View Full Version : Statting out strange Homebrew player races. (4e)

2013-07-04, 10:35 PM
So, I'm DMing a Dawn of Worlds (http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf) campaign with the intention of running a 4e campaign in a world that we all feel connected to. I encouraged everybody to try and be creative in their world-crafting.
Oh, how I regret those words. xD

At any rate, I'm more or less okay with statting out most things produced, but a couple are throwing me for a bit of a loop. I figured I'd post a full list here, as I finish them

For now, the ones below are the ones I'm unsure of.
The shadow
The shadows are small, barely visible creatures that survive by taking control of the deceased bodies of more powerful creatures. A creature animated looks like it is in normal health, with the exception that it looks as though it is standing in shade in even the brightest of light. This effect is less noticeable in low-light.

Current planned stats:

Average Height: See Bodysnatcher
Average Weight: See Bodysnatcher
Ability Scores: See Bodysnatcher
Size: Small, See Bodysnatcher
Speed: 3
Vision: Low-light
Languages: None
Skill Bonuses: See Bodysnatcher
Vulnerable Radient 1
A shadow can reanimate a recently deceased body, however it can take very little of it's former self with it.
When a shadow takes a new form, it will recall only a few things from it's previous sentience; such as allies, enemies, and emotionally-charged memories.
The shadow gains the memories, stats, class levels, feats, languages, skills, and racial traits of the new body for as long as it is under his control.
The newly snatched body requires a long rest to fuse with a body, and will often be very confused when it wakes up. If alone upon waking, it will likely not be aware of it's death and subsequent revival, or of it's true nature.
A creature liberated from a bodysnatcher and then resurrected will not remember being under the shadow's control. The bodysnatcher cannot be revived through normal means.
Should a Possessed be hit with more than it's bloodied value in Radient damage, the shadow will be forced from the creature. If the shadow remains seperate, the creature will awaken after an extended rest.
A bodysnatcher without a body will follow the scent of blood, and will try to possess the nearest corpse.
The Doloms:

Basically animated rocks. The creator has noted that they have powerful magical control over earth and stone. Also they are evil and plan to knock over this one huge mountain that has been designated the home of the gods.

I'm not really sure what to do with these stat wise.

Average Height: 6-8 feet
Average Weight: 1000-2000 pounds
Ability Scores: 2 str, 2 con
Size: large
Speed: 5
Vision: Low-light
Languages: Common, Primordial
Skill Bonuses: +2 Endurance, +2 Dungeoneering
Control Earth: You have the Control Earth power

I'm thinking at-will, full round action, effect up to 2 squares in range 10.
Do something with dirt/rock in that area. Make a pit, raise a wall, put some handholds into a wall, etc. You can sustain this change in one square as a move action.
Cut stone, certain types of lifeless dirt, and materials that are not earth based cannot be effected by this skill.

Full list, and approximate time of creation:
More information will be forthcoming as the players get back to me with descriptions.
First age:

yr2000 Red Dragons (not a player race)

yr2500 Mermen

yr3500 Humans

yr5000 Elves

yr6500 Changlings

yr7500 Bugbears

Second age:

yr7600 Sharkmen, Orcs, Dwarves

yr8000 Gnolls, Birdbears, demonspawn

yr8200 Halfelves

yr8300 Desert humans

yr8400 Lings, Water Dragons (not a player race)

yr8500 Doloms

yr8600 Lalafell

yr8700 Harpies, half-demonspawn-half-orcs, Moogles

yr8800 Munchkins

yr9100 Geckotuar, Shadows

List of races, with stats:


Sharkmen played a major role in this world. They are bloodthirsty and warlike, and at the height of their power ruled over nearly the entire world. They almost totally eradicated the Humans, Red Dragons, Mermen, and Changlings. As of campaign time they basically control the entire eastern half of the world, and have enslaved the orcs and the desert humans.

They are basically anthropomorphic sharks.

Average Height: 5'8"-6'5"
Average Weight: 175-240 lbs.
Ability Scores: +2 Strength; +2 Constitution or Wisdom
Size: Medium
Speed: 6, Swim 6
Vision: Low-Light
Languages: Common, Deep Speech
Skill Bonuses: +2 Athletics, +2 Intimidate
Aquatic: You are considered an aquatic creature for the purpose of effects relating to that keyword. You can breathe normally in water and ignore rough water while swimming. You never need to make Athletics checks to swim.
Blood in the Water: You get a +1 bonus to attack rolls against bloodied enemies.
Untamed Will: You gain a +1 racial bonus to Will.
Jaws of Steel: You have the jaws of steel power.

