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nebelstreif
2012-04-26, 01:47 AM
My friends recently started getting into LoL, and today I thought it would be fun to create a party of champions to use in a one-off D&D session. So far I've done character stats (just using the standard array, not optimizing or anything) and abilities.

I'm looking for feedback on this as well as any ideas you guys might have for masteries (feats), summoner spells, or (the one that has stumped me the most so far) a way to implement an item system. I could also use ideas for minions/turrets, and maybe your suggestions for a "monstrous" team to oppose this one. Mundo and Cho'Gath seem obvious choices.


Without further ado, here are the five champions I selected:

Ashe, the Frost Archer

Strength 12 (+1) Intelligence 14 (+2)
Dexterity 17 (+3) Wisdom 11 (+0)
Constitution 10 (+0) Charisma 13 (+1)

Basic attack: Dexterity vs. AC. Range 10.
1d8 + Dexterity modifier physical damage.


Focus (Innate): At-Will, Standard Action. Dexterity vs. AC. One enemy in range 10.

1d8 + Dexterity modifier physical damage, and target grants combat advantage to next
attacker or until end of your next turn.

Frost Shot (Q): Encounter, Standard Action. Dexterity vs. Fortitude. One enemy in range 10.
1d10 + Dexterity modifier magic damage and target is slowed (save ends).

Volley (W): At-Will, Standard Action. Dexterity vs. Reflex. All enemies in blast 3.
1d4 + Dexterity modifier physical damage and targets take -2 penalty to hit until the end
of your next turn.

Hawkshot (E): Encounter, Minor Action. Personal.
Your next attack gets +4 to hit.

Enchanted Crystal Arrow (R): Daily, Standard Action. Dexterity vs. Reflex. One creature in range 20.
2d8 + Dexterity modifier magic damage and target is stunned until the end of your next
turn. Effect: creatures in burst 1 of target are slowed (save ends).

-----

Garen, the Might of Demacia

Strength 17 (+3) Intelligence 11 (+0)
Dexterity 10 (+0) Wisdom 13 (+1)
Constitution 14 (+2) Charisma 12 (+1)

Basic attack: Strength vs. AC. Melee range.
1d8 + Strength modifier physical damage.



Perseverance (Innate): Encounter, Immediate Reaction. Personal.
When your HP reaches your bloody value or lower, you gain regenerate 5 until the end of
the encounter.

Decisive Strike (Q): At-Will, Standard Action. Strength vs. AC. One creature in melee range.
1d8 + Strength modifier physical damage and target becomes dazed and marked.

Courage (W): Encounter, Immediate Interrupt. Personal.
You gain a +4 bonus to AC and Reflex until the start of your next turn.
You gain an additional +2 bonus to AC and Reflex if your attacker is marked by you.

Judgment (E): At-Will, Standard Action. Strength vs. AC. All enemies in close burst 1.
1d6 + Strength modifier and targets are marked.

Demacian Justice (R): Daily, Standard Action. Strength vs. Reflex. One enemy in range 5.
2d8 + Strength modifier physical damage + 1d8 if target is bloody.

-----

Soraka, the Starchild

Strength 10 (+0) Intelligence 12 (+1)
Dexterity 13 (+1) Wisdom 17 (+3)
Constitution 11 (+0) Charisma 14 (+2)

Basic attack: Wisdom vs. Will. Range 5.
1d6 + Wisdom modifier magic damage.



Consecration (Innate): Encounter, Immediate Reaction. You and any allies in close burst 5.
Targets gain Resist Magic 5 until the start of your next turn.

Starcall (Q): At-Will, Standard Action. Wisdom vs. Will. All enemies in burst 1 at range 10.
1d6 + Wisdom modifier magic damage.

Astral Blessing (W): Encounter, Minor Action. You or one ally in close burst 5.
Target spends a healing surge and gets a +2 bonus to all defenses until the start of your
next turn.
Special: This ability can be used twice per encounter, but only once per round.

Infuse (E): At-Will, Standard Action. One ally in close burst 5.
Target can make a basic attack against an enemy with their range, adding your Wisdom
modifier to their attack roll.

Wish (R): Daily, Standard Action. You and all allies in close burst 5.
Targets spend a healing surge.

-----

Alistar, the Minotaur

Strength 14 (+2) Intelligence 11 (+0)
Dexterity 12 (+1) Wisdom 13 (+1)
Constitution 17 (+3) Charisma 10 (+0)

Basic attack: Strength vs. AC. Melee range.
1d10 + Strength modifier physical damage.



Trample (Innate): At-Will, Standard Action. Strength vs. AC. All enemies in close burst 1.
1d6 + Strength modifier physical damage. Can be used as a basic attack.

Pulverize (Q): Encounter, Standard Action. Strength vs. Fortitude. All enemies in close burst 1.
1d8 + Strength modifier physical damage. Knocks targets prone.

Headbutt (W): At-Will, Standard Action. Strength vs. Fortitude. One enemy in melee range.
1d10 + Strength modifier physical damage, pushes target 3 squares. Afterward, shift 3 into a square adjacent to the target.

Triumphant Roar (E): Encounter, Minor Action. Personal.
Spend a healing surge. Allies in close burst 1 regain half that amount, rounded down.

Unbreakable Will (R): Daily, Standard Action.
Until the end of the encounter, you gain Resist 5 to all damage and your basic attacks do an additional 1d4 magic damage.

-----

Ryze, the Rogue Mage

Strength 11 (+0) Intelligence 17 (+3)
Dexterity 14 (+2) Wisdom 13 (+1)
Constitution 12 (+1) Charisma 10 (+0)

Basic attack: No attack roll, automatically hits. Range 5.
1d4 magic damage.



Arcane Mastery (Innate): Encounter, Minor Action.
The next attack you make deals an extra 1d6 and stuns the target until the end of your next turn.

Overload (Q): At-Will, Standard Action. Intelligence vs. Reflex. One enemy in range 5.
1d12 + Intelligence modifier magic damage.

Rune Prison (W): At-Will, Standard Action. Intelligence vs. Will. One enemy in range 5.
Intelligence modifier magic damage and target is immobilized (save ends). This can be used as a basic attack.

Spell Flux (E): Encounter, Standard Action. One square in range 5.
Creates a burst 1 zone originating from target square that deals 1d10 magic damage

Desperate Power (R): Intelligence vs. Reflex. One enemy in range 10.
2d6 + Intelligence modifier magic damage. Until the end of the encounter, your basic attacks do damage in a burst 1 instead of hitting a single target.