GARGOYLEKIN: New race, racial feats, and two paragon paths.

Post/Author/DateTimePost
#1

Cyber-Dave

Jan 07, 2009 1:06:42
GARGOYLEKIN
Heirs of an ancient pact, born to stand guard, the elemental blood of primordial gargoyle’s flows through their veins.

IMAGE(http://i257.photobucket.com/albums/hh227/Cyber-Dave/the-Gargoyle.jpg)
Racial Traits
Average Height: 6’2”-6’8”
Average Weight: 220-320 lb.
Ability Scores: +2 Strength +2 Dexterity
Size: Medium
Speed: 6 squares, glide 8 squares (see bellow)
Vision: Low-light
Languages: Common, choice of one other
Skill Bonus: +2 Athletics, +2 Intimidate
Glide: You cannot actually fly, but you can glide on your massive wings. You can glide to move from place to place. When you do so you loose your minor, immediate, and standard actions while you glide, and you can use your move action only to glide. If you take actions to do anything else, you crash. You cannot glide during any turn on which you perform any other action except for a move action to glide. On any round during which you take to the air you must use your first square of movement to descend one square, and you may never use the glide ability to ascend.
Still as a Statue: When an effect forces you to move-through a pull, push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Stone Blooded: You gain a +5 racial bonus to saving throws against petrification.

Stone Form Gargoylekin Racial Power
In times of danger you can call upon the elemental gargoyle blood in your veins to briefly transform yourself into a statue.
Encounter ♦ Healing, Polymorph
Standard Action Personal
Effect: You immediately spend a healing surge, become petrified until the start of your next turn, and gain tremorsense 10 until the start of your next turn.

Heirs to an ancient pact, Gargoylekin have no realms of their own and instead tend to roost in the highest buildings of human kingdoms and cities. They are descended from the armies of an ancient empire. During that empire’s hour of dire need, a moment of impending doom, a powerful ritual was cast. The ritual was designed to imbue their soldiers with the protective power of gargoyles, fearsome elemental creatures from the Elemental Chaos that are often summoned to guard and protect places of power. However, the power their armies gained was not enough. Their realm was shattered and destroyed, leaving the surviving Gargoylekin to make their way amongst a world that often fears and resents them.

Play a Gargoylekin if you want…
♦ to play a hero with a dark or gothic taint.
♦ to be good at intimidating others to do your will, or hiding on rooftops among statues and shadows
♦ to be a member of a race that favors the Fighter, Paladin, or Rogue classes.

Physical Qualities
Gargoylekin’s fearsome countenance and stony appearance is a testament to their elemental blood. Gargoylekin tend to be tall rather well muscled humanoids with massive bat-like wings. Gargoylekin have large horns; spikey stonelike protrusions along many of their joins; thick, nonprehensile tails that range in length from 5 to 6 feet; and long pointed ears. Their hands and feet are strong talon-like claws, each possessing three fingers or toes (including their big toe or opposable thumb). Their skin ranges in color from stone gray to obsidian black, and tends to have a stony texture. Their hair, which cascades down from behind their horns, is as likely to have the same range in color as their skin-tone, or to be of a more common human color. Gargoylekin’s eyes tend to be of one solid color that has the same range as their skin tone, solid red, or something in-between.

Gargoylekin tend to prefer baroque or gothic clothing that has the same tone as their skin color. Gargoylekin crafted armor tends to be archaic in fashion, hearkening back to the glory days of their ancient empire.

Playing a Gargoylekin
Centuries ago the ancient empire of Walatchia embroiled itself in bitter war after bitter war. Its sorcerer kings used fell magic’s to empirically expand, often employing necromancers or demonologists to fortify their martial might. As their holdings grew, the country would often bolster their defenses with summoned Gargoyle’s, elemental creatures which would roost on the tops of important towers ready to fly down and terrorize aggressors against the state. But as their power grew so too did their decadence. If there is one thing that Walatchia became known for, it was cruelty to those it subjugated. As the nation grew bloated through empirical expansion, Walatchia’s enemies banded together and began to fight back. Around the same time discontent and civil unrest rocked Walatchia’s colonies. These factors combined catastrophically, and soon Walatchia’s enemies had managed to push Walatchia’s armies back to its capital. On the verge of defeat Walatchia’s sorcerer kings pooled together their arcane might to perform a might ritual. Gargoyle’s had always been Walatchia’s greatest defenders, one of the nations most powerful weapons of war. Walatchia’s sorcerer king called upon the blood of gargoyles in order to empower all of their remaining soldiers with elemental might. But the ritual was not enough. Walatchia’s armies, even magically enhanced, could not stand up to the combined might of Walatchia’s enemies. Their armies were rooted, splintered, and defeated, and the city state was burned to the ground.

Gargoylekin are the descendents of Walatchia’s transformed soldiers. Gargoylekin’s bear the legacy of the ancient Walatchian’s ritual in their blood, and pass it on to their children. In many ways they are still human. Their lifespan is human, and they can breed with humans, for example. But all such progeny grow to be Gargoylekin.

Those soldiers that survived the fall of Walatchia found themselves wandering a world who remember them as symbols of an empire composed of little more then vicious predators who preyed and tortured those weaker then them. Even as time passed, the history of Walatchia began to be a thing largely forgotten, and the term walatchian became little more then an offhand insult for those who exhibit unnecessary cruelty, reactions towards Gargoylekin did not improve. To most they appear to be monstrous creatures; the Gargoylekin’s legacy has always been to evoke fear. When their history stopped being a reason for oppression, their appearance took its place. Still, not all treat Gargoylekin with animosity. More open minded human settlements often become a location for Gargoylekin congregations. Even less accepting human settlements sometimes boast a Gargoylekin resident or two among the aeries of their less reputable neighborhoods. Those willing to look past a Gargoylekin’s appearance and show the Gargoylekin friendship and acceptance often find that Gargoylekin become some of their staunchest friends and supporters. The race was bred for its ability to scare and defend, and Gargoylekin tend to defend their allies no matter what the cost; but to their enemies they teach the meaning of fear.

Surprisingly, many Gargoylekin turn to religion and religious endeavors. Churches are often one of the few places that show Gargoylekin acceptance and grant them sanctuary. As a result, more then one church aerie is haunted by a defending statue, a Gargoylekin paladin. On the other hand, as many Gargoylekin are relegated to the slums of cities, growing up as shadowy sulkers swooping from tower to tower and trying to eke out a living from the scraps society leaves behind, many become a thief or crime lord, cutting out a living for themselves amid the squalor of their surroundings. Still, most Gargoylekin follow the path of their long forgotten forefathers. Theirs was a kind bred for war, and war is their most common trade. Most Gargoylekin are known to take up the art of the sword.

Gargoylekin Characteristics: Cunning, disquieting, imposing, mysterious, self-reliant, unconventional, vicious, cruel, protective

Heroic Tier Feats
Stone Talons
Prerequisite: Gargoylekin
Benefit: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades with the offhand weapon property, and you are considered to have a weapon in each hand. You cannot enchant your claws.

