View Full Version : Custom DnDs My favorites
speters0519
April 28th, 2010, 12:20 PM
I have cards made, but uploading them is rather difficult for me.
Here are some I made then to see what you think/any improvements.:
Count Strahd Von Zarovich
Utgar
Undead; Vampire
Unique
Medium 5
5 Life
6 move
range 1
attack 4
defense 4
170 pts
AURA OF UNDEATH
all allied undead within 6 sight spaces get +1 to attack and defense
LIFE DRAIN
If strahd von zarovich deals at least one wound with a normal attack remove 1 wound from strahd
BLOODSTAR
sight; roll one 20 sided dice, on a roll of 15+ the target creature is cursed and takes 1 additional wound anytime it takes damage
DOMINATION
Roll a 20 sided dice on a roll of 13+ the target creature joins your team for 1 round, and takes turn according to its order marker.
+2 CLIMBING
Strahd ignores two height when climbing vertically
GASEOUS FORM
Once per game, if strahd is reduced to 0 life and is within 6 spaces of a a players starting zone, ignoring obstacles and height, Strahd appears there with 1 remaining life
Vlaakith the Lich Queen
Utgar
Undead; Lich
Unique
Medium 5
6 Life
5 Move
Range 1
Attack 5
Defense 3
220 pts
AURA OF FEAR
all enemy creatures within 2 squares get a -1 to attack and defense.
DISENTEGRATE
range 7, atk 4 + special. Roll one 20 sided dice, on a result of 15+ add an automatic wound to target. Ignores defense of structures.
VORPAL
When you roll a normal attack with Vlaakith if you roll all skulls vs a humanoid it is automatically eliminated unless it successfully rolls all shields.
PARALYSIS
On a normal attack roll a 20 sided dice on a result of 14+ remove all order markers from target's army card.
ARCHMAGE
Human
uncommon hero
Medium 5
3 life
move 6
range 1
attack 1
defense 3
130 pts
ARCANE BOLT
Range 5; atk 4
MELF'S ACID ARROW
Range5, atk 3 + special. If you deal any wound damage with this attack deal an additional wound to any adjacent figure
DIMENSION DOOR
Once per game move to any visible space within line of sight. Enemies adjacent do not get any disengagement attacks, ignore height.
WALL OF WIND
Ignore all normal attacks unless enemy is adjacent.
Hidicul
April 28th, 2010, 10:15 PM
Well I like the powers on them but I think they are all unerpriced. I'd bump Strahd up at least another 100 points due to his powers, Vlaakith I'd probably add another 30-40 points. Archmage I'd put closer to 200 points, mainly due to his wall of wind. Other then that these are cool ideas and I'd love to see at least pics of the figures if not the cards themselves. Nice first post +rep.
hivelord
April 29th, 2010, 02:20 AM
I have cards made, but uploading them is rather difficult for me.
Here are some I made then to see what you think/any improvements.:
Count Strahd Von Zarovich
Utgar
Undead; Vampire
Unique
Medium 5
5 Life
6 move
range 1
attack 4
defense 4
170 pts
AURA OF UNDEATH
all allied undead within 6 sight spaces get +1 to attack and defense
LIFE DRAIN
If strahd von zarovich deals at least one wound with a normal attack remove 1 wound from strahd
BLOODSTAR
sight; roll one 20 sided dice, on a roll of 15+ the target creature is cursed and takes 1 additional wound anytime it takes damage
DOMINATION
Roll a 20 sided dice on a roll of 13+ the target creature joins your team for 1 round, and takes turn according to its order marker.
+2 CLIMBING
Strahd ignores two height when climbing vertically
GASEOUS FORM
Once per game, if strahd is reduced to 0 life and is within 6 spaces of a a players starting zone, ignoring obstacles and height, Strahd appears there with 1 remaining life
1)He has some very cool powers but He has too many of them. I say lose his last three powers and save them for another character. You can maybe give him flying. (It saves space if you use the C3G symbol on his card)
2)And I agree he is underpriced, even with my changes.
Vlaakith the Lich Queen
Utgar
Undead; Lich
Unique
Medium 5
6 Life
5 Move
Range 1
Attack 5
Defense 3
220 pts
AURA OF FEAR
all enemy creatures within 2 squares get a -1 to attack and defense.
DISENTEGRATE
range 7, atk 4 + special. Roll one 20 sided dice, on a result of 15+ add an automatic wound to target. Ignores defense of structures.
VORPAL
When you roll a normal attack with Vlaakith if you roll all skulls vs a humanoid it is automatically eliminated unless it successfully rolls all shields.
PARALYSIS
On a normal attack roll a 20 sided dice on a result of 14+ remove all order markers from target's army card.
1)Very cool idea and I love the use of a fear type ability. It is nice and simple. "Squares" should read "clear sight spaces."
2)Disintegrate is cool. I might raise the number to 16+. Also, the "ignores defense of structures" could be removed.
3)Vorpal is awesome but you don't need the "humanoid" qualifier. Something being vorpal makes it better against lots of things (Like Jaberwoky). Plus "humanoid" is not an official qualification and could get confusing. (i.e. "It works against Grimnak! Orcs are Humanoid!" "No! Grimnak is the dino!...")
