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Flag ShadowGuard July 28, 2009 3:27 PM PDT
Another question on possible races: would a Thri-Kreen ever be possible? On a similar note how would you deal with races with multiple limbs? Would you allow the extra limbs, maybe treating them like permanent Mage Hands? Or would allowing them to be normal hands that could not wield weapons or shields be okay?

I ask this because with the PHB3 theme of attack from the Far Realms, which includes a heavy dose of Psionics, I was hoping to see if the Thri-Kreen could make a comeback.
Flag Crimson_Concerto July 28, 2009 3:36 PM PDT
It's certainly possible for the Thri-Kreen to make a comeback, but if they mechanically function like they have any more than two hands for the purposes of wielding weapon, implements, or shields, they will be broken. Period. For this reason, I'd personally prefer they not come in a PC race flavor this time around, but if they cut down the mechanical effects of the two extra hands, it may be possible. For example, if the hands can only hold items or draw and stow them for you as quicker actions, that would be acceptable.

My favorite idea so far is basically letting them draw and stow items as free actions on your turn and then otherwise having the extra arms perform the function of a Deflect Arrows encounter power, probably a bonus to AC or Reflex against a ranged attack.
Flag Magus_Stragus July 28, 2009 4:08 PM PDT

pwiggi wrote:

Awesome guide, thanks Magus! It helped me balance out a couple different homebrew races I have in the works.

Just one question. Would you consider this a Major or Minor ability?:

Natural Enemy: You gain +1 on all attacks against Demons and Devils.


Now, granted, Demons and Devils are somewhat common in my particular setting. However, I'm more curious about the balance of this ability in general (i.e. granting a +1 against two specific creature types).

I'm leaning toward a minor ability, since it's fairly situational. However, attack/defense bonuses don't seem to be minor abilities very often. I practically assumed there would be precedent for this (I guess I still have a 3e mindset!) but no existing races get a "racial enemy" bonus. Also, just the fact that it grants an attack bonus makes me think that perhaps it should be a major ability.


First, though I'm flattered, the thanks should go to Fireclave, as this is his guide, not mine.

About the ability, I think that it fits more as a feat than a racial feature.

Flag pwiggi July 29, 2009 7:46 AM PDT

Crimson_Concerto wrote:

I don't think that really makes for a very good racial ability at all in 4E. Calling out specific creature types mechanically is just as bad as calling out alignment mechanically for being so abstract, arbitrarily, and specific. They both have their place, but definitely not on a PC race. I'm sure you can come up with something better and more interesting than that.


Probably, it's just an early draft of the race, and we modelled it loosely on the 3e equivalent.

It seems to me, though, that it's far too easy to fall into the trap of cloning another race and changing some of the minor details. This ability was an attempt to spice things up by *not* just making a re-skinned $race.

But thanks for the input! I like Magus' idea of turning this into a feat.

Also, sorry Fireclave and Magus for confusing who wrote this guide. Apparently, I can't read subject lines!

Flag The_Silversword August 3, 2009 12:58 AM PDT
I have a question. OK ive got this race for my campaign world from back in the 2e days, and their main thing was they was resistant to magic. Converting this race to 4e has been giving me some trouble as Magic Resistance seems non-existent now. I was thinkin of makin it so that any magical attack against them would be done with two roles, using the lower of the die results, but this seems a little to powerful to me. Any suggestions?
Flag Crimson_Concerto August 3, 2009 1:47 AM PDT

The_Silversword wrote:

I have a question. OK ive got this race for my campaign world from back in the 2e days, and their main thing was they was resistant to magic. Converting this race to 4e has been giving me some trouble as Magic Resistance seems non-existent now. I was thinkin of makin it so that any magical attack against them would be done with two roles, using the lower of the die results, but this seems a little to powerful to me. Any suggestions?


