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Mando Knight
2008-09-25, 01:39 PM
http://upload.wikimedia.org/wikipedia/en/d/d0/Sonic.png

Anthropomorphic Hedgehog!

(Heretofore referred to as a "Hedgie")

Racial Traits

Average Height: 3'0"-3'6"
Average Weight: 55-75 lb.

Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 8 squares
Vision: Normal

Languages: Common, choice of one other
Skill Bonuses: +2 Athletics, +2 Acrobatics
Natural Weapons: A "Hedgie" has a row of spikes on his head and back, which he can use as a natural weapon with a +3 proficiency bonus and d6 damage dice, and count as light blades and unarmed. These spikes can be enchanted as normal weapons, but take up the head magic item slot. (That's where most of them are, anyway)
Like Greased Lightning: You gain a +1 racial bonus to your Reflex Defense.
Spin Dash: Once per encounter, a "Hedgie" can use the Spin Dash racial power.

Spin Dash "Hedgie" Racial Power
You curl into a spiky ball and hurl yourself at your foes.
Encounter
Standard Action, Melee Weapon
Requirement: You must use your Natural Weapon for this attack.
Target: All creatures you move through
Special: You may move up to your speed +2 before attacking, and may pass through squares occupied by your enemies without provoking attacks of opportunity.
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at level 11, and 3[W] + Dexterity modifier at level 21.
Special: During the movement, you may make Athletics checks to jump as if you had a running start.

Racial Feats:

Heroic:

Agile Runner:
Prerequisite: "Hedgie"
Benefit: You no longer grant Combat Advantage when running.

Sonic Speed:
Prerequisite: "Hedgie," Dex 17
Benefit: You gain a +2 racial bonus to your speed.

Spin Jump:
Prerequisite: "Hedgie," trained in Athletics
Benefit: You gain the Spin Jump Power, and may jump through spaces occupied by your enemies.

Spin Jump Feat Power
Your jump becomes a devastating attack.
At-Will
Free Action, Melee Weapon
Requirement: You must use your Natural Weapon for this attack.
Target: All creatures you move through
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at level 21.
Special: This power may only be used when you are jumping, and may not be used in combination with the Spin Dash power.

Paragon:

Deadly Spines:
Prerequisite: "Hedgie"
Benefit: The damage dice of your Natural Weapon increases to d8s.

The Anthropomorphic Hedgehog, also known as a "Hedgie," is a short, lightning-quick race of humanoids. Unlike actual hedgehogs, Hedgies are naturally faster than any other race alive. This speed influences everything in their lives, often making them impatient and arrogant.

They are commonly about one meter tall and slightly lighter than halflings. They are covered in a coat of short spike-like fur with several larger spines on the backs and head. The spines can be any color, but blue, pink, red, and black are common.

Hedgies are commonly Rogues (i.e. Sonic) or Warlocks (Shadow, a Star Pact Warlock), but some also become Inspiring Warlords (Amy?).

Epic Destiny:

Super Hedgehog
Your connection to the Chaos Emeralds gives you control over ultimate power.

Prerequisites: 21st level, member of the "Hedgie" race, possesses 7 Chaos Emeralds

You have overcome dire situations to obtain the 7 Chaos Emeralds, and they have rewarded you with their supreme power, allowing you to take a form more powerful than many can imagine. You become a legend, a being capable of destroying horrors that approach god-like power. How you use this power will determine how you will be remembered in the annals of history... will you be a hero saving the world, or will you be an invincible tyrant?

Supreme Speed (21st Level): You gain a +2 Destiny bonus to your speed.
Too Fast For Death (24th Level): Once per day, if you would be reduced to 0 or fewer hit points by an attack, the attack automatically misses, even if the attack was a critical hit or if damage was already rolled.
Control over the Chaos (30th Level): Your Super Form utility power may be used twice per day, and your Spin Dash power becomes an At-Will.

Super Form Super Hedgehog Utility 26
Now I'll show you!
Daily * Stance
Standard Action, Personal
Effect: You gain a fly (hover) speed equal to your normal speed with a +4 power bonus, and you gain a +4 bonus to AC and Reflex defenses. This lasts until the end of the encounter.