Tough as a Statue
Prerequisite: Gargoylekin
Benefit: The healing surge that you spend while using the Stone Form or Improved Stone Form racial power heals your for your healing surge value plus your Constitution modifier.

Lacerate the Weak
Prerequisite: Gargoylekin
Benefit: You gain a +2 bonus to damage when attacking a bloodied foe.

Statue Amongst the Shadows
Prerequisite: Gargoylekin
Benefit: You gain training in Stealth. Additionally you gain a +3 feat bonus to Stealth checks and any checks made to camouflage yourself as or amongst statues (such as using a bluff check to pretend you are a statue in situations where the DM deems it is appropriate).

Fearsome Visage
Prerequisite: Gargoylekin
Benefit: You gain a +1 bonus to hit and a +1 bonus to damage with powers that have the fear or rattling keyword.

Paragon Tier Feats
Swift Bite
Prerequisite: 11th level, Gargoylekin
Benefit: When you bloody a foe, you can choose to deal an extra 1d6 + Strength modifier damage with a bite against the target.

Harder Then Stone
Prerequisite: 11th level, Gargoylekin
Benefit: When you are petrified you gain a resistance of 25 to all instead of a resistance of 20 to all.

Dive Attack
Prerequisite: 11th level, Gargoylekin
Benefit: The dive attack racial attack power replaces one of your encounter attack powers. The power it replaces must be 11th level or higher. If you do not yet have an 11th-level or higher power, you can replace the appropriate power when you gain it.

Dive Attack Gargoylekin Racial Power
You dive out of the sky while swinging your weapon at an opponent with explosive force.
Encounter ♦ Weapon
Standard Action (Special) Melee weapon
Special: A Gargoylekin may use this power while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A Gargoylekin that does so may not use any other actions during that turn.
Requirement: This power can only be used while a Gargoylekin is gliding or flying.
Special: You can move up to your gliding or flying speed before making this attack.
Requirement: You must glide or fly at least 2 squares before making this attack.
Target: One creature
Attack: Strength + 1 vs. AC or Dexterity + 1 vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] + Dexterity modifier damage, and the target is knocked prone.
Effect: Immediately after using this attack you are considering to be crashing. You drop a distance equal to your glide speed. If you reach the ground you land safely. If you have not yet reached the ground you fall all the way to the ground and take falling damage. If you are gliding at a high-altitude there is a possibility that your DM may allow you to make an athletics check to halt your decent (as per the rules on page 48 of the DMG).

Epic Tier Feats
Aerial Screech Assault
Prerequisite: 21st level, Gargoylekin
Benefit: The aerial screech assault racial attack power replaces one of your encounter attack powers. The power it replaces must be 23rd level or higher. If you do not yet have a 23rd level or higher power, you can replace the appropriate power when you gain it.

[SIZE="3"]Aerial Screech Assault
[/SIZE]Gargoylekin Racial Power
You drop out of the sky with a high pitched shriek, rooting your opponent in place with fear, and then using your momentum to land a blow with explosive force.
Encounter ♦ Fear, Weapon
Standard Action (Special) Melee weapon
Special: A Gargoylekin may use this power while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A Gargoylekin that does so may not use any other actions during that turn.
Requirement: This power can only be used while a Gargoylekin is gliding or flying.
Special: You can move up to your gliding or flying speed before making this attack.
Requirement: You must glide or fly at least 2 squares before making this attack.
Attack: Strength + 1 vs. AC or Dexterity + 1 vs. AC
Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage, and the target is knocked prone
Effect: The opponent is immobilized until the end of your next turn.
Effect: Immediately after using this attack you are considering to be crashing. You drop a distance equal to your glide speed. If you reach the ground you land safely. If you have not yet reached the ground you fall all the way to the ground and take falling damage. If you are gliding at a high-altitude there is a possibility that your DM may allow you to make an athletics check to halt your decent (as per the rules on page 48 of the DMG).

Improved Stone Form
Prerequisite: 21st level, Gargoylekin
Benefit: You replace the stone form racial power with the improved stone form racial power.

Improved Stone Form Gargoylekin Racial Power
In times of danger you can call upon the elemental gargoyle blood in your veins to transform yourself into a statue.
Encounter ♦ Healing, Polymorph, Stance
Standard Action Personal
Effect: You immediately spend a healing surge, become petrified, gain tremorsense 10, and gain regeneration 10.
Special: You may choose to end this stance at the beginning of your turn. If you do, you loose your minor action for that turn.

Paragon Paths

Dread Sentry
Prerequisites: Gargoylekin
Dread Sentry Path Features
Unstoppable Statue (11th level): Instead of spending an action point to take an extra action, while you are bloodied you can spend an action point to immediately use your Stone Form or Improved Stone Form racial class power as a free action, even if you’ve already used it during this encounter. When using your Stone Form or Improved Stone Form power this way, your use of the power is not expended for the encounter.
Fearsome Protector (11th level): When an enemy marked by you attacks an ally adjacent to you, you can push the enemy 1 square as an immediate interrupt.
Dread Defender (16th level): When you use any attack that contains the fear keyword you mark the target until the end of your next turn. If you are a defender, and the target of the attack is already marked by you, or would already be marked by the attack, then if the marked creature makes an attack that does not include you as a target of the attack then you deal an extra 1d6 points of psychic damage on your next attack against the creature during that encounter, so long as the creature is still marked by you.

Leave Him to His Fate Dread Sentry Attack 11
You make a vicious attack against a target, paralyzing him with fear, and sending his allies scrambling away.
Encounter ♦ Fear, Weapon
Standard Action Melee weapon
Primary Target: One creature.
Attack: Strength vs. Will or Dexterity vs. Will
Hit: 1[W] + Strength modifier damage or 1[W] + Dexterity modifier damage, and the target is immobilized (save ends). Make a secondary attack.
Secondary Target: Each enemy within 1 square of you, excluding the primary target.
Secondary Attack: Charisma vs. Will
Hit: The secondary target moves 1 square away from you.

Frightful Presence Dread Sentry Utility 12
You have the fearsome presence of a gargoyle, a countenance few would want to oppose.
Encounter ♦ Fear
Standard Action Personal
Effect:
Until the end of the encounter, you gain a +5 power bonus to Intimidate checks.

Dread Panic Strike Dread Sentry Attack 20
You stare down your opponent with a dreadful gaze, inspiring pathological fear, and then strike.
Daily ♦ Fear, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 4[W] + Strength modifier damage or 4[W] + Dexterity modifier damage.
Effect: The target takes ongoing 5 psychic damage and is dazed (save ends both).