This isn't going to work, and the reason it's not going to work is that you will not find a definition of "magic" in 4E that everybody agrees with. What exactly is even considered a magic attack?
You should come up with other stuff. Unless you made a race that was solely based on a particular mechanic you wanted to use and thus had only a mechanical reason to exist as a one-tick pony, you should be able to come up with plenty else about them that would be interesting enough to make into a racial feature. For example, Drow lost their Spell Resistance too, but there were still enough other interesting things about them that they didn't really need it anymore to be part of their race's identity anyways. So is your race really conceptually interesting or was it just a mechanical gimmick is the question.
I don't know enough about your race to suggest anything specific, but the best I can think of right now to maybe simulate what they used to have is to give them Variable Resistance 5 + one-half their level and have that count as their encounter power, but of course this would then still work against things that were not magical in nature, such as lava and blizzards, and you wouldn't be able to prevent that because you can't define magic.

Flag The_Silversword August 3, 2009 2:05 AM PDT

Crimson_Concerto wrote:

This isn't going to work, and the reason it's not going to work is that you will not find a definition of "magic" in 4E that everybody agrees with. What exactly is even considered a magic attack?


Thats a good question. I guess the way is see it is a magical attack would be any attack thats not martial. Although im not too sure about psionics or primal, but definatly divine. That was one of theit draw backs was that healing magic didnt work on them either. But any way the magic resistance was a main part of the race as they was basically genitically enginered in a previous age to be mage killers during this great wizard war that was going on. so i really want to keep the magic resistance thing but not sure how that would fit.

I do like the Variable Resistance idea that might be the ticket there. Thought about maybe giving them like a +4 to Wil but that seems too powerful as well.

Flag Crimson_Concerto August 3, 2009 3:37 AM PDT

The_Silversword wrote:

I guess the way is see it is a magical attack would be any attack thats not martial. Although im not too sure about psionics or primal, but definatly divine.


This makes no sense. Why exactly do they resist a Paladin's Valiant Strike? Why would they resist a Sword Mage's Luring Strike? Why would they resist a Barbarian's Howling Strike? Also, there's the little problem that monsters never have power source keywords...

Flag The_Silversword August 3, 2009 7:52 AM PDT

Crimson_Concerto wrote:

This makes no sense. Why exactly do they resist a Paladin's Valiant Strike? Why would they resist a Sword Mage's Luring Strike? Why would they resist a Barbarian's Howling Strike? Also, there's the little problem that monsters never have power source keywords...


They would have resitence against these attacks becuase they're backed by magic. Im not sure about the barbarian though as i see the priaml source dealing with like nature spirits or what ever so im not sure if i would count that as magic.
But i see what youre saying.
And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature. See this is the problem im having in trying to update this race for 4e. Im not sure how to pull it off. I want to keep that magic resistance thing in there somehow. Maybe a bonus to saving throws against certain affects such as charm or maybe a bonus to defense against area effects?

Flag Fireclave August 3, 2009 11:28 AM PDT

The_Silversword]And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature.


Having a keyword does not necessarily make an attack magical in nature, and the magical nature of an attack is largely subjective in nature. For example, if a fire elemental-type creature attacks by throwing globs of semi-molten rock at you, is the a magical attack because it has the Fire keyword? If a githzerai pummels you with a stone-shattering barrage of strikes, is the attack magical because it has the Psychic keyword? If a dragon swoops down from the mountains and roars in your face with its fear-keyworded Frightful Presence, does it work the way it does because its magic or because its a big frickin' fire lizard that's innately skilled at intimating things many times smaller than it and oh-god-its-gonna-eat-me!

And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature.[/quote]
Having a keyword does not necessarily make an attack magical in nature, and the magical nature of an attack is largely subjective in nature. For example, if a fire elemental-type creature attacks by throwing globs of semi-molten rock at you, is the a magical attack because it has the Fire keyword? If a githzerai pummels you with a stone-shattering barrage of strikes, is the attack magical because it has the Psychic keyword? If a dragon swoops down from the mountains and roars in your face with its fear-keyworded Frightful Presence, does it work the way it does because its magic or because its a big frickin' fire lizard that's innately skilled at intimating things many times smaller than it and oh-god-its-gonna-eat-me!

The_Silversword]Maybe a bonus to saving throws against certain affects such as charm


Bonuses against certain effects can and has worked. For example, Eladrin have a bonus against charm effects and Kalashtar are allowed saving throws against certain debilitating status effects at the beginning of their turn rather than at the end.

