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5 years ago  ::  May 29, 2008 - 1:14PM #1
Vadin
Date Joined: Jun 11, 2005
Posts: 100


Mongrel
Without a homeland of their own, Mongrel blend into other societies and try their best to adapt.
Average Height: As human
Average Weight: As human
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Abilities: +2 to any one ability score chosen at the beginning of each day
Size: Medium
Speed: 6 squares
Vision: Low Light
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Languages: Common
Skills: +2 Disguise
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Bonus Feat: Any one bonus feat
Emulate Ability: At the beginning of every day, choose a racial power usable on a per encounter basis. For the remainder of the day, you have access to this power as though you were a member of that race.
Imitation: A Mongrel is treated as a member of the race whose power they are emulating. This does not allow you to take feats that require being a member of a given race, however.
Mutable Defense: At the beginning of the day, choose Fortitude, Reflex, or Will. You gain a +1 bonus to that defense. At the end of each Short Rest period, you may change to which defense this applies.

Mongrels have no natural dwelling grounds, mixing freely with all the races of the world. Some prefer the deep homes of the dwarves, while other enjoy the treetop abodes of the elves. Their natural talent for altering themselves comes in handy, helping them to be almost as lithe, almost as clever, and almost as strong as whoever their neighbors happen to be.

Play a Mongrel if you want...

  • A race that can be good at a different thing every day
  • An adventurer who can adapt his fighting style with ease
  • A race with many rogues and wizards. Classes that give the adventurer multiple things to do in and out of battle are very common among Mongrels


Physical Qualities:

Their features range from baseline human to vaguely elven to brutally orcish to calmly draconic. Some are tall, some are short. Some are thin, some are wide. Generally, however, they tend to appear like some sort of variation of human.

Playing Mongrels:

Playing a Mongrel can be a challenge. They don't have as many bonuses as other races, but their daily choice of bonus points and racial power means that they can prepare for encounters much better than many other characters.

Mongrel Characteristics: Unique, wild, demure, mysterious, odd, excited

Male Names: Stan, Hy'thrael, Keethrax, Llewenhooke, Clyde, Albertus

Female Names: Uunundia, Jill, Hash'kissar, Missy, Alexis

Racial Feats
Heroic Teir
Toughened Shifting [Mongrel]
Prerequisites: Mongrel
Benefit: Your bonus from Mutable Defense increases to +2.

Paragon Teir
Versatile Shifting [Mongrel]
Prerequisites: Mongrel, Character Level 11
Benefit: You may choose two defense to apply the bonus from Mutable Defense to.
Special: If you took the Toughened Shifting feat, both defenses chosen are increased by +2.

Racial Shifting [Mongrel]
Prerequisites: Mongrel, Character Level 11
Benefit: This feat allows you to emulate a Heroic Teir feat every day from the race whose power you are emulating that day. You choose the feat to be emulated at the beginning of each day.
Special: If you choose a feat that modifies an ability you do not possess, the feat is wasted and no benefit is gained.


Thoughts? A bit different than Eberron's Shifters, but I thought it worked quite nicely. Obviously, of course, the +2 to an ability score doesn't stack. It's more like a permanent but temporary +2 bonus to one stat at a time. Some room for expansion would be a paragon path that granted the ability to emulate powers from other classes (like enhanced multiclassing) and the ability to gain a racial feat every day for the race you're emulating.
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5 years ago  ::  May 29, 2008 - 2:13PM #2
Grazel
  • Dragon Slayer
Date Joined: Feb 25, 2008
Posts: 902
Interesting but may want to use a different name. the MM has shifters (two varieties) including PC race writeups for them in the appendix.
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5 years ago  ::  May 29, 2008 - 2:17PM #3
Vadin
Date Joined: Jun 11, 2005
Posts: 100
The 4e MM has Shifters as a race?
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5 years ago  ::  May 29, 2008 - 3:19PM #4
JosephKell
Date Joined: Aug 4, 2002
Posts: 2,339
I think this would've been done better as a Mongrelfolk type thing.

And I would change how you do the floating ability score.

Instead of giving a floating +2, I would give a floating +1 bonus on rolls associated with one of the stats from the same "race" who they copy that day.

So in copying a Dragonborn the Mongrelfolk would get either a +1 for anything that used Strength or (not both) Charisma (since Dragonborn get +2 Str/+2 Cha). 4e is all about giving bonuses to rolls not to stats because stats trickle through everything.

Overall though, this race seems fairly complex. And way too pretty to be the "mixing pot race for the leftovers of other races."
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5 years ago  ::  May 29, 2008 - 3:34PM #5
Grazel
  • Dragon Slayer
Date Joined: Feb 25, 2008
Posts: 902

Vadin wrote:

The 4e MM has Shifters as a race?


Yes they give two types in there. In 4e MM the shifters are 'weretouched' and are often the offspring or descendents of werewolves and other werecreatures who aren't full-blooded werecreatures themselves. Their 'shifting' abilities kick in when they get bloodied and last until the end of the encounter.

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5 years ago  ::  May 29, 2008 - 7:59PM #6
Vadin
Date Joined: Jun 11, 2005
Posts: 100
Hmm...so, any ideas for a name other than shifters? They aren't so much a 'mixing pot' race as they are a race that can blend in and become 'almost members' of any other race. They're not so much stew as they are soy. They can act like anything (meat, veggies, milk), but they aren't really that thing (they're just soy).

At the suggestion Xefas on the GitP forums, I added another (albeit minor) ability to them.
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5 years ago  ::  May 30, 2008 - 12:25AM #7
malcolm_n
Date Joined: Mar 15, 2005
Posts: 333

Vadrin]Hmm...so, any ideas for a name other than shifters? They aren't so much a 'mixing pot' race as they are a race that can blend in and become 'almost members' of any other race. They're not so much stew as they are soy. They can act like anything (meat, veggies, milk), but they aren't really that thing (they're just soy).

At the suggestion Xefas on the GitP forums, I added another (albeit minor) ability to them.


This describes the mongrelfolk pretty well, actually. I'll throw my vote in for that name on thi wrote:

Hmm...so, any ideas for a name other than shifters? They aren't so much a 'mixing pot' race as they are a race that can blend in and become 'almost members' of any other race. They're not so much stew as they are soy. They can act like anything (meat, veggies, milk), but they aren't really that thing (they're just soy).

At the suggestion Xefas on the GitP forums, I added another (albeit minor) ability to them.[/quote]
This describes the mongrelfolk pretty well, actually. I'll throw my vote in for that name on this race.

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5 years ago  ::  May 30, 2008 - 12:31AM #8
QuiZZer
Date Joined: Apr 2, 2008
Posts: 29
I agree, Mongrelfolk seems far more fitting than Shifter.
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5 years ago  ::  May 30, 2008 - 9:32AM #9
Vadin
Date Joined: Jun 11, 2005
Posts: 100
Fair enough. I'm fine with mongrelfolk, too (except for the 'folk' part), so...mongrel it is!

Name changed and some feats added.
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5 years ago  ::  May 30, 2008 - 9:41AM #10
Slayerofbigthings
Date Joined: May 18, 2005
Posts: 3
Yep 4e MM has two shifters the Longtooth and Razorclaw breeds. longtooth is gonna be the fighter type used for one on one razorclaw is a hit and run rogue type. also their bonus scores go as +2 Str(long) +2 Dex(razor) and +2 Wis(both)
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