Stone Aviator
Prerequisites: Gargoylekin
Stone Aviator Path Features
Catch the Updraft (11th level): You gain a new use of the athletics skill. You may use the athletics skill once as part of a move action while gliding in order to catch the updraft and ascend higher into the skies. Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can glide up. To determine if you can reach something while gliding, add your character’s height plus one third rounded down. If you use at least two squares of movement to glide without descending before making this check, divide your check result by 5, not 10. Count the number of squares worth of movement you ascend as part of your move. If you run out of movement, you must stop ascending. The first square of any move action used to glide must still be used to descend.
Take Flight (11th level): Instead of spending an action point to take an extra action, you can spend an action point to gain the speed of flight 8 until the start of your next turn.
Arial Skirmisher (16th level): Any attack you make after your last action was used to fly or glide at least two squares, or that includes at least 2 squares of gliding or flight before making the attack roll, deals an extra 1d6 damage on a hit.

Wing Buffet Stone Aviator Attack 11
You strike with your weapon while buffeting your opponent in order to knock your opponent off guard, and then you call upon your reserves of strength in order to leap into the air.
Encounter ♦ Weapon
Standard Action Melee
weapon
Primary Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Effect: You may immediately spend a healing surge in order to gain a speed of fly 4 until the end of your next turn.

Bounding Flight
Stone Aviator Utility 12
You leap into the air and fly a short distance with a few powerful flaps of your wings.
Encounter ♦
Move Action Personal

Effect: You may fly up to 8 squares. At the end of your movement you are no longer considered to be flying. If you have taken no other actions during the turn in which this power is used you may end your turn in the air (at which point in time you are considered to be gliding). If you have taken other actions during the turn in which this power is used you must end your movement on the ground or begin to crash.

Flyby Attack Stone Aviator Attack 20
While gliding through the air you swoop down on your target and viciously strike, while trying to knock the target off its feet, and then exert all the energy you can into flapping your wings to take to the air.
Daily ♦ Weapon
Standard Action Melee
weapon
Requirement: This power can only be used while a Gargoylekin is gliding or flying.
Special: A gargoylekin may use this action while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A gargoylekin that does so may use all if its actions for that turn.
Special: You may fly up to your speed and make this attack at any point during the move without provoking an opportunity attack from the target.
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage, and the target is knocked prone.
Effect: You gain the speed of flight 8 until the end of your next turn.
Sustain minor: You can sustain your flight until the end of the encounter or for 5 minutes. If you don’t sustain your flight you may either begin to glide, or you crash.
#2

vebrandsson

Jan 07, 2009 10:00:38
Um another option with the glide is to create rules for gliding as a move type, like hover or clumsy are special rules for flight. Something to the extent of specifying that you cannot gain altitude and you automatically loose one square of altitude at the end of each of your turns or something like that. I'm refining such a rule for one of my own races. Another option is to create a feat that allows the character to gain "Fly 4 (clumsy)" or something to that extent. Other than that I do think they need a racial power of some sort. How about a racial encounter power that reads something like "You are petrified until the end of your next turn. Until the end of your next turn you gain resist 10 to all. At lvl 11, Resist 15 all, at lvl 21, Resist 20 all." Or something in that general nature.
#3

Cyber-Dave

Jan 07, 2009 12:54:06
Um another option with the glide is to create rules for gliding as a move type, like hover or clumsy are special rules for flight. Something to the extent of specifying that you cannot gain altitude and you automatically loose one square of altitude at the end of each of your turns or something like that. I'm refining such a rule for one of my own races. Another option is to create a feat that allows the character to gain "Fly 4 (clumsy)" or something to that extent. Other than that I do think they need a racial power of some sort. How about a racial encounter power that reads something like "You are petrified until the end of your next turn. Until the end of your next turn you gain resist 10 to all. At lvl 11, Resist 15 all, at lvl 21, Resist 20 all." Or something in that general nature.

Yea. I actually did add in a new flying type (glide) as you said. I just spelled out all the rules for it in my races racial description is all.

I don't mind the petrification idea... Hmmm, I don't know. What about my per day DR stance idea? My thought was that the race can harden itself, but it cannot fully turn into a statue the way a full/true gargoyle can. I suppose I could go with something akin to your idea as well. Any more thoughts on this from anyone?

Also, are you sure that a racial power in conjunction with glide will not make the race overpowered? I mean, not every race gets a racial power. Dwarves don't... I'm really worried about overpowering the race. The ability to glide is a pretty huge thing.

Also, I think I have decide on an actual name for the race. Gargoylekin.
#4

rikiji

Jan 07, 2009 14:22:58
The glide ability is just a weakened form of overland flight. They'll be able to bypass some terrain features, but the forced decent even limits that advantage, so I don't see it as very powerful. You should specify their fly speed - I'm guessing it's the same as their normal speed, which is fine.

Racial powers tend to be encounter abilities, so I'd be hesitant of giving them something that would need to be a daily. Your base stance idea is too strong, but the petrification idea is interesting - you might be able to get away with just immobilization (or even slowed). I'd suggest a standard action power that slows you and gives resistance until the start of your next turn (I'd probably do 5/10/15 resist all with a feat that adds +5).

A couple of other minor traits might not be out of line - right now the race is in line with most MM races, which is a little light for a fully playable race. I'd look at the material for earthsoul genasi to see if there's anything appropriate.

So far I like it though, I might consider borrowing it for my home campaign once its been tweeked a bit.
#5

fragsie

Jan 07, 2009 15:00:16
I agree that your race could do with a power of some sort, i dont think it would over-power the race, you say that the glide ability is quite a powerful one, but i disagree, the ability is balanced by the fact that you cannot ascend, meaning that in order to use the ability there has to be high ground. As for your power suggestion; i think giving a daily, or a stance is too much for a racial power; Vebrandsson's power suggestion would definately be the way to go; You asked again about DR; this doesn't exist any more in 4th, has been replaced with resist. Vebrandsson's resist 10 to all damage is the same as DR 10/- in the old rules. The fact that you're talking resist ALL damage types is pretty hefty, hence the suggestion of a power that only lasts one round. As you have suggested that you don't want them to be able to fully turn to stone like a true gargoyle, you could perhaps make the power resist just elemental damage, or just physical damage, that would give you the leway to make the power a sustain standard perhaps?

Something like this:

Stony Facade Gargoylekin Racial Power
You focus your mind and draw forth the power of your gargoyle heritage; your skin becomes stony and resistant to damage.
_______________________
Encounter
Standard Action Personal
_______________________
Effect: You gain resist Acid, Cold, Fire, Force, Lightning, Poison and Thunder equal to 5 + half your level, and +2(?) to AC until the end of your next turn.
You cannot take any actions except to sustain this power until the end of your next turn.
Sustain Standard: You can sustain the effect of this power until the end of the encounter or for five minutes.
Special: You can only use this power if you haven't used any of your actions this turn.


I'm unsure whether this power should have the polymorph keyword or not. What do you think?

Edit: Although the idea of using petrification is cool and flavourful, ive just looked it up and there are two things that may put you off using it, 1 - You gain resist 20(!!) to all damage. 2 - You are unaware of your surroundings.
#6

Cyber-Dave

Jan 07, 2009 15:01:05
Ok, so, I added the stone form encounter racial power, and the stone blooded racial trait. Thoughts? Does the race look good now? If it is balanced I will begin to work on racial feats.

