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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-27-2008, 08:32 PM   Top  -  End  -  #1
Shadow_Elf
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Default [4e] - 5 new races - now with guns!

In the setting I am planning, the PHB humans do not exist. Instead, three types of humans, each shaped by their respective environments and lifestyles, are given as racial options. Here they are, complete with feats, for your review.

Paltian Humans
Spoiler

Shocar Humans
Spoiler

Tiolan Humans
Spoiler

Firbolgs
Spoiler

Duergar
Spoiler
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Last edited by Shadow_Elf : 10-30-2008 at 07:10 PM.
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Old 10-28-2008, 08:43 PM   Top  -  End  -  #2
Shadow_Elf
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Default Re: [4e] - Custom Races for a Custom Setting

Added Firbolgs (which I would really like PEACHed, since they have a number of racial features)

Duergar soon.
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Old 10-29-2008, 06:15 PM   Top  -  End  -  #3
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Duergar added. They have a MUCH bigger Psi focus in my rendition than they did in 3.X, but I thought that making them too much like normal dwarves would be boring .

Hopefully I'll get some feedback...
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Old 10-29-2008, 06:32 PM   Top  -  End  -  #4
Zocelot
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

The Firlbog's rallying charge seems a bit powerful. I suggest making it only apply to the target of the charge, and if they don't make the attack before the end of their next turn, the bonus is wasted.
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Old 10-29-2008, 06:33 PM   Top  -  End  -  #5
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Quote:
Originally Posted by Zocelot View Post
The Firlbog's rallying charge seems a bit powerful. I suggest making it only apply to the target of the charge, and if they don't make the attack before the end of their next turn, the bonus is wasted.
Um, that would suck. You don't charge allies. Therefore, you'd give the bonus to the enemy. Maybe if it was adjacent units at the start of the charge?
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Old 10-29-2008, 06:50 PM   Top  -  End  -  #6
AgentPaper
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Quote:
Originally Posted by Shadow_Elf View Post
Um, that would suck. You don't charge allies. Therefore, you'd give the bonus to the enemy. Maybe if it was adjacent units at the start of the charge?
What he meant was, change it to this: "Allies within 5 squares of you gain a +1 to their next attack roll against the target of your charge. This effect lasts only until the end of your next turn."

Alternately, you could make it so they only get the bonus if they are charging, but it doesn't matter who they charge.
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Old 10-29-2008, 07:09 PM   Top  -  End  -  #7
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

@^ - Ah, that's why WotC has Erratas. wording confusion.

Sorry, yeah that makes sense now. I'll just steal that wording and put it in.
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Old 10-29-2008, 09:15 PM   Top  -  End  -  #8
Moff Chumley
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Very cool concept. I love your homebrews.
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Old 10-30-2008, 01:41 AM   Top  -  End  -  #9
KKL
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Paltians look good, but the Nobel Duel feat makes no sense. Free Hand Strike could potentially prove to be really powerful, though. But I like it.

Shocar...bit iffy about Extensive Study. Otherwise, the rest looks nice, although both Heroic Tier feats might be a wee too strong.

Tiolans look pretty good. I especially like Contagious Cherriness, although the Increased Durability...let's just say that it's pretty much a must take feat. Hammerers especially. Oh jesus, hammerers. Double Con mod healing surges and you deal con mod damage on a miss. Talk about ****ing tanky.

No complaints about Firbolgs.

Duergar...Enlarge Self is godly powerful. Mind Slam is decent. Enlarge Self is godly. The feats are pretty good. And Enlarge Self is STILL godly oh god. Did I mention how Enlarge Self is awesome? I didn't? Enlarge Self is awesome.
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Old 10-30-2008, 06:54 AM   Top  -  End  -  #10
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

@^ - When you say how awesome Enlarge Self is, do you mean overpowered, or you really like it? I actually thought it was much more situational than Mind Slam, personally.
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Old 10-30-2008, 04:44 PM   Top  -  End  -  #11
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

To go along with the random interjections of steampunky flavour in this campaign, here is my rendition on the oft-tried 4e Firearms:

4e Firearms (thanks to flyingpoo22 for his tabling skills)
Spoiler
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Last edited by Shadow_Elf : 10-30-2008 at 07:32 PM.
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Old 10-30-2008, 04:45 PM   Top  -  End  -  #12
Inyssius Tor
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

So... do you get reach?
EDIT: And your blunderbuss is awfully good. Might want to change it to a Blast 2?
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Last edited by Inyssius Tor : 10-30-2008 at 04:49 PM.
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Old 10-30-2008, 04:48 PM   Top  -  End  -  #13
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Quote:
Originally Posted by Inyssius Tor View Post
So... do you get reach?
Yes, you do get reach (that's the main feature of the power)

Also, the Improved Enlarge Self feat is being modified.
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Old 10-31-2008, 02:23 AM   Top  -  End  -  #14
KKL
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Quote:
Originally Posted by Shadow_Elf View Post
@^ - When you say how awesome Enlarge Self is, do you mean overpowered, or you really like it? I actually thought it was much more situational than Mind Slam, personally.
Actually, nevermind. It's great, but I was thinking it gave you threatening reach, which would have been godly.

So it's just great, but not broken.

As for the firearms, I cna't complain here, although the Sniper Rifle is less than what I'd expect.
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Old 10-31-2008, 10:26 PM   Top  -  End  -  #15
Shadow_Elf
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Default Re: [4e] - Duergar and Firbolgs and Human Variants - Oh My!

