New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 3 of 3
  1. - Top - End - #1
    Pixie in the Playground
     
    Thornbrier's Avatar

    Join Date
    Mar 2010

    Default [4e] New Race: Mojavo

    The following is the first 4E race I have ever made. My friend, WrathofAutumn created the Mojavo in the game Spore, then designed their physiology and society. This is our adaptation of that race into the D&D setting and 4E rules.


    Mojavo

    Spiritual, Devoted Zealots, sent by the Gods to protect the lesser racesA Mojavo Paladin

    * Racial Traits
    * Average Height: 6'4”-7'6”
    * Average Weight: 200-310lbs
    * Ability Scores: +2 Constitution, +2 Strength or Wisdom
    * Size: Medium
    * Speed: 6 Squares
    * Vision: Normal
    * Languages: Common, Dwarven
    * Skill Bonuses: +2 Athletics, +2 Perception
    * -Ferocious Leap: Make standing jumps as though they had a running start
    * -Mojavo Skill Profieciency: Treat Acrobatics, Athletics, Perception, and Stealth as Class Skills.
    * -Lenayan Discipline: In place of equipping a pair of light blades (Daggers, Sickles, Etc.) in your hands, you may equip them on your feet, replacing boots. Leg weapon attacks gain +1 to damage rolls. You can still hold weapons in your hands. Special: The two leg weapons count as only one weapon, but it is on both legs. Without a weapon Leg attacks are treated like punches, but still gain the +1 to damage listed above.
    * -Affinity for the Absolute Law: Outside of combat, add +1 to your Charisma Modifier. At level 11, this bonus goes up to +2. At Level 21, this goes up to +3.
    * -Dance of Lenaya: You may use Dance of Lenaya as a Daily Stance.

    Dance of Lenaya(Minor Action); Daily * Stance; Effect; You enter the Dance of Lenaya Stance, which lasts until the end of the encounter. Once per round, when you hit with a melee basic attack, you may hit with another melee basic attack using a leg weapon.


    When the gods began to create the land, the laws, and creatures to uphold the laws, the Mojavo themselves were one of the first, and they were their most favored. They were blessed with mighty, powerful bodies to look after the creatures that came after them, the lesser races. Establishing their cities as grand monasteries high in the mountaintops dubbed as the Holy Land, the Mojavo look down upon the rest of the world, governed by the Covenant. They are the upholders of the Absolute Law, which embodies every law that was and every law that will be. By their understanding of it, they judiciously settle affairs between one race or another, judging for themselves who is in the ultimate right, regardless of political ambitions. As such, those countries who've had the Mojavo come to their lands have either come to love them or despise them.

    Play a Mojavo if you want...

    * to be a passionate, eager, aggressive, and devoted character
    * to perform a multitude of chained melee attacks against entire hosts of unwary foes.
    * to be a paladin, cleric, avenger, fighter, or monk.

    Physical Qualities

    The Mojavo are described as a race very kangaroo like in appearance, with digitigrade feet, five toes lined up in an arch shape, sharpened claws covering the tips of each metatarsal. Their legs are muscular and bulbous, ideal for running great distances and jumping. Balancing themselves with their thick, stiff, reptilian-like tails, their wide hips curve upward to a slim torso with somewhat less muscular arms and clawed hands. Atop a thick neck is a round head with a broad snout, lined with sharpened teeth. Their sensitive noses are pointed with the nostrils facing the ground, similar to appearance as that of humans. Along the side of their heads are eyes, with vertical slits slicing down. They have long ears that can move in many different directions, much like a horse.

    The Mojavo’s have coarse light red fur with white and gray stripes going along the sides of their body and meeting up at the snout. While not common, their fur can be of a variety of colors from chocolate brown to goldenrod or a light gray, yet the stripes stay white. The eyes vary in color, either red, yellow, or a light green. Usually the Mojavo do not often have hair growing atop their heads. Most never manage more than a few thick strands. On rare occasions, however, the Mojavo can have a full head of hair usually resembling a pale gray mane across the neck.