Hey Fragsie, you just Ninja'd me. :P

I was actually looking to give the race damage reduction against weapons, but not magic effects, not the other way around.

But, thinking about it, I thought the ability to have them transform into a statue (fully) for a few seconds might thematically work well. Unlike true gargoyles they cant transform for prolonged periods of time and gain the benefits or regeneration, or use a standard action to attack, move action to transform, then a minor action next round to become soft, standard action to attack, move to transform again, rinse and repeat... but they can choose to forgo their attack in order to transform until the start of their next turn once per round and spend a healing surge. Seems to work well, no?
#7

rikiji

Jan 07, 2009 16:29:43
I like it - Stone Form is very cool and Stone Blooded rounds out the abilities in a nice, thematic way.
#8

Cyber-Dave

Jan 07, 2009 17:09:07
Are they balanced as is then? Not too powerful compared to any of the core races?
#9

fragsie

Jan 07, 2009 18:13:23
I still feel that the resist 20 to all damage that petrification gives is a bit much, especially on top of a healing surge. But i may be wrong, and erring on the side of caution, what does everybody else think?

I think you have a good balance going on with the rest of the class, over the last 24 hours you have changed it from a MM race to a PHB race.
#10

rikiji

Jan 07, 2009 18:26:53
I still feel that the resist 20 to all damage that petrification gives is a bit much, especially on top of a healing surge. But i may be wrong, and erring on the side of caution, what does everybody else think?

The resistance is very short duration and petrification has some huge disadvantages to balance the resistance, so I can't see it as game breaking. At worst it gives the character a moment to catch her breath.
#11

Cyber-Dave

Jan 07, 2009 18:39:43
I still feel that the resist 20 to all damage that petrification gives is a bit much, especially on top of a healing surge. But i may be wrong, and erring on the side of caution, what does everybody else think?

I think you have a good balance going on with the rest of the class, over the last 24 hours you have changed it from a MM race to a PHB race.

Thank you. It was my hope that the resist 20 would be balanced by the negative effects of petrification. Namely, the character becomes stone and can take no actions. That includes interrupts, attacks of opportunity, or actions that a leader might normally be able to grant the gargoyle. Consdering that two of the races favored classes would be paladin and fighter, I sort of figured that is a pretty hefty balancing feature. Still, if others feel it is overpowered, please let me know! I will try and find a way to balance things out.

Anyways, I made a few changes. I changed the +2 to athletics to a +2 to stealth. Considering that Stealth is one of the gargoyle monsters prime skills, it seemed to make sense.

I also added a picture, and put up all the gargoylekin fluff.

Let me know what you think everyone!

P.S. I would really like to up the Gargoylekin's glide to 8 squares. This is because gargoyles move at 6 squares and fly at 8 squares. I just figure that the 6/8 dynamic makes the gargoylekin seem more related to the gargoyle monsters. However, I am worried that this might overpower them. Is my fear warranted? Will things still be balanced if I up their glide speed to 8 squares?
#12

Cyber-Dave

Jan 07, 2009 21:48:34
Ok, I also put up Heroic, Paragon, and Epic feats for the Gargoylekin. I could REALLY use a peach on them. The one I am specifically worried about is Improved Stone Form. I can't decide if it is too strong, or too weak. I could also really use some suggestions on another heroic level racial feat or two. I can't think of anything else that fits... but I would like to offer them something more then just claw fighter.
#13

fragsie

Jan 08, 2009 7:23:15
As an epic tier feat i think improved stoneform is fine, though you may run into snags with 'rules lawyer' players with your wording. You say that the stance can be ended with a minor action, yet being petrified means you cannot take any actions. It's obvious what your intent is, but some players/GMs can be b**gers when it comes to that sort of stuff.

If you change it to something like -
"At the start of your turn you may choose to end this stance, if you do, you loose your minor action that turn."

As for other feat suggestions... You definately could do with a couple more at heroic tier; maybe something that lets you make a charge attack at the end of a glide? Or being able to stand perfectly still giving a bonus to bluff/stealth checks when disguised as a statue?

It's all shaping up quite nicely; i like the races backround and their overall feel; well done that man! ;)
#14

Cyber-Dave

Jan 08, 2009 11:00:35
As an epic tier feat i think improved stoneform is fine, though you may run into snags with 'rules lawyer' players with your wording. You say that the stance can be ended with a minor action, yet being petrified means you cannot take any actions. It's obvious what your intent is, but some players/GMs can be b**gers when it comes to that sort of stuff.

If you change it to something like -
"At the start of your turn you may choose to end this stance, if you do, you loose your minor action that turn."

I will reword it.

As for other feat suggestions... You definitely could do with a couple more at heroic tier; maybe something that lets you make a charge attack at the end of a glide? Or being able to stand perfectly still giving a bonus to bluff/stealth checks when disguised as a statue?

But there is already a paragon level tier that does something similar to that... Dive Attack. I like the idea of giving a feat that grants a bonus to checks to disguise oneself as a statue. Since most feats have some sort of combat advantage as well, perhaps I will add a stipulation that states if a gargoylekin is disguised as a statue, its first opponent grants combat advantage to the gargoylekin for the gargoylekin's first attack after dropping the disguise (or something like that). I don't know.

It's all shaping up quite nicely; i like the races backround and their overall feel; well done that man! ;)

Thank you!

P.S. Is the base race still balanced with a glide speed of 8 instead of six? Keep in mind that as it only gets one move action per round while gliding, it can not double move the way it can while walking/running.
#15

Cyber-Dave

Jan 08, 2009 13:12:21
Ok, so I added three new feats: Lacerate the Weak, Tough as a Statue, and Statue Amongst the Shadows. All of the feats are Heroic tier, and I could really use a peach on them. The one I am specifically worried about most is Statue Amongst the Shadows. It grants both skill training and a +3 to stealth checks. The idea was as follows, I saw a few racial feats which added a +3 to +5 to a skill check. The +3 ones usually had an additional advantage as well, or so it seemed to me. Now, this one grants +3 and skill training, the idea being that its sort of like a "racial weapon proficiency." It grants both proficiency in the type of weapon, and a bonus to damage with it. So, its more powerful then skill training, but its specific to one skill, one race, and I THINK its inline with other racial feats. I am not 100% sure though. I could really use a second opinion on it. Should I tone it down? Reduce the bonus to a +2? Remove the automatic proficiency and leave the bonus as a +3?

In any case, with a feat now emulating the races stealthy potential, and me not wanting to over stack the races benefits to one area, I change the +2 racial bonus to stealth back into a +2 racial bonus to Athletics.