Quote:
Originally Posted by KKL View Post
As for the firearms, I can't complain here, although the Sniper Rifle is less than what I'd expect.
however, in a world where firearms are just as viable an option, but not better, than the bow and crossbow, the modern sniper rifle has no place. Instead, this sniper rifle is more in line with the power level of the items. And the range is really nice.

Also, the Blunderbuss can make Ranged Rangers rather overpowered. Twin Strike Cblast 3? I think maybe it should be a CBlast 3 that provokes AoOs as a normal ranged weapon (specific rule beats a general rule and all that). That way RRangers would still have to shift/Nimble Strike to use it effectively. It also allows them to be a very effective pseudo controller.
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Last edited by Shadow_Elf : 10-31-2008 at 10:26 PM.
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Old 11-03-2008, 01:23 AM   Top  -  End  -  #16
KKL
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Default Re: [4e] - 5 new races - now with guns!

Shoulder Cannon should be a move action to load, instead of a standard action. As is, the average damage per shot is 3.5, which deals less damage than a dagger (1d4) in the same amount of time.

Quote:
however, in a world where firearms are just as viable an option, but not better, than the bow and crossbow, the modern sniper rifle has no place. Instead, this sniper rifle is more in line with the power level of the items. And the range is really nice.
Ah, right. I was going off of the modern image of a sniper, sitting about half the country away.

Quote:
Also, the Blunderbuss can make Ranged Rangers rather overpowered. Twin Strike Cblast 3? I think maybe it should be a CBlast 3 that provokes AoOs as a normal ranged weapon (specific rule beats a general rule and all that). That way RRangers would still have to shift/Nimble Strike to use it effectively. It also allows them to be a very effective pseudo controller.
Actually, in my opinion, the blunderbluss would actually be in line with the Archer Ranger's preferred weapon (Superior Crossbow), albeit slightly less desireable due to the close proximity.

EDIT: oh hay, the Blunderbluss is a 1d6, compared to the S. Crossbow's 1d10. The Crossbow beats it by a mile and a half.

Last edited by KKL : 11-03-2008 at 01:27 AM.
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Old 11-03-2008, 07:45 AM   Top  -  End  -  #17
Shadow_Elf
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Default Re: [4e] - 5 new races - now with guns!

Quote:
Originally Posted by KKL View Post
Shoulder Cannon should be a move action to load, instead of a standard action. As is, the average damage per shot is 3.5, which deals less damage than a dagger (1d4) in the same amount of time.
Actually, in my opinion, the blunderbluss would actually be in line with the Archer Ranger's preferred weapon (Superior Crossbow), albeit slightly less desireable due to the close proximity.

EDIT: oh hay, the Blunderbluss is a 1d6, compared to the S. Crossbow's 1d10. The Crossbow beats it by a mile and a half.
The Blunderbuss is Military, and as such does not require a proficiency feat.
The Shoulder Canon also knocks prone at-will. Maybe load move would be more fair, but on a Ranged Ranger with Twin Strike...
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Old 11-03-2008, 12:03 PM   Top  -  End  -  #18
KKL
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Default Re: [4e] - 5 new races - now with guns!

Quote:
Originally Posted by Shadow_Elf View Post
The Blunderbuss is Military, and as such does not require a proficiency feat.
The Shoulder Canon also knocks prone at-will. Maybe load move would be more fair, but on a Ranged Ranger with Twin Strike...
Blunderbluss: Ah, I missed that. Perhaps an increase in damage die to a d8 would better suit it?

Shoulder Cannon: It would actually be less effective in that circumstance, as knocking things prone gives them +2 defense against ranged. And in this case, it could be ruled that the effect of Shoulder Cannon knocking things prone would lower the average damage of the Shoulder Cannon simply because it would knock things prone, causing you to miss more often. Although the idea of a 20 average damage Twin Strike at level 1, is indeed, hilarious. Also, elf with Shoulder Cannon. Although sticking a Bugbear with this shoulder cannon would increase damage to 26.

...Is the Shoulder Cannon a superior weapon? =(
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Old 11-03-2008, 05:49 PM   Top  -  End  -  #19
Shadow_Elf
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Default Re: [4e] - 5 new races - now with guns!

Quote:
Originally Posted by KKL View Post
Blunderbluss: Ah, I missed that. Perhaps an increase in damage die to a d8 would better suit it?

Shoulder Cannon: It would actually be less effective in that circumstance, as knocking things prone gives them +2 defense against ranged. And in this case, it could be ruled that the effect of Shoulder Cannon knocking things prone would lower the average damage of the Shoulder Cannon simply because it would knock things prone, causing you to miss more often. Although the idea of a 20 average damage Twin Strike at level 1, is indeed, hilarious. Also, elf with Shoulder Cannon. Although sticking a Bugbear with this shoulder cannon would increase damage to 26.

...Is the Shoulder Cannon a superior weapon? =(
1) I would consider upping the damage if it provoked opportunity attacks at normal range. Currently, it does not.

2) Prone also grants CA. Which Means you get -2 for ranged attack, and +2 for CA, which makes +0. This is mainly to give allies a chance to maneuver, to give melee allies CA, and to stop fleeing enemies dead in their tracks.

3) It is, indeed, Superior (Hand Pistol + Blunderbuss = Martial, SC ans Sniper Rifle are Superior)
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