Chaos Emerald Level 21-30?
A glowing gem of immense power, difficult to obtain but nearly infinite in potential. It is said that there are only seven in the entire world.
Wondrous Item, Artifact
Power (Daily): Chaos Blast Standard Action. Make an attack against all enemies within close burst 7, Charisma + 5 vs. Will.
Hit: 5d12 + Charisma modifier force fire damage.
Power (Daily): Chaos Control Standard Action. You gain two extra standard actions per round until the end your next turn.
DM Note: These items are required for the Super Hedgehog Epic Destiny, but are a cut above most items attained at or below level 20. You may need to introduce extra limits on the powers until level 21 for Hedgies, or introduce them far later if there aren't any Hedgie PCs in the campaign.

Piko Piko Hammer Level 3+
A massive hammer favored by fashion-conscious Hedgies to avoid messing up their styled spines
{table=head]Level|Bonus|Price
2|+1|520 gp
7|+2|2,600 gp
12|+3|13,000 gp
17|+4|65,000 gp
22|+5|325,000 gp
27|+6|1,625,000 gp[/table]
Weapon: Hammer
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: If you are a Hedgie, you may use this weapon in place of your Natural Weapon.
Property: When this hammer is not in use, can disappear into an extra-dimensional pocket that only the wielder can access. Making the hammer enter or leave this space is a minor action.

Human Paragon 3
2008-09-25, 01:46 PM
Cool and well done, but I think the spin dash is a bit overpowered compared to other racial powers. I'd tone it down to 1d6, which is what the spikes usually do anyway.

Super Form should probably be a stance.

Mando Knight
2008-09-25, 01:53 PM
Cool and well done, but I think the spin dash is a bit overpowered compared to other racial powers. I'd tone it down to 1d6, which is what the spikes usually do anyway.

Super Form should probably be a stance.

Thanks. I changed Spin Dash to 1[W] at level 1, 2 at 11, and 3 at 21, so it's roughly the same as Dragon Breath. I also made Super Form a stance.

Shadow_Elf
2008-09-25, 03:51 PM
Cool...

But, unless I'm mistaken, Sonic is the only "hedgie" with spikes. Shadow's are more like dreadlocks, and Amy has perfectly spherical hair. Maybe just a tackle-attack natural weapon?

Mando Knight
2008-09-25, 04:11 PM
But, unless I'm mistaken, Sonic is the only "hedgie" with spikes. Shadow's are more like dreadlocks, and Amy has perfectly spherical hair. Maybe just a tackle-attack natural weapon?

http://upload.wikimedia.org/wikipedia/en/f/fe/Shadow_rivals.png

Seems spiky enough to me...

http://upload.wikimedia.org/wikipedia/en/f/f9/Amy_2006.png

...but this one is a good point, although early artwork gave her spikier spines...

http://upload.wikimedia.org/wikipedia/en/6/6d/Sonic_and_Amy.png

Perhaps I'll write up a Piko Piko Hammer later for her to use instead...

I wrote up the race primarily with Sonic and Shadow in mind, since they've been playable in more games...

EDIT: Ah, what the hay. I'll do it now.

Piko Piko Hammer Level 3+
A massive hammer favored by fashion-conscious Hedgies to avoid messing up their styled spines
{table=head]Level|Bonus|Price
2|+1|520 gp
7|+2|2,600 gp
12|+3|13,000 gp
17|+4|65,000 gp
22|+5|325,000 gp
27|+6|1,625,000 gp[/table]
Weapon: Hammer
Enhancement: Attack rolls and damage rolls
Critical: +1d6 per plus
Property: If you are a Hedgie, you may use this weapon in place of your Natural Weapon.
Property: When this hammer is not in use, can disappear into an extra-dimensional pocket that only the wielder can access. Making the hammer enter or leave this space is a minor action.

Amy's would be a Piko Piko Warhammer...
This was basically based on the stats of the Pact Hammer...

AstralFire
2008-09-25, 04:19 PM
I think Amy's been playable more than Shadow, actually. Or they're very close. But I don't think Shadow's playable in Sonic Advance series, which sets him behind a few.

Shadow_Elf
2008-09-25, 04:21 PM
I wrote up the race primarily with Sonic and Shadow in mind, since they've been playable in more games...

Makes sense. I was just pointing it out. Mechanically it looks pretty good, but those speeds are going to get pretty darn ridiculous pretty fast.