I have also added the healing keyword to the Stone Form racial power and Improved Stone Form feat racial power, because I forgot to before.
#16

Cyber-Dave

Jan 08, 2009 13:16:01
As an epic tier feat i think improved stoneform is fine, though you may run into snags with 'rules lawyer' players with your wording. You say that the stance can be ended with a minor action, yet being petrified means you cannot take any actions. It's obvious what your intent is, but some players/GMs can be b**gers when it comes to that sort of stuff.

I was just thinking about this some more. As 4e uses exception based rules, if the power specifically lists that you CAN spend a minor action to end the stance, wouldn't that indicate that this is an exception to the regular petrification rules? Not that it really matters. I already changed the wording. A little clarity never hurt anyone.
#17

vebrandsson

Jan 08, 2009 19:00:30
This race is turning out to be a rather nice one, I think I may add it to my home game. My only other comment is it would be nicer if the Dive Attack scaled at least once, maybe twice (at lvl 21 and 26 like some of the weapon mastery powers). Other than that all I can say is this is one of the better races I think I've seen.
#18

Cyber-Dave

Jan 08, 2009 20:50:09
I can't make Dive Attack scale because it replaces a class power (and thus acts like one). The only class powers that scale with level are at-will powers. If I made it scale I would be messing with the template of creation the game has layed out for me, and that might mess with balance. That being said, I think Dive Attack certainly offers some benefits that would be useful even to higher level characters. I mean, the way one gains powers, you will be forced to end up with one lower end attack power out of your 4 anyway, endgame that is. I think Dive Attack offers more then enough benefits for a character to choose it as their lower end attack power. Sorry.

Thank you very much for the compliments though! Let me know how the race ends up working out in your games!
#19

Lugritor

Jan 08, 2009 22:25:59
Actually there are encounter powers which scale they are found in Dragon 368 Weapon Mastery Feat how ever they are multi-classing feats and only scale due to that fact. The way to change that is to just make an epic feat to replace your paragon one or a feat to enhance your paragon one
#20

vebrandsson

Jan 08, 2009 22:30:53
The Weapon Mastery feats that appeared in the "We who are About to Die" Article in Dragon issue 368 function like multiclass power swap feats, they give you powers that replace your class powers, and those powers scale greatly

Here is one of them:

Whip Novice
Prerequisites: Whip Training, 4th level
Benefit: You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power.

Whip Snare Feat Power
With a deft flick of the wrist, you coil your whip around your foe’s limb, giving you some control of where that enemy goes down or toward you.

Frequency ✦ Weapon
Standard Action Melee weapon
Requirement: You must be wielding a whip.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.


Now as your Dive Attack is a power swap feat very simular to multiclass feats it would make sense that they should work like this.
#21

Cyber-Dave

Jan 08, 2009 23:10:46
As Lugritor pointed out, my feat is not a multiclassing feat. As it does not stop you from being able to multiclass, I have a feeling it should not scale the way those multiclassing feats do... though I am not 100% sure as I have not yet ordered DDi. I was planing to do it some time after the playing Dhampir article came out. Money is a bit tight right now.

What about Statue Amongst the Shadows. Is it overpowered, or is it fine for a racial feat? I'm a little worried it is overpowered...

Also, I added the "Fearsome Visage" heroic feat. I think it is the last racial feat I am going to (unless discussion on this thread convinces me its a good idea to create an epic level version or scaling version of Dive Attack).
#22

rikiji

Jan 09, 2009 16:35:25
As Lugritor pointed out, my feat is not a multiclassing feat. As it does not stop you from being able to multiclass, I have a feeling it should not scale the way those multiclassing feats do... though I am not 100% sure as I have not yet ordered DDi. I was planing to do it some time after the playing Dhampir article came out. Money is a bit tight right now.

If you intend for the power to be usable throughout the remainder of the character's career, it should scale. If you intend for the power to be replaced, it doesn't need to. It's not so much a balance concern as how permanent you intend the power to be. Class attack powers don't scale because they're designed to be replaced. Racial powers, utility powers, and the weapon mastery powers all scale as the character is expected to keep using them. Increasing the damage by 1[W] at 21st isn't unbalancing. If you want to provide a more significant boost, you can always use an epic tier feat to upgrade it.

What about Statue Amongst the Shadows. Is it overpowered, or is it fine for a racial feat? I'm a little worried it is overpowered...

Specify that the +3 bonus is a feat bonus and it's fine.

Also, I added the "Fearsome Visage" heroic feat. I think it is the last racial feat I am going to (unless discussion on this thread convinces me its a good idea to create an epic level version or scaling version of Dive Attack).

Looks good - so, what do you have in mind for race-specific paragon paths?
#23

Cyber-Dave

Jan 09, 2009 17:03:42
If you intend for the power to be usable throughout the remainder of the character's career, it should scale. If you intend for the power to be replaced, it doesn't need to. It's not so much a balance concern as how permanent you intend the power to be. Class attack powers don't scale because they're designed to be replaced. Racial powers, utility powers, and the weapon mastery powers all scale as the character is expected to keep using them. Increasing the damage by 1[W] at 21st isn't unbalancing. If you want to provide a more significant boost, you can always use an epic tier feat to upgrade it.

Ok. I guess I will make an epic version of the feat that people can take to replace the paragon version.



Specify that the +3 bonus is a feat bonus and it's fine.

I must be missing something. How would that balance things?

Looks good - so, what do you have in mind for race-specific paragon paths?

Honestly, I haven't yet... some ideas would be welcome. I vaguely considered the possibly of "The Dark Knight," if only because this race was a bit, I admit, batman inspired. :P
#24

fragsie

Jan 09, 2009 17:09:25
Honestly, I haven't yet... some ideas would be welcome. I vaguely considered the possibly of "The Dark Knight," if only because this race was a bit, I admit, batman inspired. :P

I think that's a very good idea, what with their instinct to guard and protect, i think they'd be predisposed toward vigilante justice to keep their towns safe .
#25

Cyber-Dave

Jan 09, 2009 17:47:41
Ok, so, going with the Dark Knight idea, I have a question. For its 12th level utility I was thinking of an close burst power that renders all the targets in the area immobilized until the start of the Gargoyle's next turn. How large of a burst area should the power have, in order to make sure it stays balanced?

Also, how is this for a Epic Level improved Dive Attack style power...

Aerial Screeching Assault
Prerequisite: 21st level, Gargoylekin
Benefit: The aerial screeching assault racial attack power replaces one of your encounter attack powers. The power it replaces must be 23rd level or higher. If you do not yet have an 23rd level or higher power, you can replace the appropriate power when you gain it.

