Ranger - companion animal: Dog
*Ranger shared defence and HP stats with Echo
*If Ranger is adjacent to an ally, he can take their defence against an attack, if that defence is higher than Echo's.
*Echo can mark a target through Ranger
*Echo can take attacks through Ranger, and make them through Ranger also.
*For purposes of marking, an enemy adjacend to either Echo OR Ranger is considered adjacent to Echo
*Ranger gets no initiative - Echo gets 1 standard, 1 move, and 1 minor and must share these between herself and Ranger.
*Special, Move action: Echo can expend a move action to move both herself and Ranger to move up to half speed each.
*Ranger's speed is 8
*If a status effect is inflicted on either Ranger or Echo, it effects them both.
As a result of this changeover, Ranger's items are effectively useless, so as a compromise, I've stripped them from him, and replaced them with one new item (also homebrewed)
Collar of Companionship
Daily, Move action: Ranger can teleport from wherever he is to be adjacent to echo, provided he is not magically restrained.
Ranger also retains the "Smoulder" power, mostly because I think it's a hilarious concept.
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Here i'm going to include the #7 enemy sheet, as it's the first solo that I brewed up on my own.
Enemy character sheet:
#7, Solo Controller
AC 21, Fort16, Ref 19, Will 22
HP 350, Bloodied175
Speed 6, Init +10, Perception +2, Saving throws +5
Low light vision
Action Points: 2
*Can saving throw any effect at start of turn
*If attacked, makes an attack vs. Ref. If it hits, #7 can move 3 (shift) and use a minor action.
Minor Actions:
1. Net +8 vs Ref. Hit: Restrained and immobilized, save ends
2. Batter: +8 vs. Fort: Knocked prone
3. Taunt: Mark target, erases any effects the target have placed on #7
Standard Actions:
1. Flame thrower +8 vs Ref. Hit: 2d6 and ongoing 4 fire (save ends)
2. Blinding Sand +8 vs Fort. Hit: 2d6 and blinded until end of next turn
3. Electric Charge +8 vs Will. Hit: Target takes a -4 to attack rolls until end of next turn
Triggered actions:
1. At will, immediate reaction: when missed by an attack, #7 can shift up to 3
2. Daily, immediate interrupt: can redirect a ranged, blast, or burst attack to hit someone else.
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