Idea: Light Dash

Daily - Move Action

You may Move an infinite amount of squares in any direction, even up, but each square costs 3d10 gp (may seem high, but trivial at higher levels). If you end this movement in mid-air, you fall as normal and take falling damage.

Mando Knight
2008-09-25, 04:25 PM
I think Amy's been playable more than Shadow, actually. Or they're very close. But I don't think Shadow's playable in Sonic Advance series, which sets him behind a few.

Ah. Right. I've just played more Shadow-playable games than Amy-playable...

My Piko Piko Hammer has been edited into my previous post and the OP...


Makes sense. I was just pointing it out. Mechanically it looks pretty good, but those speeds are going to get pretty darn ridiculous pretty fast.

But not ridiculously fast enough compared to Sonic... I mean, we're not even breaking 930 squares/round yet... (~Mach 1 at sea level) (It's capped out at ~21 per round...)

Arbitrarity
2008-09-25, 04:32 PM
Chaos emerald daily is massively overpowered. You can recover an item daily after a milestone, so that means 2 standard action/round for ever other fight. Heck, that daily beats out Wizard Daily Utility 22, Time Stop, which gives 2 standard actions ONCE, which cannot be used to attack any other creature.

Mando Knight
2008-09-25, 04:37 PM
Chaos emerald daily is massively overpowered. You can recover an item daily after a milestone, so that means 2 standard action/round for ever other fight. Heck, that daily beats out Wizard Daily Utility 22, Time Stop, which gives 2 standard actions ONCE, which cannot be used to attack any other creature.

Yes, but you can only use each item power once per day, and the Chaos Emeralds are not normal Wondrous Items. I meant for them to be somewhat horribly broken, just to reinforce how powerful the Chaos Emeralds are supposed to be. It would be reasonable to put a cap on the number of rounds it works, but that's not a common mechanic in 4E. I might change it to "2 standard actions per round until the end of your next turn," though...

AstralFire
2008-09-25, 04:39 PM
Yes, but you can only use each item power once per day, and the Chaos Emeralds are not normal Wondrous Items. I meant for them to be somewhat horribly broken, just to reinforce how powerful the Chaos Emeralds are supposed to be.

Make them higher level and suggest giving them to lower levels as omfg awesome stuff?

No specific comment on balance there, as I don't know much about 4E. Just an idea.

Mando Knight
2008-09-25, 04:41 PM
Make them higher level and suggest giving them to lower levels as omfg awesome stuff?

True... but since the Hedgie Epic Destiny requires the 7...
hm...:smallfrown:

GreenEarthPFC
2008-10-23, 08:07 PM
If I may, I'd like to assist. You bothered to post in my thread, so I owe ye at least a post or so.

Tempest Fennac
2008-10-24, 02:39 AM
How would he handle Knuckles and Tails? (I'm assuming that Tails is unique due to being able to fly). I don't really have time to stat things up, and I don't play 4th Edition D&D, but would Foxes (assuming they get flying) being able to fly for 2 rounds+Con be too unbalanced if they had to wait for up to 2 turns between uses?

Roderick_BR
2008-10-24, 06:01 AM
Wow, very well thought out. Yes, slow for a typical Sonic game, but very good. And I agree, the chaos emeralds are not simple itens, they are major artifacts. Super Sayan Hedgehog should (and IS) a very, very rare thing.

GreenEarthPFC
2008-10-24, 07:55 AM
I was working on an Echidna race for 4E, actually, since I made my post.

Suzuro
2008-10-24, 07:57 AM
For your Epic Destiny, mayhap having the emeralds is just too much? Maybe have some prerequisite like "Have been in contact" With however so many you should choose...


-Suzuro

GreenEarthPFC
2008-10-24, 08:19 AM
Here's what I've made of Echidna so far. I hope you don't mind that I just went and made something before you even told me.

Only stated out so far, but this is what I've got so far.


Echidnas

Racial Traits

Average Height: 3'0"-3'6"
Average Weight: 60-80 lb.

Ability Scores: +2 to any one
Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other
Natural Climbers: Echidnas gain a +5 to any athletics check involving climbing.
Born Fighters: Echidnas treat their fists and feet as weapons that they are proficient with, with a proficiency bonus equal to their strength or dexterity modifier. Once this is chosen, it cannot be changed. These unarmed attacks also count as weapons for the sake of powers.

