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  1. - Top - End - #1
    Bugbear in the Playground
     
    Limos's Avatar

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    Default [4e] Limos' Homebrew race compendium

    I made these races up a while back and wanted to get the most recent version up in the forum where they will be nice and accessible. So here it goes.

    Races of the Feywild

    Quickling
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    RACIAL TRAITS

    Average Height: 3'0'' - 4'2''
    Average Weight: 65-75 lbs

    Ability Scores: +2 Dexterity, +2 Wisdom
    Size: Small
    Speed: 10
    Vision: Low light
    Languages: Common and Elven
    Skill Bonuses: +2 Acrobatics, +2 Stealth
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Unstoppable: You may move across liquids as long as you move at least half your speed. If you end your turn on a liquid you become submerged.
    Quick Cuts: You may use Quick Cuts as an encounter power.

    Quick Cuts Quickling Racial Power
    You blur across the battlefield, lashing out at your enemies with impunity.
    Encounter✦ Weapon
    Standard Action
    Effect: You shift your speed. At any two points during this shift you may make a melee basic attack at a -2 penalty. This power cannot be used while Immobilized or slowed.


    Banshrae
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’0’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 7
    Vision: Low light
    Languages: Common, Telepathy 20
    Skill Bonuses: +2 Thievery, +2 Insight
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Banshrae Weapon Proficiency: You gain proficiency with Shuriken.
    Banshrae Metabolism: Banshrae do not eat, but filter ambient energy from the air during an extended rest.
    Mantid Dance: You may use Mantid Dance as an encounter power

    Mantid Dance Banshrae Racial Power
    Your hypnotic dance channels the energies of the Feywild to beguile your enemies.
    Encounter✦ Psychic
    Move Action Personal
    Blind enemies are immune
    Effect: You gain a +2 bonus to AC and Reflex until the end of your next turn.


    Harpy
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    RACIAL TRAITS

    Average Height: 5’0’’ – 5’5’’
    Average Weight: 100 – 120lbs

    Ability Scores: +2 Constitution, +2 Charisma
    Size: Medium
    Speed: 6, 8 Fly (clumsy)
    Vision: Normal
    Languages: Common
    Skill Bonuses: +2 Bluff, +2 Perception
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Avian Build: You cannot fly while encumbered or while wearing heavy armor. In addition you cannot wield a weapon in two hands while flying.
    Deadly Screech: You may use Deadly Screech as an encounter power

    Deadly Screech Harpy Racial Power
    Your high pitched shriek brings pain and confusion to all within hearing.
    Encounter✦ Thunder
    Standard Action Close Burst 1
    Deaf creatures are immune
    Target: All in burst
    Attack: Charisma +2 vs. Fortitude
    Increase to +4 at 11th level
    Increase to +6 at 21st level
    Hit: 1d4 + Charisma modifier thunder damage and the target is dazed until the end of your next turn.


    Cyclops
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    RACIAL TRAITS

    Average Height: 7’5’’ – 9’1’’
    Average Weight: 320 – 400lbs

    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6
    Vision: Truesight 2
    Languages: Common and Elven
    Skill Bonuses: +2 Endurance, +2 Insight
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Cyclops Weapon Proficiency: You gain proficiency with the Battleaxe.
    Oversized: You may wield weapons your size, and one size larger as if they were your size.
    Evil Eye: You may use Evil Eye as an encounter power

    Evil Eye Cyclops Racial Power
    Your Eye sees more than most, and never misses a chance to strike back.
    Encounter✦ Weapon
    Immediate Reaction Melee
    Trigger: You are missed by a melee attack.
    Effect: You may make a melee basic attack against that enemy.


    Satyr
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’0’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-Light
    Languages: Common, and Elven
    Skill Bonuses: +2 Bluff, +2 Nature
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Suave Aura: You grant all non-Satyr allies within 5 squares a +2 bonus to Bluff.
    Feint: You may use Feint as an encounter power

    Feint Satyr Racial Power
    You’re just too sexy for them to keep their eyes off you.
    Encounter
    Move Action Ranged 5
    Blind creatures are immune
    Target: One creature within 5 squares
    Attack: Charisma or Dexterity +2 vs. Will
    Increase to +4 at 11th level
    Increase to +6 at 21st level
    Hit: You gain combat advantage against the target until the end of your next turn.