    Unlike kangaroos, the Mojavo are not marsupials. Every Mojavo starts their life as an egg and reaches maturity around the same time as humans. The average life span of a Mojavo is around 180-195 years. Aging gracefully, an elderly Mojavo can still function as a lethal warrior and/or a competent citizen as any young adult.

    Surprisingly, the Mojavo are a race of only one gender (androgynous). They are born both male and female. Though they do not describe themselves as “He” or “She”, they sometimes distinguish themselves in ways that make them behave like either sex. For instance, a Mojavo can prefer to be companions with more “female” versions of their species and vice-a-verse-a. Though it is discouraged, intimate relationships with lesser races is not uncommon. They distinguish their gender preferences largely by how they dress as a culture, along with how they behave. Very feminine Mojavo will dress more girlish while more masculine Mojavo dress more like the boys of other races.

    Playing a Mojavo

    Outsiders often view the Mojavo as an arrogant, snooty race of warmongers that take justice into their own hands, whether it is their business or not. Dispensing their brand of justice indiscriminately, they do so with no intentions of conquest. The Mojavo are, in fact, a passionate and dutiful race, loving all that is decreed as good by the Covenant and the Absolute Law. Their only wish is to enforce and promote goodness and virtue. Indeed, what is considered just is not only praised, but rewarded. A party seeking information from the Holy Land can be showered with equipment, supplies, and medicine, even soldiers. On the contrary, a party entering the holy land for what is considered against the Absolute Law can be punished by swift death.

    In spite of what is stated in the lore as is the Absolute Law, the Mojavo are in constant debate over how to apply it. Should a beggar who steals an apple from a cart deserve to live, even if he was starving? Should an entire country be condemned for the actions of their king? Should an army be left standing, guilty as they are, even when they have surrendered? How monstrous does a creature have to be before its death is no longer considered murder? What is the burden of proof needed to legally commit murder?

    The Absolute Law defines a Mojavo's style of life heavily. It is their most incorruptible strength and most manipulate-able weakness. Because there's no straight answer to what exactly the Absolute Law says for or against any given subject without the direct interpretation by the Covenent, Mojavo party members can be easily manipulated to someone else's advantage. For instance, a Mojavo may be restrained from killing a traitor in the party when called into question by the Absolute Law if killing them in this case is considered justified murder or not. Or a Mojavo might be persuaded by a claim that the Absolute Law justifies desecrating a graveyard because saving an innocent's life from the gruesome and unnatural death of being buried alive is a higher priority.

    Dwarves, on a strange note, are very close friends to the Mojavo. By their own lore, the Dwarves are never listed coming before or after the Mojavo. As such, they are considered to be among the children of the Pantheon that were born alongside them, and are revered as an unearthly ally like no other. A Mojavo will enthusiastically join a party that is accompanied by a Dwarf if asked to. While the Dwarves may not share their sentiment, they value the friendship of the Mojavo who share their homes in the mountains, seeing them as both dependable allies and generous trading partners. Both races share a hatred for giants and orcs, who've mistreated each of them.

    Mojavo Characteristics: Proud, Passionate, Judicious, Devoted, Eager, Reclusive. Confident, Aggressive, Stubborn, Perceptive, Organized

    Names: Abia, Faisal, Farook, Hafiz, Jaleel, Kamal, Khoury, Mansur, Mukhtar, Nassir, Nuri, Qadira, Rashida, Sadik, Seif, Siham, Tahirah, Ulima, Walid, Zahir

    Mojavo Adventurers

    Three sample Mojavo Adventurers are described.

    Seif is a Mojavo Paladin, under the direct service of the Covenant. Raised in the templars' barracks since he was only a hatchling, Seif is well learned in the ways of both the spiked chain and the Absolute Law under Bahamut. Over time, he has become highly favored by the Bishop, the local representative of the Covenant. He was assigned to accompany a party of adventurers that had arrived to his holy monastery, seeking information and aid. After much consolation, the Covenant decided their quest was just and within the Absolute Law. Thus, the party was well rewarded for seeking them. Not only were they provided the information they were looking for, but also equipment, supplies, and the service of Seif to fight alongside them and guide them in their just quest. Seif is honored, even enthusiastic, to fight alongside this party, but also reticent to leave the barracks he has always known as home.