Their unarmed attacks also deal extra damage by this table.
1d6 (Heroic)
1d8 (Paragon)
1d10 (Epic)

Slow Descent: Echidnas can glide with a descent speed of thirty feet per round provided they have time to react to the fall and assume the proper form. They move up to half their speed and can only make 45 degree changes in direction with each move action. As such, echidnas rarely fall to their deaths.

Heroic
Unarmed Fighter
Prerequisite: Echidna, Wis or Cha 13
Benefit: When fighting with your fists and feet alone, unfettered by armor (even cloth) and shields, you may add your will defense stat (Cha or Wis mod) as well as your reflex defense stat (Dex or Int Mod) to AC.

Finesse Combat
Prerequisite: Echidna, Dex 13
Benefit: You can treat your fists and powers (only when using your fists with powers that have the weapon descriptor) as attacks that use dex as the attack stat.

Suspicion
Prerequisite: Echidna
Benefit: Echidnas are prepared for the worst. Echidnas granting combat advantage do not give a bonus to hit and sneak attacks made against them deal one less damage per die rolled (of sneak attack damage).

Reversal
Prerequisite: Echidna, Con 14
Benefit: You gain the use of the Reversal Power.

Reversal
Someone tries to move you, but you say that's no good!
Encounter
Immediate Interrupt
Target: Enemy who uses a bull rush, slide, push, or anything of the sort on you.
Effect: You push the creature in the opposite direction it was attempting to push you.

The Echidnas are a proud race of humanoids with varying talents. Naturally capable of self defense due to societal training and instinct, a few even have physical traits that embody this. Spiked fists are a trait held by a few, though many are known to have powerful arms and legs even without that trait. Echidnas are known to be traditional creatures who will resort to anything to protect and uphold what they see as sacred. There are the occasional few that break this mold, realizing how easy a trait it is to exploit, but they are uncommon.

They often have fur in various shades of red, including orange and pink, though other colors are assumed to be possible.

Echidnas tend to a variety of classes, but often embrace the warrior like traditions of their people regardless of their career choice. They are known to practice ancestor worship principally.

Holocron Coder
2008-10-24, 08:46 AM
To the Echidna Post:

Two things

1) Proficiency bonus is either 2 or 3, not equal to a stat that will increase over time. Unarmed may have a proficiency already...

2) The Unarmed Fighter feat makes no sense as written. Even with loose interpretation, that becomes a rather large number. Ref13, AC13, Will10 becomes AC23. And that's a minimum will being better than plate! :smalleek:

To the Hedgehog Post:

Nice! Interesting indeed :smallsmile:

GreenEarthPFC
2008-10-24, 08:53 AM
Unarmed does not have a proficiency. It's improvised. Besides, I didn't make fists enchantable. That makes up for the increasing proficiency bonus.

Will defense stat would be Cha or Wis mod.
Reflex Defense stat would be Dex or Int mod.

Asbestos
2008-10-24, 10:18 AM
How would he handle Knuckles and Tails? (I'm assuming that Tails is unique due to being able to fly). I don't really have time to stat things up, and I don't play 4th Edition D&D, but would Foxes (assuming they get flying) being able to fly for 2 rounds+Con be too unbalanced if they had to wait for up to 2 turns between uses?

I could see it as an encounter power.

Tempest Fennac
2008-10-24, 10:40 AM
I was reluctant to give it the Encounter Power's 5 round recharge time duie to thinking that it was more of a utility ability then a combat skill (I was basing the quicker recharge time on the Sonic games where Tails only needs to land to recover*).

*I decided that not having a recharge time would make it overpowered.

Geno9999
2008-10-24, 10:01 PM
I think that instead of +2 to any, why not +2 or 3 to strength? Otherwise, very good.

GreenEarthPFC
2008-10-24, 10:11 PM
We only see one (modern) Echidna outside of the comics.

Knuckles is strong, but we know his race is war like by nature (SA1) or, at the very least, in a society where many skills are required to survive (strength isn't always the best solution, though the problem should be attacked in a straight forward way). Tikal is a rare exception.

Many if you count those who served Ix, and Shade.

KKL
2008-10-24, 10:21 PM
Echidnas

Ability Scores: +2 to any one
I see them as a +2 Str/Dex race myself.

Size: Small
Medium works better.


