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Thread: 4E Does what Nintendon't (Race, PEACH)

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    Titan in the Playground
     
    PaladinGuy

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    Default 4E Does what Nintendon't (Race, PEACH)



    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.
    Last edited by Mando Knight; 2008-10-09 at 03:40 PM.