[SIZE="3"]Aerial Screeching Assault
[/SIZE]Gargoylekin Racial Power
You drop out of the sky with a high pitched shriek, rooting your opponent in place with fear, and then using your momentum to land a blow with explosive force.
Encounter ♦ Fear, Weapon
Standard Action (Special) Melee weapon
Special: A Gargoylekin may use this power while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A Gargoylekin that does so may not use any other actions during that turn.
Requirement: This power can only be used while a Gargoylekin is gliding.
Special: You can move up to your gliding speed before making this attack
Requirement: You must glide at least 2 squares before making this attack.
Attack: Strength + 1 vs. Will or Dexterity + 1 vs. Will
Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage, and the target is knocked prone
Effect: The opponent is immobilized until the end of your next turn.
Effect: Immediately after using this attack you are considering to be crashing. You drop a distance equal to your glide speed. If you reach the ground you land safely. If you have not yet reached the ground you fall all the way to the ground and take falling damage. If you are gliding at a high-altitude there is a possibility that your DM may allow you to make an athletics check to halt your decent (as per the rules on page 48 of the DMG).

That is a 23rd level power. I tried to balance it against other fighter powers. Most seemed to be 4[w] damage and have some nice secondary effect. There is a 3[w] one with a bunch of extra effects (including a second attack at 2[w] damage). As this one attacks will, knocks a target prone on a hit, and immobilizes the target, I figured 3[w] seems in order. One thing I am not sure about though, should I make it strength/dexterity + 1 vs. Will or just strength/dexterity vs. will? Dive attack has a +1 for the same reason a charge gains a +1... but as this attack is already attacking will, I am worried that might be overkill.
#26

Cyber-Dave

Jan 09, 2009 22:52:39
So, I slightly modified the Fearsome Visage feat. It now grants only a +1 bonus to damage (instead of a +2 bonus), but it effects powers with the fear OR rattling keyword.

Also, here is a sneak peak at what I have for the two level 11 "Dark knight" powers.

Catch the Updraft (11th level):
You gain a new use of the athletics skill. You may use the athletics skill once as part of a move action while gliding in order to catch the updraft and ascend higher into the skies. Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can glide up. To determine if you can reach something while gliding, add your character’s height plus one third rounded down. If you use at least two squares of movement to glide without descending before making this check, divide your check result by 5, not 10. Count the number of squares worth of movement you ascend as part of your move. If you run out of movement, you must stop ascending. The first square of any move action used to glide must still be used to descend.
Take Flight (11th level): Instead of spending an action point to take an extra action, you can spend an action point gain the ability of flight (at the same speed as your glide speed) until the start of your next turn.

And here is a sneak peak for the level 11 per encounter attack power and the level 20 per day attack power from the paragon path.

[SIZE="3"]Leave Him to His Fate
[/SIZE] Dark Knight Attack 11
You make a vicious attack against a target, paralyzing him with fear, and sending his allies scrambling away.
Encounter ♦ Fear, Weapon
Standard Action Melee weapon
Primary Target: One creature.
Attack: Strength vs. Will or Dexterity vs. Will
Hit: 1[W] + Strength modifier damage or 1[W] + Dexterity modifier damage, and the target is immobilized (save ends). Make a secondary attack.
Secondary Target: Each enemy within 1 square of you, excluding the primary target.
Secondary Attack: Charisma vs. Will
Hit: The secondary target moves 1 square away from you.

Dread Panic Strike Dark Knight Attack 20
You stare down your opponent with a dreadful gaze, inspiring pathological fear, and then strike.
Daily ♦ Fear, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 4[W] + Strength modifier damage or 4[W] + Dexterity modifier damage.
Effect: The target takes ongoing 5 psychic damage and is dazed (save ends both).


Ok, so, right now I could really use a PEACH on all the elements I have put up so far for the Paragon Path, especially the powers, and a PEACH for the Aerial Screech Assault. I am not 100% certain of my ability to properly balance powers, so if someone could look over them carefully and let me know if they are balanced I would really appreciate it. I tried to balance them against the powers of of equal level that belong to other paragon paths or classes, so I THINK I did a good job... but what do I know. For example, I am worried that maybe I should drop the 4[w] damage of Dread Panic Strike down to 3[w] damage. And, I sort of feel like maybe at least one of the powers I gave the PP should have had something to do with gliding. Maybe that is unnecessary with the feats one can take? I mean, both the level 11 powers have to do with flight, but neither of the two attack powers I thought up do. Does that seem thematically ok? I feel like maybe I should get rid of one of them and replace one of them with a power which has the following effect: you gain the flight ability until the start of your next turn. Basically, it would be the sort of ability that one would use before making a move action to attack an enemy, and then use a move action to take flight upwards. As the start of the characters next turn they would have to either begin to glide, or crash to the ground. If I were to create such an ability, should it replace the level 20 daily or the level 11 per encounter?

I could also really use some suggestions on a level 16 paragon path power. I sort of wanted something that gave the paragon path a little more of a defender flavor (something I feel it is lacking right now), and was thinking of maybe keying whatever it is off the fear keyword in powers. I played with the name "Dark Defender" for the power. I was thinking maybe something that says that the Dark Knight marks any target attacked with an attack power with the "fear" keyword until the end of the encounter or until another mark is used to replace the mark? Except, while that will benefit rogues quite a bit (giving them a bit more of a defender flair), I don't see how that will help defenders at all. Alternatively I was thinking of saying that the dark knight imposes a -2 penalty to saving throws against ongoing fear effects of all enemies within a certain distance of him (a sort of fear aura)? Perhaps I could make this fear aura a little more defenderish by saying that any enemy within a certain number of squares of the Dark Knight who performs an attack that does not include the Dark Knight as a target suffers a -2 penalty against any ongoing effects with the fear keyword imposed by the Dark Knight? Only problem with that is, that will probably mean only the Dark Knights paragon powers for most Dark Knights. I don't know. I could use some suggestions, or thoughts on the suggestions I have given so far.

Finally, I could I really use some suggestions on the Paragon Path Utility power. I want to do something like a close burst utility power that does no damage, but immobilizes all the targets caught in the power until the start of the Dark Knights next turn, and grants the Dark Knight a bonus to intimidate checks against targets caught in the power until the end of the encounter. I am not sure what the range of the close burst should be though, or how much of a skill bonus the Dark Knight should get against targets caught in the effect. I was thinking +5 maybe? Is that too high?

Thanks for your time to anyone who helps me out!
#27

That_Blasted_Somoflange

Jan 10, 2009 7:13:59
"One thousand years ago, superstition and the sword ruled. It was a time of darkness. It was a world of fear. It was the age of gargoyles. Stone by day, warriors by night, we were betrayed by the humans we had sworn to protect, frozen in stone by a magic spell for a thousand years. Now, here in Manhattan, the spell is broken, and we live again! We are defenders of the night. We are..
GARGOYLES!


Sorry.. it had to be done.

This thread makes me want to roll up Xanatos as a human warlord. After all, he was the real star of the show. :P Seems pretty cool though.
#28

Cyber-Dave

Jan 10, 2009 13:42:11
Yes, the old Gargoyle's show was my inspiration to change flight to glide in order to keep it balanced. :P

P.S. I wrote a new level 11 and level 20 Dark Knight power, as I was really not happy with my first two (for this PP). What do people think of the new versions, better? Are they balanced? Which powers should make the final cut for this PP?