4)When exactly does paralysis happen? I would think it would be "After inflicting a wound with a normal attack" but I am not sure what you mean. Again, a 17 might be best.
ARCHMAGE
Human
uncommon hero
Medium 5
3 life
move 6
range 1
attack 1
defense 3
130 pts
ARCANE BOLT
Range 5; atk 4
MELF'S ACID ARROW
Range5, atk 3 + special. If you deal any wound damage with this attack deal an additional wound to any adjacent figure
DIMENSION DOOR
Once per game move to any visible space within line of sight. Enemies adjacent do not get any disengagement attacks, ignore height.
WALL OF WIND
Ignore all normal attacks unless enemy is adjacent.
1) I am guessing Arcane Bolt has the same text as it does on Sharwin?
2) Acid arrow is cool. It should read "inflict a wound" though rather than "deal wound damage"
3) You have to nerf Dimension Door a bit. It just seems too powerful. Maybe the low life and medium defense make up for it but with wall of wind he is essentially unattackable. So perhaps lose wall of wind?
Overall these are some very very fun sounding figures with some incredible powers. Thanks for your contribution.
speters0519
April 29th, 2010, 01:36 PM
Well what if I got rid of the aura, bloodstar, and climbing ability on strahd? I was trying to stay true to his dnd card for that miniatures game and his vampire nature. What if I limited dimension door further or eliminated it on the archmage? His low life would make him a quick target for ranged which is where I was attempting to compensate. The lich queen will probably get bumped in cost then with the small changes.
Ill attempt to upload pictures later, after corrections.
speters0519
April 29th, 2010, 07:44 PM
http://i203.photobucket.com/albums/aa18/speters0519/StrahdVonZarovich.jpghttp://i203.photobucket.com/albums/aa18/speters0519/Vlaakith.jpghttp://i203.photobucket.com/albums/aa18/speters0519/ArchMage.jpgHere are the pictures of the cards themselves. At the time of creation I didn't have the proper background card
Hidicul
April 29th, 2010, 08:04 PM
Nice work on the cards. If you look through the download threads they have all of the general cards in one file. The one thing is that you should probably erase any part of the figures pic that gos beyond the borders, since the offical cards stop at the border and most of us try to keep with that for our customs. Another idea is to use an image of the figures you actually use. I have seen other cards with pics like yours, but for me I like haveing the figures pictured for ease of use.
hivelord
April 30th, 2010, 01:27 AM
The following is based on the cards you posted. Well what if I got rid of the aura, bloodstar, and climbing ability on strahd? I was trying to stay true to his dnd card for that miniatures game and his vampire nature.
Hmmmm... okay, Life drain has to take effect when a figure is destroyed if you are going to call it life drain. Domination needs more precision dealing with order markers. Gaseous form needs to be a once per game power or require a D20 element. What if I limited dimension door further or eliminated it on the archmage? His low life would make him a quick target for ranged which is where I was attempting to compensate.
I feel like an idiot. I hadn't noticed the "once per game" on dimension door. The original power is just fine. Bump his points to 150 and he should be fine. Also, you need the actual text for arcane bolt to be on the card.
speters0519
April 30th, 2010, 11:37 AM
@Hidicul. I don't plan on these becoming canon or anything, and I like some of the 'exceeds border' elements on the picture because it makes it look more 3-dish in my mind. Its just personal preference. And I make all my heroes with their DnD artwork if I can find it these particular pieces of art from WoTC are VERY close to their figure equivalent so its not difficult for me to find their piece. (If you google image search the figure names with the DnD miniatures attachment you'll see I'm not lying here ;-) ) Again, just personal preference but thank you for the suggestion. :-D
@Hivelord. Gaseous Form was meant to be a once/game I just forgot to sneak that in there. (On the cards I printed out for my own game I wrote it in) For Domination I think it would take turn according to its order marker? Would that work? Also life drain is called life drain from his DnD miniatures card and functions almost identically to the power listed there.
hivelord
April 30th, 2010, 02:18 PM
So, with domination you would end up taking two of each remaining order marker? And it wouldn't do anything to figures without order markers on them? Maybe it would be best if you make it so that you take control of the figure and place all of your unrevealed order markers on it? Just an idea. Also, life drain is already a heroscape power and it would be confusing to have the same name signify a slightly different power. Fixing that is as easy as calling it "advanced life drain" or "greater life drain".