    Siham is a Mojavo Seeker, raised under a secular family deep in the wild. As her parents were shunned from the Holy Land before she was laid, they were forced to hide in the forests across the valley. However, that did not stop them from instilling the Absolute Law to their hatchling. For what is life to a Mojavo without the Absolute Law? She grew to accept nature's place in the Law under Melora, respecting it's great power and allowing it to flow through her bow. Dedicated to protecting nature, she has left her family to settle the disturbances she feels throughout the world.

    Walid was a Mojavo scholar, an adept in the Holy Land's greatest libraries. It came across scrolls bearing the instructions of arcane arts. From these, it learned the magic of music and tale, becoming a Bard. These teachings were so beautiful and intricate, even more so than all the mosaics, paintings, and symphonies organized and sanctioned by the Covenant. How could what it had been raised with its whole life be true when its people subjugated stuff that was harmless and lovely? Its confused ramblings and confessions eventually led it to getting excommunicated from its monastery, but it did not mind. Rejecting the Absolute Law, Walid latched onto the first adventuring party it found, intent on a life of music, vice, and adventures tales.

    Mojavo Racial Feats

    Heroic Feats:

    * -Lenayan Chain Adept: You are now proficient with the spiked chain. +2 Feat Bonus to damage rolls with such attacks. At level 11, the bonus is increased to +3. At level 21, the bonus is increased to +4.
    * -Ocular Mutation; gain low light vision and +3 to perception.
    * -Urisic Acid; As a minor action, add Con Modifier poison damage to your next weapon strike that hits before the end of your next turn (only the next hit, not all hits with the attack).
    * -Fluidic Zeal: When you miss with all melee attacks using a standard action you may make a Melee Basic Attack with your leg weapon as a Minor action. At level 11 you may make this attack if you miss any melee attack on a Standard action. At level 21 you may take the attack after any Standard action Melee attack, hit or miss.

    Paragon Feats:

    * -Acid Cloud; Gain the encounter power Acid Cloud. Acid Cloud; Minor Action. Acid attack. Deal Con Modifier poison to all adjacent creatures. Special: Not usable in heavy armor.
    * -Agile Step; Gain either earthwalk or forestwalk. This feat cannot be taken multiple times to gain both.
    * -Dance of the Lawbinder; Trigger; an opponent is pulled, pushed or slid to a square adjacent to you. Effect; Make a melee basic attack with your leg weapons.
    * -Heroic Leap; You may make a jump check as a minor action.
    * -Mark the Fallen Prey; As a minor action, deal Con Modifier poison damage to an adjacent prone. target. The target is marked by you until end of your next turn.
    * -Powerful Kick; Add an additional Str or Con Mod damage to all your leg weapon attacks.

    Epic Feats:

    * -Leap to Your Feet; Stand up as a minor action. Gain +2 to acrobatics and athletics.
    * -Acid Shot; Minor Action. Make a Ranged 5 attack (Str, Con, or Dex +6 vs Ref). 2d8+Con Mod Poison Damage. Special: counts as a Ranged Basic Attack.
    * -Dance of the Covenant; Anytime an ally hits an enemy adjacent to you, you deal the highest of your Con or Wis Modifier Fire and Radiant Damage to that enemy.
    Last edited by Thornbrier; 2010-03-05 at 04:40 PM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: [4e] New Race: Mojavo

    * -Ferocious Leap: Make standing jumps as though they had a running start
    Roughly as strong as a level 2 utility power.
    * -Mojavo Skill Profieciency: Treat Acrobatics, Athletics, Perception, and Stealth as Class Skills.
    Fluffy.
    * -Lenayan Discipline: In place of equipping a pair of light blades (Daggers, Sickles, Etc.) in your hands, you may equip them on your feet, replacing boots. Leg weapon attacks gain +1 to damage rolls. You can still hold weapons in your hands. Special: The two leg weapons count as only one weapon, but it is on both legs. Without a weapon Leg attacks are treated like punches, but still gain the +1 to damage listed above.
    This is (A) very complex, and (B) better suited to a feat.
    * -Affinity for the Absolute Law: Outside of combat, add +1 to your Charisma Modifier. At level 11, this bonus goes up to +2. At Level 21, this goes up to +3.
    Hmm. That could have strange effects.
    * -Dance of Lenaya: You may use Dance of Lenaya as a Daily Stance.