Wing Buffet Dark Knight Attack 11
You strike with your weapon while buffeting your opponent with your wings in order to breed fear and confusion, and then you call upon your reserves of strength in order to leap into the air.
Encounter ♦ Fear, Weapon
Standard Action Melee
weapon
Primary Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Effect: You may immediately spend a healing surge in order to gain a speed of fly 4 until the end of your next turn.

Flyby Attack Dark Knight Attack 20
While gliding through the air you swoop down on your target and viciously strike, while trying to knock the target off its feet, and then exert all the energy you can into flapping your wings to take to the air.
Daily ♦ Weapon
Standard Action Melee
weapon
Requirement: This power can only be used while a Gargoylekin is gliding or flying.
Special: A gargoylekin may use this action while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A gargoylekin that does so may use all if its actions for that turn.
Special: You may fly up to your speed and make this attack at any point during the move without provoking an opportunity attack from the target.
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage, and the target is knocked prone.
Effect: You gain the speed of flight 8 until the start of your next turn.
Sustain minor: You can sustain your flight until the end of the encounter or for 5 minutes. If you don’t sustain your flight you may either begin to glide, or you crash.

Also, if someone has a better name then the "Dark Knight" (my current working title for the Paragon Path) I am all ears. As much as I like the name as a working title, I don't really think it will suit the finished product.

P.P.S. I think this is the utility power I will go with. I am worried that my area of effect immobilization idea would be overpowered, and I like the fact that this power can be used in skill challenges.

Frightful Presence Dark Knight Utility 12
You have the fearsome presence of a gargoyle, a countenance few would want to oppose.
Encounter ♦ Fear
Standard Action Personal
Effect:
Until the end of the encounter, you gain a +5 power bonus to Intimidate checks.
#29

Lugritor

Jan 11, 2009 0:45:07
have you had a chance to test these out in a game yet...glide just seems not only very situational but very weak as well. If I glide the I loose my minor, standard and imitate action in addition to using my move action to glide in order to glide 8 squares. When I glide I must spend my first square descending so I can only actually move 7 squares not to mention that I either had to spend my move the previous round to climb or already be on a higher ground. Why would I want to use my movement for one round to climb then spend all of my action the next round to move 7 squares. To me this seem very weak to the point that I would rarely use it but that is just looking at it I haven't had a chance to see it's usefulness in play. If it was only a move action and you didn't lose your minor, immediate and standard action then I could just take move action in one round instead of a move and a standard and use one to climb and the other to glide
#30

vebrandsson

Jan 11, 2009 10:49:26
When I glide I must spend my first square descending so I can only actually move 7 squares

This isn't true. Remember in 4e diagonal movement counts the same as any other movment, so you can make that manditory one square of descent be one square down and one square fowards at a diagonal and thus get a full 8 squares of forwards movment
#31

Cyber-Dave

Jan 11, 2009 12:27:54
If it was only a move action and you didn't lose your minor, immediate and standard action then I could just take move action in one round instead of a move and a standard and use one to climb and the other to glide.

And you could also make a ranged character which would take the air, use its move action to glide, and its standard action to snipe from the air where any melee based NPC's could not hit you. You could also do this form level one. This would be horribly overpowered.

No, I am keeping glide the way it is. Its a situational bonus, but in the right situations it can be very effective. In the wrong situations the race still has still as a statue, stone form, and stone blooded to keep them going.

Keep in mind, glide is designed to be an effective way to move from place to place that would otherwise be difficult to move to. It is a way to get across a chasm which other characters do not have access to. It is not supposed to be an "I win" combat button.

And, if you really want to be more effective with glide in combat, I have one finished in combat glide based feat, another which still needs a PEACH and will then get added to the epic level powers, and I am currently building the Stone Aviator Paragon Path (all I need is a level 16 PP ability and a PEACH on the PP powers I have already put up).

I think things are fine as they are in regards to glide.

P.S. For those that care, I think the final title of the PP which has gone under the working title "Dark Knight" will be Stone Aviator.

P.P.S. Dive Attack and Aerial Screech Assault were move actions. Combined with the abilities I am writing for Stone Aviator, this offered a potential overpowered combo. As a result I have changed them to a Standard Action, and left a "special" note under those powers which indicates that they can be used while gliding (making them an exception to the rule).
#32

Lugritor

Jan 11, 2009 23:01:29
I was under the impression that you had to land at the end of the round, I must have been seeing things that is why I was feeling it was a touch weak to give up all of your actions in a round just to fly for 8 squares after spending a move action the round before getting to a spot where you could use your glide.
I agree completely with not wanting people to glide and snipe or cast spells.
#33

Cyber-Dave

Jan 11, 2009 23:06:44
Yea. The race is certainly under no obligation to land. It can keep flying for as long as it likes, just as long as it descends one square per move action used to glide. The only time the race MUST land (or rather crash) is if it fails to use its move action to glide.
#34

Cyber-Dave

Jan 13, 2009 9:14:01
...so, nobody have a PEACH on the paragon path abilities I have put up so far?
#35

Lugritor

Jan 13, 2009 16:47:27
After looking at both of your post on a paragon class I have come the decision that I love both of them but they are both drastically different. What I would do

Name: ???
Catch the Updraft (11th level): You gain a new use of the athletics skill. You may use the athletics skill once as part of a move action while gliding in order to catch the updraft and ascend higher into the skies. Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can glide up. To determine if you can reach something while gliding, add your character’s height plus one third rounded down. If you use at least two squares of movement to glide without descending before making this check, divide your check result by 5, not 10. Count the number of squares worth of movement you ascend as part of your move. If you run out of movement, you must stop ascending. The first square of any move action used to glide must still be used to descend.

Take Flight (11th level): Instead of spending an action point to take an extra action, you can spend an action point gain the ability of flight (at the same speed as your glide speed) until the start of your next turn.


Level 16: ???

Wing Buffet Attack 11
You strike with your weapon while buffeting your opponent with your wings in order to knock your opponent off guard, and then you call upon your reserves of strength in order to leap into the air.
Encounter ♦ Weapon
Standard Action Melee weapon
Primary Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 2[W] + Strength modifier damage or 2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Effect: You may immediately spend a healing surge in order to gain a speed of fly 4 until the end of your next turn.

Level 12 utility: ???

Flyby Attack Attack 20
While gliding through the air you swoop down on your target and viciously strike, while trying to knock the target off its feet, and then exert all the energy you can into flapping your wings to take to the air.
Daily ♦ Weapon
Standard Action Melee weapon
Requirement: This power can only be used while a Gargoylekin is gliding or flying.
Special: A gargoylekin may use this action while it is gliding, even though it normally looses its standard action, if it has not yet made any actions during its turn. A gargoylekin that does so may use all if its actions for that turn.
Special: You may fly up to your speed and make this attack at any point during the move without provoking an opportunity attack from the target.
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 3[W] + Strength modifier damage or 3[W] + Dexterity modifier damage, and the target is knocked prone.
Effect: You gain the speed of flight 8 until the start of your next turn.
Sustain minor: You can sustain your flight until the end of the encounter or for 5 minutes. If you don’t sustain your flight you may either begin to glide, or you crash.