Born Fighters: Echidnas treat their fists and feet as weapons that they are proficient with, with a proficiency bonus equal to their strength or dexterity modifier. Once this is chosen, it cannot be changed. These unarmed attacks also count as weapons for the sake of powers.
That is magnificently broken. +2 is the average, +3 is better than average. Choose one.


Their unarmed attacks also deal extra damage by this table.
1d6 (Heroic)
1d8 (Paragon)
1d10 (Epic)
lolwut. The WotC's quick and dirty ghetto Monk conversion doesn't even do this.


Unarmed Fighter
Prerequisite:[/B] Echidna, Wis or Cha 13
Benefit: When fighting with your fists and feet alone, unfettered by armor (even cloth) and shields, you may add your will defense stat (Cha or Wis mod) as well as your reflex defense stat (Dex or Int Mod) to AC.
This is disturbingly broken. DISTURBINGLY.


Finesse Combat
Prerequisite: Echidna, Dex 13
Benefit: You can treat your fists and powers (only when using your fists with powers that have the weapon descriptor) as attacks that use dex as the attack stat.
....I don't get this at all.


Suspicion
Prerequisite: Echidna
Benefit: Echidnas are prepared for the worst. Echidnas granting combat advantage do not give a bonus to hit and sneak attacks made against them deal one less damage per die rolled (of sneak attack damage).
lolwut. The sneak attack part is kinda unnessecary, since I think you meant any extra die of damage greanted by Cmbat Advantage. But still, broken. Actually, not that broken, but still pretty OP.

And that's my two cents.

Mando Knight
2008-10-24, 11:22 PM
I'd peg them as Small with a modified version of the Oversized feature... they can use two-handed and versatile weapons as if they were Medium, but are still small. (Each of the Sonic characters average about one meter in height)

I'd also give them +2 to Str and Wis (Wis because I kinda see the Echidnas as the "Not-Shorter-Than-His-Companions-Dwarf" race... and it helps justify Knux's uncanny Emerald-sense).

Finesse combat doesn't make sense to me for Knux-type Echidnas (He's all about his strength...), and Shade doesn't seem to use finesse-based attacks either...

I've also thought of a new feat...

Epic Feat:

Lightning Step
Prerequisite: Hedgehog, 21 DEX, Sonic Speed
Benefit: You may move up to half your speed as a minor action.
Normal: You cannot use minor actions to move.

Daracaex
2008-10-25, 01:17 AM
I wouldn't make unarmed combat part of the echidna race at all. Knuckles is the only one I see fight unarmed. In Adventure, didn't the other echidnas have spears? And Tikal didn't fight at all.

These are interesting and the hedgehog is very well-done, but I really can't see myself running them in a campaign. Unless of course it is one set in one of the Sonic universes, but that would require a lot more work.

GreenEarthPFC
2008-10-25, 02:18 AM
After reading what was said, I made some changes.


Echidnas


Racial Traits

Average Height: 3'0"-3'6"
Average Weight: 60-80 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Small
Speed: 6 squares, Climb 3 Squares
Vision: Normal

Languages: Common, choice of one other

Slow Descent: Echidnas can glide with a descent speed of 6 squares per round provided they have time to react to the fall and assume the proper form. They move up to half their speed forward and can change direction only once per round (but can turn straight around easily).

Born Fighters: To the last breath, Echidnas stand tall against their foes. They have the following racial power:

Last Stand
Pushed to the limit, you call upon an energy that few others consider possible.
Daily Power
Minor Action
Target: You
Requirement: You must be down to your surge value in HP or lower.
Effect: You can spend a healing surge.

Heroic Tier

Energy Sense
Prerequisite: Echidna or Wis 15
Benefit: You have a knack for detecting energies from mystical sources. The Master Emeralds and Chaos Emeralds, for example, are powerful items that affect your sixth sense. Typically, if you have line of effect to an Emerald or item you can pinpoint it and you have a general awareness of the locations of power sources within 200 feet. More powerful sources (Chaos and Master Emeralds, as well as higher level magic items) may extend this range.

(needs work, of course. Range stuff is iffy. This, however, can become quite powerful. Might be unbalanced when you consider how powerful these items can be.)


Shake it Off
Prerequisite: Echidna, Con 13
Benefit: When you use Last Stand, you can make a saving throw.


True Willpower
Prerequisite: Echidna
Benefit: You gain the following power.


True Willpower
You steel yourself against attacks on the mind. Nothing will move you from your cause.
Encounter Power
Reaction
Target: One target creature
Requirement: Target hits you with a power that attacks your will defense or succeeds on a bluff check against you.
Effect: You force a reroll of the attack or bluff check. They take the reroll's result.


The Echidnas are a proud race of humanoids with varying talents. Naturally capable of self defense due to societal training and instinct, a few even have physical traits that embody this. Spiked fists are a trait held by a few, though many are known to have powerful arms and legs. Echidnas are known to be traditional creatures who will resort to anything to protect and uphold what they see as sacred. There are the occasional few that break this mold, realizing how easy a trait it is to exploit, but they are uncommon.

They often have fur in various shades of red, including orange and pink, though other colors are assumed to be possible.

Echidnas are adept as fighters, paladins, and clerics. They are known to practice ancestor worship principally, though any belief is truly possible as long as they accept it in their hearts.



I also made a paragon for 'Hedgeys'.


Paragon

Windrunner
“When you need me, I'll be there.”
Prerequisite: Hedgey

Some superstitious folks claim hedgehogs are descended from Spirits of the Wind. Whether one believes it or not, they can't deny the speed of the creatures and they certainly can't deny the speed of those who have trained their talents to legendary standards. Whether they stand for truth, justice, a martyr, or their own selfish desires, Windrunners are capable of amazing feats of speed and attacks.


Level 11: Speed Action
When you spend an action point to gain an extra action, you gain +2 to your speed, AC, and Reflex Defense until the end of your next turn.

Level 11: Take the Fall
When an ally within move range of you is about to take damage that will drop them, you may immediately move to block the attack and take the hit.

Level 16: Swift Spines

Any enemy near you at the end of your turn takes half your dexterity mod in damage.


Not So Fast Hero of the Winds Attack 11
A moving foe finds himself cut off as you use your top speed to catch up with him and remind him that you're still here.
Encounter
Standard
Target: One creature within range of a double run
Special: Before the attack, you move towards the creature. If it is close enough, you may move through it and its threatened space without provoking and end up on its other side.
Attack: Dexterity vs. Reflex
Hit: 1[W] + dex damage


Can't catch me! Hero of the Winds Utility 12
In a rough spot, you make a parting attack before attempting to reposition.
Daily
Minor, Stance
Attack:Target: Self
Effect: You do not provoke attacks of opportunity from enemies with a lower Dexterity score than you.


You're Too Slow!
Daily * Stance
Minor Action Personal
Effect: You do not provoke attacks of opportunity from enemies with a lower Dexterity score than you.


Full Power Hero of the Winds Attack 20
On the receiving end of many attacks, you find the power to unleash your most powerful series of attacks yet. Several may be able to weather the storm you unleash, but one alone will surely fall under the barrage.
Daily
Standard
Special: If you are bloodied, you gain a +2 bonus to hit with these attacks.
Range: Close Burst 5
Target: Foes in burst (or one foe, see below)
Attack: Dexterity vs. Reflex
Hit: 2[W] + dex damage

Special: If you use this on one foe in the burst alone, you roll three attacks against it.

Shadow_Elf
2008-10-25, 10:18 AM
@^

The second Power is not a Utility. Therefore, you'll have to change it. Maybe a +2 speed stance?

How about this?

You're Too Slow!
Daily * Stance
Minor Action Personal
Effect: You do not provoke attacks of opportunity from enemies with a lower Dexterity score than you.

CarpeGuitarrem
2008-10-25, 10:46 AM
Shouldn't the spikes be a little less powerful? Maybe +3 and 1d4 damage?

Mando Knight
2008-10-25, 10:56 AM
Shouldn't the spikes be a little less powerful? Maybe +3 and 1d4 damage?

I modeled them after the short sword, which is the best Military light blade... I wanted the character to have a reason to use them over daggers--rogues are the most likely class for the Hedgehog, and a +4, 1d4 dagger is better than a +3 1d4 natural weapon, but a +3, 1d6 enchantable natural weapon is almost equal.

Knux's spiky fists are best represented by a pair of spiked gauntlets, which give only a +2 bonus, but are enchantable in the hands slot...

Alteran
2008-10-25, 12:00 PM
For the emeralds, you could give a level requirement to be able to use them. That way they can be found for the epic destiny, but you don't have high-paragon characters using them.