Maybe a bonus to saving throws against certain affects such as charm[/quote]
Bonuses against certain effects can and has worked. For example, Eladrin have a bonus against charm effects and Kalashtar are allowed saving throws against certain debilitating status effects at the beginning of their turn rather than at the end.

The_Silversword]Im not sure about the barbarian though as i see the priaml source dealing with like nature spirits or what ever so im not sure if i would count that as magic.


Food for thought: A Barbarian's attacks are just as primal as the Warden's, Shaman's, and Druid's. The latter being a traditional caster in past versions.



The big issue here is that while there is still a flavor distinction between magical and non-magical, the mechanical distinction between the two no longer exists. So any mechanics that attempt to play on that specific mechanical distinction will fail (because there is no distinction to play on). And relying on flavor to establish that distinction is useless because flavor is both subjective and mutable.

What you might want to do instead is repackage your race's magic resistance into something that's either more generic (applies not just to "spells") or more specific (applies to a specific attack subset used most commonly by magic users). First figure out what magic themes you want the race to be resistant to, and then design features and feats to defend against them.

For example, spellcaster and spellcaster-themed monsters tend to rely on ranged attacks and ranged AoEs. So one possible anvenue is to give your race a defensive ability that applies to those attacks. The ability could be anything from a forced reroll like the Halfling's Second Chance, temp HP, or energy resistance that can be shifted once per encounter. Alternatively, you could instead emphasis their mage-killer status with an offensive ability. Perhaps one that, for example, grants them bonuses to attack and/or damage against a creature that just hit them with one of the aforementioned attacks, or maybe some Shifter-like V-tec that kicks in when bloodied.

I think your concept can still work, but it's going to take a bit of flexible, creative re-imagining on your part to figure what how exactly it should work and what works best with your wrote:

Im not sure about the barbarian though as i see the priaml source dealing with like nature spirits or what ever so im not sure if i would count that as magic.[/quote]
Food for thought: A Barbarian's attacks are just as primal as the Warden's, Shaman's, and Druid's. The latter being a traditional caster in past versions.



The big issue here is that while there is still a flavor distinction between magical and non-magical, the mechanical distinction between the two no longer exists. So any mechanics that attempt to play on that specific mechanical distinction will fail (because there is no distinction to play on). And relying on flavor to establish that distinction is useless because flavor is both subjective and mutable.

What you might want to do instead is repackage your race's magic resistance into something that's either more generic (applies not just to "spells") or more specific (applies to a specific attack subset used most commonly by magic users). First figure out what magic themes you want the race to be resistant to, and then design features and feats to defend against them.

For example, spellcaster and spellcaster-themed monsters tend to rely on ranged attacks and ranged AoEs. So one possible anvenue is to give your race a defensive ability that applies to those attacks. The ability could be anything from a forced reroll like the Halfling's Second Chance, temp HP, or energy resistance that can be shifted once per encounter. Alternatively, you could instead emphasis their mage-killer status with an offensive ability. Perhaps one that, for example, grants them bonuses to attack and/or damage against a creature that just hit them with one of the aforementioned attacks, or maybe some Shifter-like V-tec that kicks in when bloodied.

I think your concept can still work, but it's going to take a bit of flexible, creative re-imagining on your part to figure what how exactly it should work and what works best with your vision.

Flag Crimson_Concerto August 3, 2009 11:55 AM PDT

The_Silversword wrote:

They would have resitence against these attacks becuase they're backed by magic.


No, they're not. None of the powers I mentioned are necessarily backed by magic at all, despite having non-martial keywords. The Paladin's Valiant Strike? It's a bonus to hit for each adjacent enemy, nothing necessarily divine in nature about it. The Sword Mage's Luring Strike? That's almost exactly the same as the Fighter's Footwork Lure, nothing necessarily magical about it. The Barbarian's Howling Strike? How is "I smash stuff really hard! And I can do it during a charge!" necessarily magically backed at all?

And no monsters dont have power source keywords but they do have keywords such as psycic or fear that would designate those powers as magical in nature.