Dark Knight
11th level: ???
11th level: ???
16th level: ???

Leave Him to His Fate Dark Knight Attack 11
You make a vicious attack against a target, paralyzing him with fear, and sending his allies scrambling away.
Encounter ♦ Fear, Weapon
Standard Action Melee weapon
Primary Target: One creature.
Attack: Strength vs. Will or Dexterity vs. Will
Hit: 1[W] + Strength modifier damage or 1[W] + Dexterity modifier damage, and the target is immobilized (save ends). Make a secondary attack.
Secondary Target: Each enemy within 1 square of you, excluding the primary target.
Secondary Attack: Charisma vs. Will
Hit: The secondary target moves 1 square away from you.

Frightful Presence Dark Knight Utility 12
You have the fearsome presence of a gargoyle, a countenance few would want to oppose.
Encounter ♦ Fear
Standard Action Personal
Effect: Until the end of the encounter, you gain a +5 power bonus to Intimidate checks.

Dread Panic Strike Dark Knight Attack 20
You stare down your opponent with a dreadful gaze, inspiring pathological fear, and then strike.
Daily ♦ Fear, Weapon
Standard Action Melee weapon
Target: One creature.
Attack: Strength vs. AC or Dexterity vs. AC
Hit: 4[W] + Strength modifier damage or 4[W] + Dexterity modifier damage.
Effect: The target takes ongoing 5 psychic damage and is dazed (save ends both).

each paragon path focuses on a different aspect of the race one expanding on their aerial abilities while the other focuses on instaling fear into your opponents
#36

Cyber-Dave

Jan 13, 2009 18:30:05
Sounds good. That is what I will do. Are all the abilities balanced though?

And does anyone care to help me brainstorm on some 11, 11, and 16 class abilities for the fear oriented PP, a 16th level ability for the flight oriented PP, and a 12th level utility power for the flight oriented PP?

So the flight oriented PP is going to be called Stone Aviator... what about the fear orientated PP? Should I go with Dark Knight? Can anyone think of a better name?
#37

Cyber-Dave

Jan 26, 2009 11:07:39
All right, so, I have finished both the Stone Aviator and Dark Knight paragon paths, and placed them up. I have also put Aerial Screech Assault into the epic feat list. I changed the name of "Claw Fighter" to "Stone Talons," and I think I am done with mechanics. What do people think of my finished paragon paths? Is everything balanced and kosher? If so I will get to writing the fluff entries for the Stone Aviator and the Dark Knight.
#38

rikiji

Jan 28, 2009 9:58:16
Looks good. I see no real issues with either path, and I like the mechanics.
#39

moondoggy

Jan 28, 2009 13:05:23
So the flight oriented PP is going to be called Stone Aviator... what about the fear orientated PP? Should I go with Dark Knight? Can anyone think of a better name?

Dread Sentry
#40

Cyber-Dave

Jan 28, 2009 16:29:46
Dread Sentry works. Switching to that name for the second Paragon Path now.
#41

vinja

Apr 24, 2009 17:42:36
looks good but i didnt read all the comments so maybe this might have been already brought up but....

in my opinion i think constitution makes more sense than strength as a racial stat mod since there supposed to be eternal guardians. idk food for thought
#42

Cyber-Dave

Apr 24, 2009 22:48:12
The Strength/Dex combo just works better for the classes that the Gargoylekin is supposed to be good at.
#43

ZarJaMar

Apr 29, 2009 1:24:37
Gargoylekin just look absolutely awesome. My group currently has 2 players trying them out, one is a Two-Blade Ranger and the other an Assault Swordmage.

The only thing I really have a problem with this race so far is their Still as a Statue ability - rather, one part of it:
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.

The first part is great and gives the race great flavor. This right here makes them feel a bit over powered to me, but that could be just my perception. I took the second part out with my players and it didn't seem to phase them one bit and they are still having a great time with their characters. Once we get to the point of aquiring the Paragon Paths and more of the Racial Feats, I'll keep you updated on my experiences.
#44

Cyber-Dave

Apr 29, 2009 9:52:31
That's awesome! Let me know how it goes, and how your players are enjoying the race! Also, keep me appraised of any balance issues you run up against. I will be sure to try and fix them.

As for the "Still as Stone" ability: When I design new mechanics I usually start with an existing mechanic. It just helps me ensure that everything remains balanced. For the Gargolyekin, what I actually started with was the dwarf. I changed the stat bonuses, changed the languages, changed the speed to 6 squares (+1 speed), and made "Cast Iron Stomach" into "Stone Blooded" (+5 vs. petrification instead of +5 vs. poison. What I was left with was "Dwarven Weapon Training, Dwarven Resilience, Encumbered Speed, and Stand Your Ground. Stand your ground I changed, word for word, into Still as a Statue. That is why it grants the saving throw against falling prone, because that is what Dwarves get... So, with that I was left with Dwarven Weapon Training, Dwarven Resilience, and Encumbered Speed. I deleted all of them, and replaced those three abilities with "Glide" and "Stone Form."

Basically, in my estimation, a +1 to speed, Glide, and Stone Form, was worth Dwarven Weapon Training, Dwarven Resilience, and Encumbered Speed... I could have been wrong in my estimation. If I was wrong, to balance things out Still as a Statue should be changed as you suggest.

So, before I change Still as a Statue out of hand, can I get some opinions: is +1 speed, Glide, and Stone Form balanced against Dwarven Weapon Training, Dwarven Resilience, and Encumbered Speed, or do I need to remove the saving throw against dropping prone in order to help balance out the slightly superior Gargoylekin abilities (if they are slightly superior)?
#45

ZarJaMar

May 01, 2009 13:12:55
Hmm...okay, I see what you did there. The problem was that I didn't realize that Dwarves got the saving throw against being prone (Most of my players don't play dwarves). Thanks for clearing that up, I'm sure my players will be happy to hear my updated decision. ^ ^

After touching on the Still as a Statue issue, everything looks balanced to me, but that is simply my humble opinion. Perhaps you can even submit it and see if you can get it printed into Dragon Magazine, that would be awesome. ^ ^
#46

Cyber-Dave

May 01, 2009 14:04:46
Do you think they would accept a submission that already got posed on the boards?
#47

ZarJaMar

May 03, 2009 2:34:40
There's only one way to find out, to be perfectly honest. It's worth a shot; I think you put a good amount of work into an excellent product. The worse they can do is say no. Besides, it's in the Homebrew section, not an official part of the forums like '4e Races and Monsters' or the like. I say give it a whirl, I'm curious as to what they'd say.
#48

Cyber-Dave

May 03, 2009 17:42:17
All right. Well, I sent it in. I'll let you know what they say.
#49

ZarJaMar

May 07, 2009 4:26:51
Awesome. Can't wait to hear what they had to say.