GreenEarthPFC
2008-10-25, 12:21 PM
@^

The second Power is not a Utility. Therefore, you'll have to change it. Maybe a +2 speed stance?

How about this?

You're Too Slow!
Daily * Stance
Minor Action Personal
Effect: You do not provoke attacks of opportunity from enemies with a lower Dexterity score than you.

Ah. That's what I get for making things at two in the morning... I'll put that in, actually.

Does anyone have comments about the new echidna build (the second one)?

Mando Knight
2008-10-25, 01:02 PM
The second Echinda build is much better... although, as I recall, Knux could pull an immediate 180 in just about every game where you get to control his glide...

Also, the fall distance should be given in squares--that's the new distance standard. Thus, they fall 6 squares per round while gliding.

Also, I don't know if it's OP, but you may consider giving them Climb 3 as an additional base speed instead of a +5 to Athletics for climbing... Then they can climb vertical surfaces without Athletics checks, but can't shift or charge... and it's at the max climb rate anyway...

New Paragon feats:

Running Attack
Prerequisite: Hedgie
Benefit: You no longer take a -5 penalty to melee attacks after running.
Normal: You take a -5 penalty to all attacks after you run.

Running Charge
Prerequisite: Hedgie, Str 15, Dex 17, Running Attack
Benefit: You can move up to your run speed while charging.
Normal: You can only move up to your base speed while charging.

(The entire focus of all these is to reflect Sonic and Shadow's ability to run fast, then attack without taking much of a hit to their attack capabilities.)

GreenEarthPFC
2008-10-25, 01:53 PM
Climb speed 3 sounds all right. As far as the gliding, I don't have much of an opinion. I always had trouble getting him to turn straight around, but it's been possible.

Tempest Fennac
2008-10-25, 02:02 PM
I colud never turn him around that quickly either. Regarding gliding, 3.5 Phanatons could glide for 20 feet/round while "falling" for 5 feet/round if that helps (their ground movement was also 20 feet/round).

GreenEarthPFC
2008-10-25, 02:20 PM
I made it so that you can only change direction while gliding once per round. I think that represents the limited mobility well enough without being a lamifier.

Also, if you've played the 2D's, it explains his lag time between right and left gliding.

Mando Knight
2008-11-18, 09:06 PM
I've been throwing this about in my head for a bit... it's a new pact, based roughly on Shadow's capabilities (he might be a multiclass Rogue/Warlock...) and the Fey and Star pacts, with a few twists...

Warlock Class Feature:
Emerald Pact
Your fate has been inextricably linked to that of the Chaos Emeralds, ancient gems of near-infinite power. Due to exposure to the unique energies of the Emeralds, you have gained the ability to use that power... powerful energy blasts and time-warping movement are the signature of this pact.
Chaos Arrow: You get the Chaos Arrow at-will power (detailed below)
Emerald Step: You have the Emerald Step pact boon. Your link to the time-warping powers of the Chaos Emeralds allows you to move instantaneously towards your next target...
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, you can immediately teleport up to 5 squares towards the enemy closest to you as a free action.

Chaos Arrow Warlock (Emerald) Attack 1
You fire a pair of bright bolts at your foe
At-Will * Arcane, Implement, Radiant
Standard Action, Range 10
Target: One creature
Attack: Charisma vs. Reflex, two attacks
Hit: 1d8 radiant damage per attack
Increase damage to 2d6 radiant damage per attack at 21st level.

Chaos Tear Warlock (Emerald) Attack 1
You call upon the power of the Emeralds to rip space-time through your foe's heart.
Encounter * Arcane, Implement
Standard Action, Melee Touch
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.
Emerald Pact: The target is also Weakened (save ends).

Chaos Burst Warlock (Emerald) Attack 1
You unleash a burst of energy about yourself, assaulting nearby foes with deadly energy.
Daily * Arcane, Implement, Force
Standard Action, Close Burst 1
Target: All creatures in the burst
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier force damage
Effect: You push the target 3 squares, and the target is knocked prone.

Keltzon
2009-01-06, 01:06 PM
Hmm...I think we should look into this a bit further. One of my friends is completely obsessed with Sonic, and I would love to DM a sonic 4e for him.

Of course, that would mean coming up with stats for basically everything. I'm up for that XDD

-K-