Thursday, June 9, 2011

Pwny Island, 4e Act 2: Earth Ponies

Now that I've posted the base stats and some design ideas for the pritty ponies, time to fill out the roster with powers and abilities. Each of the breeds belongs to an elemental type, because, well, of course they do. Today, we shall focus on the Earth-based ponies:

Earth Ponies: +2 STR, +2 to any one other stat.
Unicorns: +2 INT or CON, +2 WIS
Kirin Ponies: +2 INT or DEX, +2 CON
Purr Ponies: +2 DEX, +2 STR or CHA
Reindeer Ponies: +2 DEX or CHA, +2CON or STR



Earth Ponies


Ability Scores: +2 Strength, +2 to any other stat.
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common,
Languages: Common, choice of one other
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites. You count as Human for purposes of Feat selection.
Bonus Skill: You gain training in one additional skill from your class skills list.
Earthie Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Earthie Power Selection: Choose an option for your Earthie character from the two below:
--Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
--Heroic Effort: You have the Heroic Effort power.
Earthie Racial Power: You have the You Wanna Stay Down power.

Earth Pony Racial Power: Heroic Effort
Your grim focus and unbridled energy means that failure is not an option.
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

Earth Pony Racial Power: You Wanna Stay Down.
You leverage your strength against a foe attempting to take to the sky, stomp on their wings, and insult their mothers.
Encounter *
Immediate Interrupt
Trigger: A creature attempts to use a flight-based power.
Effect: Make a ranged basic attack, a melee basic attack, or charge attack at the triggering creature. If you hit, your target takes half-damage, is knocked prone, and cannot activate flight abilities for the rest of the encounter.

Notes: As mentioned previously, these guys are the humans of the setting. In order to make them competitive with the other races, and because this is likely to be super high-magic, I gave them some extras-- the +2 to Strength fits with PIs picture of Earthies as good at all the strength contests. Also, on Shieldhaven's suggestion, 'You Wanna Stay Down,' above. Because Denial is cool, right?


Unicorns


Ability scores: +2 Wisdom, +2 Intelligence or Constitution
Size: Medium
Speed: 6 squares.
Vision: Low-Light

Languages: Common, Unicorn
Skill Bonuses: +2 Arcana, +2 History.
Unicorn Education: You gain training in one skill of your choice.
Unicorn Horn Proficiency: You gain proficiency with your horn, which does damage as a longsword.
Unicorn Will: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Unicorn Racial Powers: You have the Magic Teleport power and the Magic Tether power.

Unicorn Racial Power: Magic Teleport
a halo of light surrounds your horn, and you blink in and out of space.
Encounter * Arcane, Teleport
Move Action * Personal
Effect: You teleport up to 5 squares.

Unicorn Racial Power: Magic Tether
an arc of light shoots from your horn, ensnaring an enemy above you, and dragging them to earth.
Encounter *
Immediate Reaction
Trigger: An enemy hits a target with an attack from the air.
Effect: Enemy is prone and restrained until the end of your next turn.


I lifted the bonuses from the Eladrin, pretty much, as they fulfill a similar role, even though Unicorns do not have a fey origin.


Kirin Ponies


Ability scores: +2 Intelligence or Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares.
Vision: Normal

Languages: Common, Kirin
Skill Bonuses: +2 Athletics, +2 History
Kirin Toughness: +1 racial bonus to your Fortitude defense, +1 racial bonus to saving throws
Earthen Soul: You gain the Earthshock power.
Kirin Balance: You are not hindered by difficult terrain caused by rocks, sand, or uneven earth.

Kirin Racial Power: Earthshock
The earth moves in response to your stomping hoof, buckling to knock your enemy to its knees.
Encounter
Minor Action * Close burst 1
Target: Enemies in the burst that are touching the ground
Attack: Constitution +2 vs. Fortitude, or Dexterity +2 vs. Fortitude
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
Hit: The target is knocked prone
Special: When you gain this manifestation, choose Constitution or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout you character's life and does not change the power's other effects.

I wanted to give at least one of the Earth-based ponies the Genasi Earth power, and Kirin won. I just cut out Strength as an attack power for it, since Kirin don't get a bonus, and swapping STR for INT seemed silly.

Purr Ponies


Ability scores: +2 Dexterity, +2 Strength or Charisma
Size: Medium
Speed: 6 squares.
Vision: Darkvision
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Stealth.
How'd you get up there?: You may add an extra two squares to any successful jump.
Feline Shifting: You have the feline shifting power or the Feline Striking power.

Purr Pony Racial Power: Feline Shifting
You slip out of a sticky situation.
Encounter
Immediate Reaction * Personal
Trigger: You become flanked.
Effect: You may shift up to 3 squares, so long as you are not flanked at the end of the shift.

Purr Pony Racial Power: Feline Striking
They only _think_ they've got you...
Encounter
Opportunity Action * weapon
Target: enemies who move or shift into a position that flanks you or an ally.
Attack: Dexterity or Strength vs. Reflex
Hit: weapon + Dexterity or Strength
Special: you have combat advantage during this attack.

Purrs are the frickin' stealth bastards of the game, so... well, tu sabes.

Reindeer Ponies


Ability scores: +2 Dexterity or Charisma, +2 Constitution or Strength
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, choice of one other
Stat Bonus: +2 Athletics, +2 Perception
Locking Antlers: +2 to Grapple checks if using your antlers. You may initiate this grapple as an effect of a charge attack.

Racial Power:

Reindeer Ponies


Ability scores: +2 Dexterity or Charisma, +2 Constitution or Strength
Size: Medium
Speed: 6 squares.
Vision: Normal
Languages: Common, choice of one other
Stat Bonus: +2 Athletics, +2 Perception
Reindeer Proficiency: You are proficient with your antlers as a weapon; they count as a spiked gauntlet.
Locking Antlers: +2 to Grapple checks if using your antlers. You may initiate this grapple as an effect of a charge attack.

Racial Power: Reindeer Charge
You run into your enemy, swinging your antlers. Your vicious horns knock your enemy backward and to the ground, allowing you to step forward.
Encounter Invigorating, Martial, Weapon
Standard Action Melee weapon (Antlers)
Target: One creature
Primary Attack: Strength vs. Fortitude
Hit: 2[W] + Strength modifier damage, and you push the target 1 square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.
Secondary Attack: Strength vs. Fortitude
Hit: You knock the target prone.
Special: When charging, you can use this power in place of a melee basic attack.

This is pretty powerful, and stolen directly from Martial Power 2, but it is the only power they get, pas even a choice. I could think of nothing else to do, so... weaponized antlers!

And that's it for this post, which took me far too goddamn long to get through. >< Next up: Fire Pwnies!