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    Races of the Scale

    Kuo-toa
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    RACIAL TRAITS

    Average Height: 4’9’’ – 5’9’’
    Average Weight: 140 – 170lbs

    Ability Scores: +2 Strength, +2 Dexterity
    Size: Medium
    Speed: 6, Swim 6
    Vision: Darkvision
    Languages: Common and Deep Speech
    Skill Bonuses: +2 Acrobatics, +2 Dungeoneering
    Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
    Kuo-toa Weapon Proficiency: You gain proficiency with the Trident.
    Slick Maneuver: You may use Slick Maneuver as an At-will power.

    Slick Maneuver Kuo-toa Racial Power
    Your too slippery for them to handle.
    At-Will
    Immediate reaction
    Trigger: An attack from an adjacent enemy misses you.
    Effect: You may shift into any other legal square adjacent to the same enemy, up to two squares away.


    Sahuagin
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’0’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6, Swim 6
    Vision: Low light
    Languages: Common and Deep Speech
    Skill Bonuses: +2 Intimidate
    Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
    Blood Hunger: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against bloodied enemies.
    Sahuagin Fury: You may use Sahuagin Fury as an encounter power.

    Sahuagin Fury Sahuagin Racial Power
    Sometimes it’s nice to have a couple extra hands to work with.
    Encounter
    Standard Action Melee
    Make a melee basic attack and then two secondary attacks against the same enemy.
    Secondary Attack: Strength +2 vs. AC
    Increase to +4 at 11th level
    Increase to +6 at 21st level
    Hit: 1d6 + Strength modifier damage.
    Increase to 2d6 at 11th level
    Increase to 3d6 at 21st level


    Lizardfolk
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’5’’
    Average Weight: 160 – 220lbs

    Ability Scores: +2 Strength, +2 Wisdom
    Size: Medium
    Speed: 6
    Vision: Normal
    Languages: Common and Draconic
    Skill Bonuses: +2 Athletics, +2 Nature
    Oversized: You may use weapons of your size or one size larger than your own as though they were your size.
    Balancing Tail: You may make a saving throw when you would be knocked prone. On success you are not knocked prone.
    Swamp Walk: You ignore difficult terrain relating to mud, swamps, or shallow water.
    Tail Swipe: You may use Tail Swipe as an encounter power

    Tail Swipe Liazardfolk Racial Power
    A quick pivot brings your heavy tail into the fight. Never waste an appendage.
    Encounter
    Move Action Melee
    Attack: Strength, Constitution or Dexterity vs. Reflex
    Level 11: Strength, Constitution or Dexterity +2 vs. Reflex
    Level 21: Strength, Constitution or Dexterity +4 vs. Reflex
    Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and the target is knocked prone.
    Special: When you create a character, choose Constitution, Dexterity or Reflex as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.


    Yuan-Ti
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’5’’
    Average Weight: 140 – 200lbs

    Ability Scores: +2 Dexterity, +2 Constitution
    Size: Medium
    Speed: 6
    Vision: Normal
    Languages: Common and Draconic
    Skill Bonuses: +2 Stealth, +2 History
    Forest Walk: You ignore difficult terrain relating to trees, underbrush, plants or natural growth.
    Serpent Coils: You gain a +2 bonus to grapple checks.
    Venomous Strike: You may use Venomous Strike as an Encounter power.

    Venomous Strike Yuan-Ti Racial Power
    Your bite actually is worse than your bark.
    Encounter
    Standard Action Melee
    Attack: Strength, Constitution or Dexterity vs. AC
    Level 11: Strength, Constitution or Dexterity +2 vs. Fortitude
    Level 21: Strength, Constitution or Dexterity +4 vs. Fortitude
    Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and Ongoing 4 poison damage.
    Increase to 6 poison damage at 21st level.
    Special: When you create a character, choose Strength, Constitution or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
    choice remains throughout your characters life and cannot be changed.


    Troglodyte
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    RACIAL TRAITS

    Average Height: 7’2’’ – 9’1’’
    Average Weight: 230 – 340lbs

    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6
    Vision: Darkvision
    Languages: Common, and Draconic
    Skill Bonuses: +2 Athletics, +2 Endurance
    Oversized: You may wield weapons your size, and one size larger as if they were your size.
    Foul Aroma: You take a -2 penalty to Diplomacy, Stealth and Bluff rolls.
    Troglodyte Stench: You may use Troglodyte Stench as an At-Will power.