Jaws of Steel
You bite with tremendous force, leaving a gaping wound that continues to bleed.
Standard Action, Melee 1
Target: One creature
Attack: Strength +2 or Dexterity +2 Vs. Reflex
Hit: 1d6 + Strength modifier damage, and the target is grabbed.
11th level: To hit: Strength +4 or Dexterity +4; 2d6 damage
21st level: To hit: Strength +6 or Dexterity +6; 3d6 damage

Heroic Feats:
Serrated Teeth
Prerequisite: Sharkman, Jaws of Steel
When you make a bite attack, such as Jaws of Steel, and the target takes damage, the target also takes ongoing 5 bleeding damage. This will increase to 10 at 11th level, and 15 at 21st. (powers this effects are by DM's discretion)

Blood in the Water
Prerequisite: Sharkman
When you roll perception to track a wounded creature, you gain a plus five to that roll and can roll twice.
The Taste of Flesh.
Prerequisite: Sharkman, Jaws of Steel
When you deal damage with Jaws of Steel, you may end one Weakened or Dazed effect on your character.
Paragon feats:
Rip and Tear
Prerequisite: Sharkman, 11th level
When you sustain a grab, you may also make a Strength Vs. AC attack with your mouth, dealing the same damage as your Jaws of Steel ability.

Mermen are the oldest humanoid race, and masters of magic. Long ago, There was a great cataclysm that destroyed their oldest cities. They are primarily living in a floating city, and are on the run from the sharkmen armies. Sharkmen are descendants of the Mermen.

I'm a little worried that these guys are under-powered
Average Height: 7' long in fish form, 5'4"-6'0" in humanoid form
Average Weight: 125-175 lbs in humanoid form; 200 lbs in fish form.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6, swim 8
Vision: Low-light
Languages: Common, Deep Speech
Skill Bonuses: +2 Nature, +2 Dungeoneering, +2 Arcana
Fishy Shifter: Merfolk can take either their normal, fish-tailed form, or appear as a humanoid. This transformation takes a Minor action. After an extended rest taken on land, Merfolk must make an Endurance check (easy DC as determined by the DM) to remain in human form. Failure results in the loss of a healing surge.
Aquatic: You are an aquatic creature. While in fish-tailed form you can breathe underwater, and in aquatic combat you gain a +2 bonus to attack rolls against non-aquatic creatures.
Subphotic Eyes: When you are underwater, you have blindsight 5.
Arcane Versatility: At 1st level, you choose an at-will power from an arcane class different from yours. You can use that power as an encounter power.

Humans are master metal workers, and have lived with the Red Dragons since the birth of their species. Red dragons treat them fairly, none of that slavery stuff these days.

Elves (no stats)
Elves have interacted little with the other races of the world, surviving the rampage of the Sharkmen by staying unnoticed.
Eleves live in a massive forest in the west, along with Lalafell, Moogles, Halfelves, and the refugee humans.
They are known as the worlds greatest healers.

Changlings (no stats)
Changlings originated in the eastern continent, but have fled from their homeland through a combination of plague, toxic winds, and rampaging sharkmen. They currently survive in a floating city/lake with the last of the mermen race.
Changlings are excellent enchanters, and most of the great artifacts of the world are attributed to them.

Bugbears(no stats)
Bugbears are wise, nature loving creatures governed by a council of druids. They are 'the best at agriculture' and are basically Hippies.

Orcs(no stats)
Orcs were once nomads, the first explorers of the world. Now they are the slaves of the Sharkman empire. They went to war with the dwarves in the past. A group of them traveled to the western continent and helped father a new race with the Demonspawn that make their home there.

Dwarves(no stats)
dwarves are the oceanfairers and of this world. Unfortuneately they have been crushed under the fishy heel of the sharkmen.

Gnolls live on the plains of the east contenent. they have avoided the empire by not having a central city.
I plan on using the default stats for this race.

Birdbears(no stats)
Birdbears are a corrupted offshoot of the Bugbears. They are barbaric creatures, preying on the Moogles. The creator described them as 'a cross between giant bats and drop bears'.
I'm not sure if this is a player race.

Demonspawn(no stats)
Demonspawn are literally demons. They are also the world's best archers. They are currently trying to exterminate the filthy mortal blooded orc/demonspawn subrace

Half elves
Have not been specified as different from vanilla. Will probably just use those stats.

Desert Humans(no stats)
your basic arabian merchant types. During thier resistance against the sharkmen, one of their cities got hit with a magical atom bomb. Currently enslaved.

Lings(no stats)
Lings are a type of Albino Goblin. They lived on an island that was totally covered in choking poisonous gas. In the last few hundred years, the lings that stayed in their putrid homeland have begun to mutate in madding ways, leading to the complete breakdown of their society. Those that have left the island are generally saner, but are considered vermin by most other species.
The player planned to cross them with Humans and make 'halflings', but never got around to it.

Doloms(see above)

Lalafell(no stats)
A final fantasy race. Think gnome with some animal traits.
They are excellent scribes, and are employed by the red dragons in their great libraries.

These guys are weird. Based on someone else's work (http://tgchan.org/wiki/Nedynvor), harpies are bird/anteater crosses with swords for feet. They apparently have tasers for tongues. They live on a large tower in the ocean, and have yet to play with world politics.