No, a specific keyword does not automatically make a power magical. Thing with the Fear keyword might just have that because it's really ****ing scary, like Fireclave's example of the dragon. The only keywords that are necessarily magical in my opinion would be Force, Necrotic, Charm, Conjuration, Illusion, Polymorph, and Teleportation. And even then you run into way too many possible exceptions.

See this is the problem im having in trying to update this race for 4e. Im not sure how to pull it off.


Again, if the race was actually more interesting than just their mechanic for resisting magic, then it should be no problem to represent other aspects of them mechanically and have that be that.

I want to keep that magic resistance thing in there somehow.


Well you're not going to be able to. I'm not sure how to make it more clear, but 4E's system just doesn't allow for a consistent definition of magic. The only way to pull it off is to limit it and say they're only resistant to certain kinds of magic. For example, a save bonus versus charm effects would make them more resistant to those but couldn't be representative of being resistant to all magic at all.

Maybe a bonus to defense against area effects?


Not all area effects are magical in nature, so this makes no sense.

Flag The_Silversword August 3, 2009 6:12 PM PDT
Thanx guys for the input. youve given me some ideas and alot to think on. The idea worked well in 1-2e as you had the magic resistance to work with and 3e had spell resistance, but yeah 4e just doesnt have that mechanic built in there. But i guess if demon lords dont have magic resistance anymore i guess i shouldnt feel too bad that my race wont either.
I like the forced reroll idea Fireclave i might work that in there. Im also thinking of maybe a limited dispel magic ability like the wizards power, but I dont know thats what a 6th level power? With no ECLs in 4e i really need to tone some things down.
Lets see all in all they had the magic resistance, which is the part i was really having trouble with, they had a healing factor (not regeneration, they didnt grow arms back.) Im thinkin i could simulate that by giving them some extra healing surges. And they had bone claws which i would see as increasing their unarmed damage to 1d6 allowing a racial feat to boost it to 1d8. So yeah they were basically a race of magic resistant Wolverines. But they had drawbacks, first as a race they shunned armor, seeing any one who wore it as being afraid of getting hurt, They considered unarmed combat (albeit with claws) the height of military prowess so they shunned normal weapons especially ranged weapon believing that not to kill a man face to face was cowardly. They also made poor spellcasters because of their magic resistance. But 4e doesnt really use racial penalties so all this amounts to fluff now so i need to work em out so theyre not overpowerfull or anything. I dont want every player at my table goin oh im playin one of these guys.
Flag Crimson_Concerto August 3, 2009 6:37 PM PDT
Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate...
Flag Fireclave August 3, 2009 7:07 PM PDT

Crimson_Concerto wrote:

Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate...


On this point I disagree. Perhaps is my personal bias speaking but I like the idea of races having natural weapons or natural weapon-theme abilities and powers. There's something satisfying about tearing into your foes with nothing but your own power, forgoing the crutches that are necessary to every other warrior. It's one of the reasons people of drawn to the monk class, and one of the reasons why many were drawn to monstrous races in previous editions.

That is assuming, of course, that racial weapons are done in a manner that's both balanced and thematically appropriate; just like any other racial feature.

However, I'll also admit that I'm not as active on the homebrew forums as you are, so I've probably have not seen as many badly implemented natural weapon mechanics as you have.

Perhaps your issue is not with natural weapons per se, but rather with the idea natural weapons that are too liberally handed out; where having sharp nails automatically justifies the race qualifying a race for built-in set of Ginsu where other races of comparable keratin structures do not. If so, then that's more of an issue of preference than one of mechanics. But now I'm just conjecturing.

Flag The_Silversword August 3, 2009 7:15 PM PDT

Crimson_Concerto wrote:

Fireclave, why is there nothing in your guide about avoiding natural weapons at all cost? Because it seems like every other homebrew race wants to have natural weapons in the form of at-will attack powers or an unarmed attack enhancement even though they're completely inappropriate...


So what are you saying? that minotaurs shouldnt have horns?, i mean if a race has claws or hooves or horns or what ever they should be able to do something with that a little better than 1d4 unarmed i mean really whats wrong with natural weapons?