    Troglodyte Stench Troglodyte Racial Power
    Good Gods! What is that horrible aroma!
    *gag gag choke*

    At-Will
    Minor Action Aura 1
    Effect: You may activate or deactivate this ability as a minor action. While active all living creatures within aura take a -1 penalty to attack rolls. This does not affect other Troglodytes.



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    Races of the Deep

    Illithid
    Spoiler
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    RACIAL TRAITS

    Average Height: 5’5’’ – 6’3’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Intelligence, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Normal
    Languages: Common, Deep Speech, Telepathy 10
    Skill Bonuses: +2 Bluff, +2 Diplomacy
    Abberant Origin: Your ancestors were native to the Far Realms, so you are considered an Abberant creature for the purpose of effects that relate to creature origin.
    Brain Eater: On a successful Coup-de-grace you gain temporary hitpoints equal to half the targets highest mental ability score.
    Mind Blast: You may use Mind Blast as an encounter power.

    Mind Blast Illithid Racial Power
    You crush the psyches of the weak with your superior mind.
    Attack: Intelligence, Wisdom or Charisma vs. Will
    Level 11: Intelligence, Wisdom or Charisma +2 vs. Will
    Level 21: Intelligence, Wisdom or Charisma +4 vs. Will
    Hit: The target is dazed (save ends) for a maximum number of rounds equal to your Intelligence, Wisdom or Charisma modifier.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.


    Foulspawn
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    RACIAL TRAITS

    Average Height: 4’9’’ – 6’15’’
    Average Weight: 100 – 210lbs

    Ability Scores: +2 Constitution, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low light
    Languages: Common, Deep Speech, Telepathy 10
    Skill Bonuses: +2 Dungeoneering, +2 Endurance
    Abberant Origin: Your ancestors were native to the Far Realms, so you are considered an Abberant creature for the purpose of effects that relate to creature origin.
    Psychic Feedback: When hit by a charm effect deal damage equal to your highest mental ability modifier to the caster.
    Whispers of Madness: You may use Whispers of Madness as an encounter power.

    Whispers of Madness Foulspawn Racial Power
    You mind is as twisted as your body. Go ahead and share the madness.
    Encounter✦ Psychic
    Move Action Ranged 5
    Deafened creatures are immune.
    Attack: Intelligence, Wisdom or Charisma vs. Will
    Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
    Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
    Hit: 1d4 + Intelligence, Wisdom or Charisma modifier psychic damage and the target is slowed (save ends). If they are already slowed they are instead dazed until the end of your next turn.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.



    Grimlock
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    RACIAL TRAITS

    Average Height: 5’8’’ – 6’6’’
    Average Weight: 160 – 250lbs

    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6
    Vision: Blindsight 6
    Languages: Common and Deep Speech
    Blind: You are immune to gaze attacks.
    Grimlock Rage: You may use Grimlock Rage as an encounter power.

    Grimlock Rage Grimlock Racial Power

    Me Grimlock! Grimlock SMASH!
    Encounter
    Immediate Reaction Personal
    Trigger: You become bloodied.
    Effect: You gain temporary hitpoints equal to your Constitution score plus 1/2 your level. If you lose these temporary hitpoints you become Weakened until the end of your next turn.


    Medusa (Female)
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    RACIAL TRAITS

    Average Height: 4’9’’ – 5’9’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-light
    Immune: Petrification
    Resist: 5 Poison
    Petrifying Gaze: You may use Petrifying Gaze as an encounter power.

    Petrifying Gaze Medusa Racial Power
    You will look lovely in my statue garden
    Encounter✦ Gaze, Poison, Psychic
    Standard Action Close blast 3
    Blind creatures are immune.
    Attack: Intelligence, Wisdom or Charisma vs. Fortitude
    Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
    Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
    Hit: Target is Immobilized (save ends).
    (Second failed save) Target is Petrified (save ends)
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.


    Medusa (Male)
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    RACIAL TRAITS

    Average Height: 5’2’’ – 6’3’’
    Average Weight: 150 – 210lbs

    Ability Scores: +2 Strength, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-light
    Immune: Petrification
    Resist: 5 + 1/2 Level Poison
    Venomous Gaze: You may use Venomous Gaze as an encounter power.

