A Monster for Every Season: Summer 2
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    Ogre in the Playground
     
    Vadin's Avatar

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    Default [4e] Dungeonborn

    Someone in a thread on WotC said something about already having Dragonborn, but wanting to play a Dungeonborn, so...

    Behold! The Dungeonborn.

    Dungeonborn
    Born of man and stone, these pariahs stalk the depths, waiting and watching, always on the lookout for adventurers- as company or a light snack.
    Ability Scores: +2 Constitution, +2 Intelligence
    Size: Medium
    Speed: 5 squares
    Vision: Darkvision
    -----------------------------------------------------------------------
    Languages: Common and one other
    Skill Bonuses: +2 Stealth, +2 Dungeoneering
    Bonus Feat: You gain a bonus feat.
    Check Your Neighbor: The DCs to discern information about monsters is reduced by -5 when using a skill you are trained in.
    Speak With Traps: Pick one of the following skills at character creation: Bluff, Diplomacy, or Intimidate. When you discover a trap, you can make a check with this skill to convince it to let you safely past. The check DC is 19 + the trap's level. You may only make one check per trap per encounter, and the trap will only ignore you; not your companions.

    Trapspawn
    Dungeonborn Racial Power
    Your stony arm temporarily extends, pushing back those in your way.
    Encounter
    Standard Action
    Close Burst 1
    Target: One enemy within burst
    Attack: Constitution or Intelligence +2 vs. Reflex
    At 11th level, increase this bonus to +4, and to +6 at 21st level.
    Effect: Push the target 2 squares in a straight line. If this movement is blocked and cannot be completed in a straight line, the target takes 1d6 damage per square left unmoved.
    Increase the damage per square to 2d6 at 11th level and 3d6 at 21st level.
    Special: When you create your character, choose Intelligence or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.
    Last edited by Vadin; 2008-06-06 at 10:27 AM.
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  2. - Top - End - #2
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    Default Re: [4e] Dungeonborn

    <An update bump, perhaps?>
    Last edited by Vadin; 2008-06-04 at 11:21 PM.
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    Orc in the Playground
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    Default Re: [4e] Dungeonborn

    I really like the dungeonborn idea; it's the perfect compliment to the dragonborn. However, some of the execution gives me pause.

    I don't like how Fold Into Stone works; one of the things that the developers of 4E really tried to do was to avoid situational bonuses that greatly effect the usefulness of your character, like sneak attack immunities and such. And I agree with them, this is a good move. Dungeonborn are gimped when Fold Into Stone can't be used, and a bit too good when it can. The fact that this might average out to be even doesn't make it balanced; it's actually always unbalanced, even if that unbalance switches between being strong and being weak.

    The other part that worries me is the Trapspawn ability. It scales up in power far more than other racial abilities. Just being a minor action is enough to make it always useful.


    Don't get me wrong though, I think the whole concept is just plain awesome, I'd just like to see it more balanced and useable. If it helps, I could post my own take on a "Dungeonborn" concept, but only if you promise to cannibalize it for ideas instead of treating it as a replacement for yours.
    Last edited by Squash Monster; 2008-06-06 at 01:06 AM.

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    Default Re: [4e] Dungeonborn

    Feel free. I actually thought I'd changed Trapspawn from a minor to standard action. Whoops! And instead of fold into stone, I'm thinking of giving them an ability that reduces the DCs to discern monster information by -5.
    Avatar by Linguini


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    Orc in the Playground
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    Default Re: [4e] Dungeonborn

    This is largely based around the humor of the concept. I think it works, balance-wise, but the abilities are so quirky that I really can't honestly tell you. Still, this should give you plenty of material to pull from for a more sane implementation of the concept.

    Dungeonborn
    The physical manifestation of the spirit of a dungeon, it is only natural that you enter a profession such as adventuring which gives you an excuse to spend time where you feel at home.
    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6 squares
    Vision: Darkvision

    Languages: Common, choice of one other
    Skill Bonuses: +2 Dungeoneering, +2 History
    Speak With Traps: Pick one of the following skills at character creation: Bluff, Diplomacy, Intimidate. When you discover a trap, you can make a check with this skill to convince it to let you safely past. The check DC is 19 + the trap's level. You only may make one check per trap per encounter, and the trap will only ignore you; not your companions.
    Random Encounter: You may use the random encounter power as a daily power.

    Random Encounter - Dungeonborn Racial Power
    Daily
    Minor Action - Area burst 1 within 20 squares and farther than 10 squares away
    Targets: All empty squares in area
    Effect: Creatures appropriate to your current region wander into the area and decide to fight on your side. Place a wandering monster (see below, x = your level) in each target square. These creatures act immediately after you in initiative order, and are under your control. After the end of the encounter or five minutes any remaining wandering monsters wander away from lack of interest.

    Wandering Monster - Level x Minion
    Medium
    Initiative N/A - Senses N/A
    HP 1; a missed attack never damages a minion
    AC 12 + x; Fortitude 10 + x, Reflex 10 + x, Will 10 + x
    Speed 6
    Melee Attack (standard; at-will)
    +12 + x vs AC; 4 damage + 1 per 5 x (5 at x=5, 6 at x=10, and so on)

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    Default Re: [4e] Dungeonborn

    I like speak with traps. If'n you don't mind, I'ma gonna steal that. The racial power seems a bit much, though.

    Also, I'm not sure why I didn't give them darkvision like yours have. Also a dungeoneering bonus (I mean, seriously, how did I not add that?).

    Excellent help, sir.
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    Default Re: [4e] Dungeonborn

    Dude! I knew someone smart made this! I just forgot who it was when I first saw this!

    Stealing...

    and will work on MY homebrew I need to do. Trust me,

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    Default Re: [4e] Dungeonborn

    Lords of Creation, First IC thread, word 12. Did you mean 'swan' or 'swam'?

    And thank you! Praise is ever so welcome.

    I really do need to do some more 4e homebrewing at some point. Maybe a class? Hmm...
    Avatar by Linguini


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