Flag Magus_Stragus August 3, 2009 7:42 PM PDT
Crimson Concerto doesn't like natural weapons because in 4e races are supposed to do fairly good in any class they pick, and a natural weapon would be then a worthless racial feature to many non-melee classes. Or so I think.
Flag Crimson_Concerto August 3, 2009 7:48 PM PDT

Fireclave wrote:

Perhaps is my personal bias speaking but I like the idea of races having natural weapons or natural weapon-theme abilities and powers.


Natural weapon themed abilities and powers are fine, but it's possible for them to be done in a way that's not overpowered, not completely useless, not completely nonsensical, and not totally contrary to the game's racial design goals.

That is assuming, of course, that racial weapons are done in a manner that's both balanced and thematically appropriate; just like any other racial feature.


That's the problem. The vast majority of the time they're done, they're not balance, and they're not thematically appropriate.

At-will attack powers are a terrible idea. If they're standard action attack powers, they become just as bad as the current Minotaur racial encounter power, channeling the race into a melee class and role or else have a useless racial power because your standard action is supposed to be what you use in order to fulfill your class and party role. If they're at-will minor action attack powers, then that's just overpowered.

As for unarmed attack improvement, etc., they're usually completely useless because they can't be enchanted like other weapons can, and somebody allows unarmed attacks to be enchanted, then it's still inappropriate because it again becomes the kind of racial benefit like the Half-Orc's Swift Charge that's great for melee weapon classes and roles but completely useless to everybody else, and that's bad design.

And then of course you run into logical inconsistencies with existing races. Why exactly do you get an better unarmed attack than a Razor-Claw Shifter? Why do you get an at-will attack power when the Minotaur and his powerful horns do not? Why are your teeth significant enough for mechanical representation when the Dragonborn get nothing for their obviously superior dentures?

This doesn't all mean that natural attacks can't be done. It just means that at-will attack powers and unarmed attack enhancements are an inappropriate way to do them. A minor action encounter attack power should be more than plenty. Anything more than that should be accomplished via feats or some other method that doesn't require a character to have completely useless racial features or powers.

The_Silversword wrote:

So what are you saying? that minotaurs shouldnt have horns?


Absolutely not. Check my sig to see that I very much want Minotaur to keep their horns and a reasonable way to use them. However, an unarmed attack enhancement isn't the appropriate way to do it, an at-will attack power isn't the appropriate way to do it, and a standard action encounter power isn't the appropriate way to do it.

i mean if a race has claws or hooves or horns or what ever they should be able to do something with that a little better than 1d4 unarmed i mean really whats wrong with natural weapons?


I've explained that above. Nothing wrong with it per se, but there is definitely something wrong with a lot of the consequences. Make your superior unarmed attacks a racial feat instead of a base part of the race, and it's all golden. That way it's not dead weight to characters that can't at all make use of it. Problem solved.
Either that or make it a minor action encounter power.

Magus_Stragus wrote:

Crimson Concerto doesn't like natural weapons because in 4e races are supposed to do fairly good in any class they pick, and a natural weapon would be then a worthless racial feature to many non-melee classes. Or so I think.


That's the simple version, yes.

Flag ShadowGuard August 3, 2009 8:42 PM PDT
I think I have seen this idea on the boards before but I like the idea of a multi-class feat like the Blowgun training or Bola training to handle fighting with claws. It would be called “Claw Fighting” or something and be a feat that clawed races could take, like Razor-claw Shifters, Gnolls, or Lizardfolks. The initial feat would stat out the claws as weapons and later feats would represent cool claw fighting powers that you could incorporate into your character like the pre mentioned multi-class feats.
Flag The_Silversword August 3, 2009 9:57 PM PDT
Right i see what you're saying Crimson Concerto. Natural weapons would be kinda usless especially after you get a +5 bastard sword or whatever, but still it could come in handy if you lose your sword for whatever reason. I really want claws on the race and i want some game mechanic in there to reflect that. If it proves to be pretty much usless in most circumstances thats fine by me al long as im not over powering the race. Of course i dont want to lay a bunch of useless powers/abilities on them either.
Flag The_Silversword August 3, 2009 10:01 PM PDT

ShadowGuard wrote:

I think I have seen this idea on the boards before but I like the idea of a multi-class feat like the Blowgun training or Bola training to handle fighting with claws.