    Dance of Lenaya(Minor Action); Daily * Stance; Effect; You enter the Dance of Lenaya Stance, which lasts until the end of the encounter. Once per round, when you hit with a melee basic attack, you may hit with another melee basic attack using a leg weapon.
    Way, way too strong. Like, way too strong.

    * -Lenayan Chain Adept: You are now proficient with the spiked chain. +2 Feat Bonus to damage rolls with such attacks. At level 11, the bonus is increased to +3. At level 21, the bonus is increased to +4.
    Ok. No mention of as a double weapon or anything?
    * -Ocular Mutation; gain low light vision and +3 to perception.
    Type of bonus?
    * -Urisic Acid; As a minor action, add Con Modifier poison damage to your next weapon strike that hits before the end of your next turn (only the next hit, not all hits with the attack).
    Ok.
    * -Fluidic Zeal: When you miss with all melee attacks using a standard action you may make a Melee Basic Attack with your leg weapon as a Minor action. At level 11 you may make this attack if you miss any melee attack on a Standard action. At level 21 you may take the attack after any Standard action Melee attack, hit or miss.
    Ridiculously strong. Badly worded (vacuous satisfaction anyone?) as well.

    * -Acid Cloud; Gain the encounter power Acid Cloud. Acid Cloud; Minor Action. Acid attack. Deal Con Modifier poison to all adjacent creatures. Special: Not usable in heavy armor.
    Autodamage? Hmm.
    * -Agile Step; Gain either earthwalk or forestwalk. This feat cannot be taken multiple times to gain both.
    Ie, you ignore difficult terrain in a forest, or ... when is earthwalk used?
    * -Dance of the Lawbinder; Trigger; an opponent is pulled, pushed or slid to a square adjacent to you. Effect; Make a melee basic attack with your leg weapons.
    I could so abuse this. Action type is missing.
    * -Heroic Leap; You may make a jump check as a minor action.
    Ok, that's pretty good.
    * -Mark the Fallen Prey; As a minor action, deal Con Modifier poison damage to an adjacent prone. target. The target is marked by you until end of your next turn.
    Much weaker. Not bad either.
    * -Powerful Kick; Add an additional Str or Con Mod damage to all your leg weapon attacks.
    Could be weak, could be strong -- hard to say. Depends on how leg attacks actually work. As it stands, as the leg attack powers/feats are ridiculously overpowered, so is this.
    * -Leap to Your Feet; Stand up as a minor action. Gain +2 to acrobatics and athletics.
    Untyped bonus?
    * -Acid Shot; Minor Action. Make a Ranged 5 attack (Str, Con, or Dex +6 vs Ref). 2d8+Con Mod Poison Damage. Special: counts as a Ranged Basic Attack.
    At-will? Quite good if spammed (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action) (you can use this instead of a move action).
    * -Dance of the Covenant; Anytime an ally hits an enemy adjacent to you, you deal the highest of your Con or Wis Modifier Fire and Radiant Damage to that enemy.
    Reasonably strong striker ability at epic. That is a racial.

  3. - Top - End - #3
    Pixie in the Playground
     
    Thornbrier's Avatar

    Join Date
    Mar 2010

    Default Re: [4e] New Race: Mojavo

    Much thanks Yakk, I will bring these points up with my fellow co-creator when I next see him.

    Only comments for now are:
    Dance of the Lawbinder; This should have said "as a free action."
    Earthwalk/Forestwalk; I could not remember if both exist or not. But its normally something monsters have. Ignoring difficult terrain of a specific type. I can only recall one official way of getting terrain walks on PCs at the moment, and that is a Background benefit (Sarifal? I think. ).

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •