC
Hit: 6 damage
[A] Nightspeed (standard action; at-will) (Weapon)
Attack: area burst 2 within 3 squares (all enemies in burst); +6 vs Reflex
Hit: 3 damage, and target is dazed and until the end of their next turn.
Effect: Shift to the nearest square in the burst. All targets are distracted (-2 to Perception) for 1d4 rounds.
Alignment Evil Languages Common
Skills Intimidate, Stealth
Str 13 (+1) Dex 18 (+4) Wis 14 (+2)
Con 14 (+2) Int 10 (+0) Cha 12 (+1)
Basic Concept: Move around and stealth, distract enemies to help allies make their stealth checks, and splash a little damage and dazing on everyone.
Concerns: Should a controller be this mobile?
Updated (8/12/10): Removed a lot of stuff for a simplified monster. Allies will take care of it. Nightspeed is now the only major attack of the minion.
~~~
Gloaming-Thug Level 2 Soldier (Added 8/12/10)
Medium natural humanoid
Initiative +5 Senses Normal vision
HP 36; Bloodied 18
AC 19; Fortitude 16; Reflex 16; Will 14
Speed 6
TRAITS
Strong Presence: At the end of any move action, you may make an Intimidate (+8) check. Any enemy within 5 squares whose Will defense is lower than the result is distracted (-2 to Perception checks) until the start of the Gloaming-Thug's next turn.
STANDARD ACTIONS
[M] Furious Mace (standard action; at-will) (Weapon)
Attack: (melee weapon, one target); +8 vs AC
Hit: 1d6 + 3, and the target is marked by the Gloaming-Thug.
Special: You may use this power instead of a melee basic attack at the end of a charge.
MINOR ACTIONS
Attention-Getter (minor action; at-will)
Effect: All distracted creatures within 5 squares are marked by the Gloaming-Thug.
Alignment Evil Languages Common
Skills Intimidate, Stealth
Str 13 (+1) Dex 18 (+4) Wis 12 (+1)
Con 12 (+1) Int 11 (+0) Cha 14 (+2)
Basic Concept: Taking up more distraction here, and this is the guy who'll be drawing attacks away from the minions.
Concerns: Too few attacks?
The basic concept here is a group of thieves who isolate, confuse, and slip around the PCs. Right now, I have a single minion, but I also have ideas for soldiers and a solo, the solo mainly drawing off of the Lawbreaker (http://at-will.omnivangelist.net/2010/04/1511/) concept, who uses the minions to pave the way for beating the PCs up.
Nightpad Level 2 minion Controller (role is a bit mixed)
Medium natural humanoid
Initiative +5 Senses: Normal vision
HP 1 (a missed attack never damages a minion)
AC 16; Fortitude 15; Reflex 15; Will 13
Saving Throws: +2 against slowed
Speed 7
TRAITS
Night Runner: If the Nightpad moves less than 5 squares in an action, he gains a +2 AC bonus against opportunity attacks for that movement.
STANDARD ACTIONS
[m] Slash (standard action; at-will) (Weapon)
Attack: melee basic; +6 vs. AC
Hit: 6 damage
[A] Nightspeed (standard action; at-will) (Weapon)
Attack: area burst 2 within 3 squares (all enemies in burst); +6 vs Reflex
Hit: 3 damage, and target is dazed and until the end of their next turn.
Effect: Shift to the nearest square in the burst. All targets are distracted (-2 to Perception) for 1d4 rounds.
Alignment Evil Languages Common
Skills Intimidate, Stealth
Str 13 (+1) Dex 18 (+4) Wis 14 (+2)
Con 14 (+2) Int 10 (+0) Cha 12 (+1)
Basic Concept: Move around and stealth, distract enemies to help allies make their stealth checks, and splash a little damage and dazing on everyone.
Concerns: Should a controller be this mobile?
Updated (8/12/10): Removed a lot of stuff for a simplified monster. Allies will take care of it. Nightspeed is now the only major attack of the minion.
~~~
Gloaming-Thug Level 2 Soldier (Added 8/12/10)
Medium natural humanoid
Initiative +5 Senses Normal vision
HP 36; Bloodied 18
AC 19; Fortitude 16; Reflex 16; Will 14
Speed 6
TRAITS
Strong Presence: At the end of any move action, you may make an Intimidate (+8) check. Any enemy within 5 squares whose Will defense is lower than the result is distracted (-2 to Perception checks) until the start of the Gloaming-Thug's next turn.
STANDARD ACTIONS
[M] Furious Mace (standard action; at-will) (Weapon)
Attack: (melee weapon, one target); +8 vs AC
Hit: 1d6 + 3, and the target is marked by the Gloaming-Thug.
Special: You may use this power instead of a melee basic attack at the end of a charge.
MINOR ACTIONS
Attention-Getter (minor action; at-will)
Effect: All distracted creatures within 5 squares are marked by the Gloaming-Thug.
Alignment Evil Languages Common
Skills Intimidate, Stealth
Str 13 (+1) Dex 18 (+4) Wis 12 (+1)
Con 12 (+1) Int 11 (+0) Cha 14 (+2)
Basic Concept: Taking up more distraction here, and this is the guy who'll be drawing attacks away from the minions.
Concerns: Too few attacks?