That does sound kinda cool ShadowGuard but im not sure about the multi-class bit. Im not exactly crazy over the Multi Class rules. Really kinda limits you. No more thief/fighter /magic-user, but i guess that was the point.

Flag Crimson_Concerto August 3, 2009 10:39 PM PDT

The_Silversword wrote:

No more thief/fighter /magic-user


This is in zero ways true. There are multiple ways to make a thief/fighter/magic-user. What are you talking about?

Flag Fireclave August 3, 2009 10:49 PM PDT

Crimson_Concert]At-will attack powers are a terrible idea. If they're standard action attack powers, they become just as bad as the current Minotaur racial encounter power, channeling the race into a melee class and role or else have a useless racial power because your standard action is supposed to be what you use in order to fulfill your class and party role. If they're at-will minor action attack powers, then that's just overpowered.


For the most part I agree with this. An at-will natural attack power as part of a race's stat block would definitely not be the way to go (but see below*).

At-will attack powers are a terrible idea. If they're standard action attack powers, they become just as bad as the current Minotaur racial encounter power, channeling the race into a melee class and role or else have a useless racial power because your standard action is supposed to be what you use in order to fulfill your class and party role. If they're at-will minor action attack powers, then that's just overpowered.[/quote]
For the most part I agree with this. An at-will natural attack power as part of a race's stat block would definitely not be the way to go (but see below*).

Crimson_Concert]As for unarmed attack improvement, etc., they're usually completely useless because they can't be enchanted like other weapons can, and somebody allows unarmed attacks to be enchanted, then it's still inappropriate because it again becomes the kind of racial benefit like the Half-Orc's Swift Charge that's great for melee weapon classes and roles but completely useless to everybody else, and that's bad design.


But disagree with this. I think unarmed attack improvements are a good way of implementing natural weapons.

First, I see no reason why natural weapons can't be enchanted. I don't have a DDi account, but from what I hear, monks' unarmed strikes can be enchanted. I see no reason why other natural weapons cannot.

As for the universal usability issue, the answer to that is simple. Make natural weapons a racial feat instead of a default racial feature. Melee oriented members of the race can choose take it while non-melee members can take other feats.

This is, in fact, the approach I intend to take with a couple of my own races. I figure it will work if I make natural weapons a feat, and make said feat equivalent to a Superior Weapon feat so that in either case you're spending a feat to access to a new weapon that's worth the investment. And aside from the base cost of a manufactured weapon, they will cost the same as well.

*Though technically, with this approach, you are making natural weapons an at-will power. At the very least, your melee basic attack becomes a natural weapon attack, and if you're a melee character with melee at wills...

As for unarmed attack improvement, etc., they're usually completely useless because they can't be enchanted like other weapons can, and somebody allows unarmed attacks to be enchanted, then it's still inappropriate because it again becomes the kind of racial benefit like the Half-Orc's Swift Charge that's great for melee weapon classes and roles but completely useless to everybody else, and that's bad design.[/quote]
But disagree with this. I think unarmed attack improvements are a good way of implementing natural weapons.

First, I see no reason why natural weapons can't be enchanted. I don't have a DDi account, but from what I hear, monks' unarmed strikes can be enchanted. I see no reason why other natural weapons cannot.

As for the universal usability issue, the answer to that is simple. Make natural weapons a racial feat instead of a default racial feature. Melee oriented members of the race can choose take it while non-melee members can take other feats.

This is, in fact, the approach I intend to take with a couple of my own races. I figure it will work if I make natural weapons a feat, and make said feat equivalent to a Superior Weapon feat so that in either case you're spending a feat to access to a new weapon that's worth the investment. And aside from the base cost of a manufactured weapon, they will cost the same as well.

*Though technically, with this approach, you are making natural weapons an at-will power. At the very least, your melee basic attack becomes a natural weapon attack, and if you're a melee character with melee at wills...