speters0519
April 30th, 2010, 06:35 PM
Domination changes acknowledge, and will update those accordingly. I have a few more for review. :-D Be gentle. :-p These will probably need a point bump according to the last reviews. I'm not quite sure how to judge point value yet, so thats a given. Finger of Death will probably be limited in spaces. When I first thought of it it worked in my mind... Mind blast also needs some work...and I'll probably drop Devour Brain on the Mind Flayer Telepath. Just a flavor-type power that matches their DnD counterpart.http://i203.photobucket.com/albums/aa18/speters0519/CallerinDarkness.jpghttp://i203.photobucket.com/albums/aa18/speters0519/Mindflayertelepath.jpghttp://i203.photobucket.com/albums/aa18/speters0519/Mindflayerlich.jpghttp://i203.photobucket.com/albums/aa18/speters0519/ShuluthArchvillain.jpg
Hidicul
May 1st, 2010, 01:10 AM
Ok first thing is if you want something to have morew than 1 life they must be uncommon or unique. You may have messed up but you have caller in darkness as common with 3 life. As far as points I'm thinking around 90-100. Cool card and powers though.Mindflayer Telepath: With precognitive I'd make it a d20 roll of 17 or more. Automatically is way to strong. In mind exchange you forgot the word turn just so you know;). I'd probably peg him at about 210 for points. Lichflayer: First off OUCH!!! MOMMY!!! lol nasty little bugger isn't he. I really like his powers, as far as points easy 250. Shuluth: Ok first archvillian needs to be on a Utgar card. Now did you mean to say that you get to keep any army cards mindshackled even after he dies? If so I'm thinking 290 for points, but if you don't keep the cards I think more like 240-250. Once again you amaze. these cards are plain nasty. NOTE to self: MUST HAVE THE LICHFLAYER:drool::twisted::bowdown:
Devil's Advocate
May 1st, 2010, 02:26 AM
The Caller in Darkness seems like it either needs to be much more expensive or needs a change. Getting 2 auto shields for defense is huge and then it gets 4 defense dice + 3 Life. If the rule of thumb is that 1 auto shield=3 defense dice, then this is a 3 life, 10 Defense piece for 60 points. This piece would be so tough for squad figures to take down. A squad figure would literally have to hope for a 4 skull roll (unlikely) in order to have a decent chance of damaging it.
speters0519
May 2nd, 2010, 08:44 PM
@ Hidicul. Thank you for the critiques. Uncommon hero, simple error. Precognitive ability will probably end up being a d20 roll. Though through some playtesting, its only a problem if you are horrible at deducing. Though I would probably change the card to utgar on Shuluth I don't think the incredible point uppage is really a necessity due to that one power. It is not only an adjacent power, but only has a 5% chance of working. Granted it would suck if it worked, but so far through moderate playtesting with this piece, I haven't seen it happen. The power is from the powers and abilities page on the forums, and yes you keep the figure even if shuluth is defeated. I'm on the fence on the point increase on him or atleast by 80 points.
@ Devil's Advocate. Yeah, I'll probably change the caller in darkness to 1 auto shield 3 defense.
Hidicul
May 2nd, 2010, 09:26 PM
Hey you do what you want. All we can do is give you our thoughts on what to do, so you can choose to take our suggestions or not or even do what I've seen you do which is take some and not others. They are your customs and I hop you keep them up cuz so far I'm:drool: over pretty much all of your work. Keep up the great work.
speters0519
May 2nd, 2010, 10:00 PM
Well I'll probably boost him to 220 points after thought. I need the critique obviously because I'm not to well on point values. Thank you for the praise :-) I just didn't want to see all my DnD minis I have lying around go to no use. Here's a prototype of the iconic figure of the realms Elminster...He's supposed to powerful, I mean he's the defining character of the Forgotten Realms campaign setting...Someone else made one on here, but it didn't quite appeal to me... so I made him this way, I'll make a toned down one later to maybe use him WITH some other units at some point. http://i203.photobucket.com/albums/aa18/speters0519/Elminster.jpg
Hidicul
May 2nd, 2010, 11:35 PM
As far as the all powerful version goes: since he's a one person army due to his points I'd bump his range up to 3. You don't want your only unit to have to be engaged for a normal attack. Other then wording issues on his powers (which don't matter if you understand them everytime) this a nice version of him.
hivelord
May 3rd, 2010, 01:41 AM
I honestly think that other than cleaning up his wording he is a great figure and really fits the character of Elminster well. Good job
Uchiha Blood
May 9th, 2010, 05:59 PM
ARCHMAGE
Human
uncommon hero
Medium 5
3 life
move 6
range 1
attack 1
defense 3
130 pts
ARCANE BOLT
Range 5; atk 4
MELF'S ACID ARROW
Range5, atk 3 + special. If you deal any wound damage with this attack deal an additional wound to any adjacent figure
DIMENSION DOOR
Once per game move to any visible space within line of sight. Enemies adjacent do not get any disengagement attacks, ignore height.
WALL OF WIND
Ignore all normal attacks unless enemy is adjacent.
You seem to be missing some of the information that normally goes on the leftmost side of the card. You need the class and personality (I did see it in a later post, but many normally only read the first post of a customs thread). While this isn't a necessity, making your power's wording more official sounding would definitely make them easier to read. I would suggest reading the wording on cards of powers that are similar. For example, Dimension Door would be easier to understand with the following wording:
Dimension Door
Once per game, you may place this Archmage onto any space within clear line of sight of this Archmage. If this Archmage is engaged when it dematerializes (not sure what you would put here, maybe teleporting), it will not take any leaving engagement attacks.
You have great custom ideas. So far, it seems, most of the customs community hasn't embraced official D&D characters as customs. Way to take a pioneering step in the direction! :D
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