    Venomous Gaze Medusa Racial Power
    I can shoot poison from my eyes. Want to see?
    Encounter✦ Gaze, Poison, Psychic
    Standard Action Close blast 3
    Blind creatures are immune.
    Attack: Intelligence, Wisdom or Charisma vs. Fortitude
    Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
    Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
    Hit: 1d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 2 ongoing poison damage.
    Level 11: 2d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 4 ongoing poison damage.
    Level 21: 3d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 6 ongoing poison damage.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
    Last edited by Limos; 2009-09-18 at 10:00 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    Imp

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    Default Re: [4e] Limos' Homebrew race compendium

    You might wanna check the lizardfolk, it seems the stats got confused.

    "Attack: Strength, Constitution or Dexterity vs. Reflex
    Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and the target is knocked prone.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power."

    Uhm... and
    This brings back memories.
    (i might edit this comment later as i couldn't find the time to read it all again)
    Last edited by Rigon; 2009-05-03 at 11:33 PM.
    My combat role is Lurker.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Limos's Avatar

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    Default Re: [4e] Limos' Homebrew race compendium

    Oh thanks Rigon. It seems there are a few mistakes left.

  4. - Top - End - #4
    Bugbear in the Playground
     
    JackMage666's Avatar

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    Default Re: [4e] Limos' Homebrew race compendium

    Medusa (Medusi?) are a bit weak. I'd give them Darkvision (or at least low-light vision), and Poison Resist 5+1/2 character level (rather than the flat 5)

    That should make them about on par. Slow/Immobilize aren't that strong (and you only get immobilized if you fail), and the Poison damage is easily negated by a good number of Lvl 2 magic items or natural resists.
    If there's a rule, there's someone out there trying to figure out how to get around it just to piss off his DM.

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    - The Jack-signal. Thanks Jokes!

    Avatar created by Yeril, who made it look awesome.

  5. - Top - End - #5
    Troll in the Playground
     
    Ziegander's Avatar

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    Default Re: [4e] Limos' Homebrew race compendium

    Lizardfolk seem on the strong side. Consider losing Oversized.

    The Medusae are definitely quite weak, even with their blast encounter powers. I'd go with Jack's suggestions, and even add another racial trait or so. Actually, I'd also make it up to the player which encounter power they get, not whether or not they are male or female. That just seems silly.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Limos's Avatar

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    Default Re: [4e] Limos' Homebrew race compendium

    The Medusi have some pretty serious Gender dimorphism going on. They get different stats and bonuses depending on gender.

    I guess I could give them another Racial trait... But no Darkvision. With Senses I went straight by the Monster manual entries. Medusi have Lowlight, not Darkvision.


    EDIT: I buffed the racial powers a bit. Now Medusa starts with Immobilize and second failed save gives Petrification (save ends). The male gets extra damage based on tier, the female get's extra to-hit.
    Last edited by Limos; 2009-09-11 at 11:20 AM.

  7. - Top - End - #7
    Pixie in the Playground
     
    BlueKnightGuy

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    Default Re: [4e] Limos' Homebrew race compendium

    Quote Originally Posted by Limos View Post
    EDIT: I buffed the racial powers a bit. Now Medusa starts with Immobilize and second failed save gives Petrification (save ends). The male gets extra damage based on tier, the female get's extra to-hit.
    The males are still underpowered. The +2/+4/+6 attack bonus that many races in official books have is there as a substitute for the lack of a magic weapon/implement bonus (those only apply to weapon/implement powers and racial powers are often neither). The bonus increase in order to keep the racial power competitive with those from class and paragon path.

    The damage of Venomous Gaze scales well enough for an encounter power but lacking the increasing attack bonus it will grow increasingly inaccurate with each tier.

    Lizardfolk and Foulspawn suffer from the same problem.

    Harpy has improving attack bonus, but damage doesn't scale. I'm assuming that the attack improvements were supposed to make the power progressively stronger at each tier, but in practice they just keep it competitive (as a method for dazing opponents).

  8. - Top - End - #8
    Bugbear in the Playground
     
    Limos's Avatar

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    Default Re: [4e] Limos' Homebrew race compendium

    Okay, pretty much everyone with a racial attack power now has scaling to-hit bonuses and scaling damage. That pretty much ought to keep the racial powers useful on each tier.

  9. - Top - End - #9
    Pixie in the Playground
     
    BlueKnightGuy

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    Default Re: [4e] Limos' Homebrew race compendium

    Looks more or less fine now.

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