And then of course you run into logical inconsistencies with existing races. Why exactly do you get an better unarmed attack than a Razor-Claw Shifter? Why do you get an at-will attack power when the Minotaur and his powerful horns do not? Why are your teeth significant enough for mechanical representation when the Dragonborn get nothing for their obviously superior dentures?


Such inconsistencies are a matter of flavor and willing to suspend disbelief. The simplest answer for why a race's claws are sharper than a Razor-Claw Shifter's or bites stronger than a Dragonborn's is because they simply are. Race's X claws really are sharper, stronger, and, perhaps most importantly, made of something that can endure repeated use as a weaponthat will be utilized against anything from as weak as flesh and as tough as metal without threat of causing self injury. A creature with a weaponized bite might not only have chomps strong enough to crunch through metal on a daily basis, but jaw muscles like a croc to exert enormous pressure for their size and perhaps their teeth replace themselves regularly like a sharks.

A second simple explanation is that they had to hone their existing appendages through training in order weaponize them, much in the same way monks have to hone their unarmed strikes. The amount of training my be reduced due to their natural appendages being almost tough enough to see serious combat use, but additional training is needed all the same.

You could always say that Race X's natural weapon are inherently magical. Plenty of critters in 3e had innately magical natural weapons for the purpose of defeating damage reduction. It's a simple matter of applying the same concept here, but instead of being magic enough to defeat DR, they're magic enough to be used as a weapon.

Or you could always suspend disbelief and simply ignore the flavor issue. Race X has a natural weapon because its cool; Dragonborn don't because they already have plenty of abilities as is and don't need any more.

But the exact explanation, along with addressing or ignoring whatever inconsistencies or breaks in verisimilitude crop up, is the responsibility of the race's creator (though such logical inconsistency need not exist at all if you let other theme-appropriate races acquire natural weapons as well).

Flag Yaou August 3, 2009 10:54 PM PDT
I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble.  Here's the first (Race Names replaced with ~ for now):

~ Mobility
~ Racial Power

You dance around your opponent, harrying your foe while you press your attack.
Encounter – Martial
Immediate Reaction
Personal
Trigger:
  You deal damage to an opponent
Effect:  You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn.  This bonus increases to +4 at 11th level and +6 at 21st level.

And the second:


Flight of Fancy
~ Racial Power
Leaping into the air to shake off a foe, you come down a short distance away and shrug off a debilitating effect.
Encounter
Move Action
Personal
Effect:
  You can fly up to 3 squares before the end of your next turn.  Make a saving throw at the end of that movement.

I was debating whether or not to add "This movement does not provoke an Attack of Opportunity".  Thoughts?

I think they seem pretty balanced and useful for most classes, but I'd like some second opinions.
Flag The_Silversword August 3, 2009 11:41 PM PDT

Crimson_Concerto wrote:

This is in zero ways true. There are multiple ways to make a thief/fighter/magic-user. What are you talking about?


The multi-class feat limits you to one class. Unless you are a bard. What are you talkin about?

Flag The_Silversword August 3, 2009 11:46 PM PDT

Yaou wrote:

I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble.  Here's the first (Race Names replaced with ~ for now):

~ Mobility
~ Racial Power

You dance around your opponent, harrying your foe while you press your attack.
Encounter – Martial
Immediate Reaction
Personal
Trigger:
  You deal damage to an opponent
Effect:  You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn.  This bonus increases to +4 at 11th level and +6 at 21st level.

And the second:


Flight of Fancy
~ Racial Power
Leaping into the air to shake off a foe, you come down a short distance away and shrug off a debilitating effect.
Encounter
Move Action
Personal
Effect:
  You can fly up to 3 squares before the end of your next turn.  Make a saving throw at the end of that movement.

I was debating whether or not to add "This movement does not provoke an Attack of Opportunity".  Thoughts?

I think they seem pretty balanced and useful for most classes, but I'd like some second opinions.


I get the second one for like a winged race or something, but the first one seem like it could be a standard class power instead of a racial ability. but then i dont know the race so it might fit in there. They seem pretty balanced to me but thats just my opinion.

