Jailbreaker's Homebrew Thread - Hey! Why Isn't Anyone Posting?

Post/Author/DateTimePost
#1

jailbreaker

Aug 10, 2009 20:55:54
Because I don't feel like making 15 different threads.

Or two, for now, because I'd like to start with two new enemies: Diabolical Torch and Bugbear Mage.

Note: Please rate the High-priority stuff before mid- and low- because that's the stuff I need for sessions coming soon (say, two or three days.)

Diabolical Torch, High Priority
Diabolical Torch – Level 3 skirmisher
Tiny Immortal Animate (Blind, Devil) – XP 150

Initiative +7 – Senses Perception +3; Tremorsense 8
HP 44; Bloodied 22
AC 17; Fort 14, Ref 17, Will 15
Resist 5 fire; Vulnerable cold (when the Diabolical Torch takes cold damage, it is immobilized and cannot use its Fiery Touch power until it uses a move action to end the effect)
Speed 4; climb 3 (spider climb)
(m) Fiery Touch (standard; at-will) ♦ Fire
Reach 0; +6 vs. Reflex; 1d6 + 5 fire damage.
Quick Hop (minor; encounter)
The Diabolical Torch makes an Athletics check to jump. If, when this power is used, Far Leap is not recharged, it recharges it at the start of its next turn.
Far Leap (free, when the Diabolical Torch makes an Athletics check to jump; encounter)
The Diabolical Torch gains a +10 power bonus to the check. If, when this power is used, Quick Hop is not recharged, it recharges it at the end of its next turn.
Jumpy
The Diabolical Torch does not provoke opportunity attacks while jumping, can exceed its normal movement while jumping, and does not have to move to make a running jump.
Alignment Evil – Languages –
Skills Athletics +5 (+15 to jump)
Str 9 (+0) – Dex 20 (+6) – Wis 14 (+3)
Con 12 (+2) – Int 3 (-3) – Cha 3 (-3)

Lore
Religion DC 10: Diabolical Torches are minor animations from the Nine Hells that serve as incredibly fast messengers, spies, and saboteurs, especially when Imps are unavailable.
Religion DC 15: Diabolical Torches are known for their ability to jump great distances. Their legs are strong and sensitive – they are able to “see” using the faintest of vibrations.

A Diabolical Torch appears thus: It looks like an ordinary torch, made out of gold-ish metal; however, the bottom half is replaced with four mechanical-looking, spidery legs.
#2

Qube

Aug 11, 2009 0:06:57
Diabolical Torch
  • with only a speed of 4, I think, as DM that you will roll the jump check much (since you have 2 abilities that recover each other, I assume they are at will) ... this seems unneeded: rolling to move. I'dd change the ability to shifting (and fluffing it to jumping) or give them the ability to take 10 at jump checks (for a result of 25)


Bugbear Mage
  • Charge Spell is IMO underpowered. (since it takes a round to charge, players can easely avoid it). maybe the 'bombs' don't leave until the end of encounter (instead of after the blast). This way the Bugbear can try and create some sort of minefield (minor action 1/ round to put a swirling arcane energy. standard action to trigger one)...
  • no high DC arcane check for lore about a mysterious way of casting developed by bugbears - so something?
#3

jailbreaker

Aug 11, 2009 9:01:35
^ Diabolical Torch: They're supposed to jump, yes. Also, The powers go like this:
Turn 1: QH
Turn 2: FL
Turn 3: Normal Jumping
I'll consider the taking 10 though.

Bugbear Mage: Yes, it's easily avoided... but if some Bugbear Warriors are around, they can keep a PC locked up tightly. (Especially because my players have an irrational fear of Oppurtunity Attacks. ;)) Maybe it could use a damage boost to REALLY punish those in the area. By the way, in case you missed it, it's a burst 1, so its avoidability depends a lot on the terrain.
#4

jailbreaker

Aug 13, 2009 10:55:19
Bump.

Darn it, no one loves me.