Average Height: 7'0 - 7'6"
Average Weight: 280 - 320 lbs.
Ability Scores: +2 Constitution, +2 Strength or +2 Intelligence
Size: Medium
Speed: 5 squares
Vision: normal
Languages: Common
Skill Bonuses: +2 Athletics, +2 Insight
Meaty Paws: Because of how large your 'hands' are, you have difficulty using one-handing weapons, instead favoring weapons such as polearms and spears. You cannot be proficient with any one-handed weapons or most ranged weapons, but gain a +1 to attack and damage when using spears or polearms. You can use Two handed weapons as normal.
Wide Wingspan: You are able to glide, flying forward 15 feet for every 10 you fall. You will still fall if you cannot move forward, but can turn up to 45 degrees once per 10ft fallen.
Charged Words: You gain the encounter power A Good Tongue Lashing.

A Good Tongue Lashing
Your head jerks forward and your tongue snakes out towards an exposed patch of skin.
Encounter Lightning
Standard Action, Melee touch
Target: One creature
Attack: Dex+2, Int+2, or Con+2 Vs. Reflex
Hit: Con mod Lightning damage, Str mod Piercing damage, and the target is stunned until the end of your next turn.
Special: When you create your character, choose Intelligence,Constitution, or Dexterity as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change the power’s other effects.

Heroic Feats:

Tongue Tied
Requirements: Harpy, A Good Tongue Lashing
You may use the power A Good Tongue Lashing up to twice per encounter.

Hard Work can get you Anywhere
Requirements: Harpy, Strength 15+
You gain a fly speed of 4[Clumsy Flying]

Requirements: Harpy
Your tongue is long enough that you are able to use it as a weapon. When used as a weapon, your tongue has the following properties: 1d4 damage, +3 proficiency, Offhand, Reach 2, and is of the Flail weapon group.
You can enchant and disenchant your tongue. Your tongue does not turn into dust when you disenchant it.

Demonspawn/Orc crossbreed (no stats)
Dorcs live in the artic wastes at the south end of the west contenent. They are excellent hunters, and are currently embroiled in a great war with the original demonspawn. They are apparently cold resistant.

Moogles (no stats)
See the final fantasy race.

Munchkins (no stats)
The creator decribes them as Ewoks. They are one of the few races of the east continent not enslaved by the sharkmen. Mostly because they're useless for the usual things slaves do. They live in tibes in a forest near the gnolls.

Another odd race. Long snake-like body, six limbs, the front four of which have hand-like structures. They live in a large swamp on the west continent.

Racial Traits
Average Length: 5’6”–8’2”
Average Standing Height: 4'3"-6'4"
Average Weight: 250–400 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 Perception, +2 Stealth
Reptilian: Your race is reptilian and is cold-blooded. You have the reptile keyword, so you are considered a reptile for the purpose of effects that relate to that keyword.
Gecko Climbing: You gain a +5 racial bonus to Athletics checks related to climbing.
Swampwalk: You ignore difficult terrain caused by swampy conditions (such as thick, sucking mud, or a few feet of water.).
Iron Stomach: As a result of your bizarre diet, you are resistant to the long-term effects of poisons. You gain a +5 saving throw bonus against ongoing poison damage.
Camouflage: Your skin changes color rapidly to match your mood or your surroundings. When you are wearing cloth armor or less, you may make a stealth check to become hidden when you have any concealment or cover (normally you would need total concealment or superior cover).
You cannot use cover granted by allies for this purpose.

Heroic Feats:
Marsh Blessing
Requirements: Gecko, Trained in Arcana, Religion or Nature
Benefit: You can swap one 1st-level or higher encounter attack power you know for the Marsh Blessing attack power.
Marsh Blessing
A rich earthy smell drifts up from below your feet.
Encounter Healing, Implement, Zone
Standard Action, Close Burst 3
Effect: You create a zone that occupies the entire burst area. Allies that start their turn in the zone gain temporary HP equal to their Constitution modifier.
Sustain Minor: The zone persists. You are slowed while sustaining this power.

Poison Spit
Requirements: Gecko
Benefit: You Gain the Poison Spit attack power.
Poison Spittle
You coat your weapon in venomous spittle
Encounter Poison, Weapon
Minor Action, Melee touch
Target: One weapon
Effect: The next attack made with the weapon deals an additional 1d6 poison damage.
Special: The poison damage increases to 2d6 at 11th level (or higher) and to 3d6 at 21st level (or higher).

Paragon Feats:
Bog Cloud
Requirements: Gecko, Trained in Arcana, Religion or Nature
Benefit: You can swap one 1st-level or higher encounter attack power you know for the Bog Cloud attack power.
Bog Cloud
The ground hisses and thick swamp vapors boil into the air.
Encounter Implement, Poison
Standard Action, Area Burst 2 within 10
Target: Each creature in burst.
Attack: Int, Wis, or Con Vs. Fortitude
Hit: 2d8 + 1/2 level poison damage, and target is dazed until the end of your next turn.

2013-07-04, 10:50 PM
Making an extra post because I'm not sure how large this list will eventually be.