Flag Crimson_Concerto August 4, 2009 12:37 AM PDT

Fireclave wrote:

As for the universal usability issue, the answer to that is simple. Make natural weapons a racial feat instead of a default racial feature. Melee oriented members of the race can choose take it while non-melee members can take other feats.


I already agree with this solution 100%. :D

Also, damn you for linking to TVtropes!
There goes a couple of hours of my life... :P

The_Silversword wrote:

The multi-class feat limits you to one class. Unless you are a bard. What are you talkin about?


The fact that you don't need to multiclass into a class in order to identify your character as a member of it. If my Fighter has a high DEX, uses lighter armor, and picks up skill training in Thievery, he can self-identify as a Rogue, and doing so is completely correct. If my Rogue picks up Arcane or Religion skills and takes the Ritual Caster feat, he can very much identify himself as a mage or Wizard, and doing so is completely correct. If my Wizard pumps up its STR and CON score to gain proficiency with heavier armor and make himself competent at fighting with his staff, he can very much identify himself as a Fighter, and doing so is completely correct.

Flag Fireclave August 4, 2009 1:18 AM PDT

Yaou wrote:

I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble. Here's the first (Race Names replaced with ~ for now):

~ Mobility
~ Racial Power

You dance around your opponent, harrying your foe while you press your attack.
Encounter – Martial
Immediate Reaction
Personal
Trigger:
You deal damage to an opponent
Effect: You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn. This bonus increases to +4 at 11th level and +6 at 21st level.


Personally, I wouldn't scale the attack bonus so high. Unlike damage, attack bonuses scale well. A +2 bonus to hit, for example will always be a +10% overall increase in accuracy from 1st to 30th, which is one of the reasons Combat Advantage is always useful to get. And compared to 3e, if you're familiar with that system, even the smallest bonus to hit means alot more in 4e due to how the math scales.

That's not so say I think the power is unbalanced, because honestly I'm not sure. But that +6 bonus to hit at epic especially is undoubtedly a very strong bonus. Though unfortunately, I have neither the time nor patients to do the math to see just how it is in comparison to other abilities.



Yaou wrote:

And the second:

Flight of Fancy
~ Racial Power
Leaping into the air to shake off a foe, you come down a short distance away and shrug off a debilitating effect.
Encounter
Move Action
Personal
Effect:
You can fly up to 3 squares before the end of your next turn. Make a saving throw at the end of that movement.

I was debating whether or not to add "This movement does not provoke an Attack of Opportunity". Thoughts?


Seems okay to me, though it feels like it could use a boost. I say add the no-OA clause (or at least a bonus agains OA's). You're spending a move action to, most likely, move less distance than you could with a normal move action. So the power likely useless until you need to make a saving through. And as it seems that the theme of the power is to get the heck outta Dodge when crap happens, being able to do so without risking further injury seems appropriate.

The_Silversword wrote:

The multi-class feat limits you to one class. Unless you are a bard. What are you talkin about?


fighter - Flavor-wise, any character that dishes it out in melee. This can be done easily by choosing a base or secondary class that's melee or semi-melee oriented. Can also be done by taking feats like Melee Training or Sorcerous Channeling, so class multiclassing is not required.

thief - Flavor-wise, any character that skilled in getting into where he's not wanted and jacking your stuff. Stealing stuff is not class specific. Arguably, you don't even need training in any specific skills or have any specific abilities to pull this off (a honeyed tongue, some muscle, a distraction, and/or a reliable get-a-away works just as well). Though having training in the traditional thief skill set (Thievery and Stealth) tends to help.

Since this achetype is dependent on having the necessary skills and not a specific class (IOW, you do not need to be a Rogue) one only needs training in the proper skill sets (Thievery is ).

mage - Flavor-wise, any character that's knows how to hax physics. While this achetype is typically achieved by taking a implement-based class, since Rituals are magic and are available to everyone, this archetype is not class based.

Examples of (very simple) fighter/mage/theif builds

Dex/Cha Rogue/Warlock

Str/Dex Spear Fighter/Rogue
+ Skill Training Thievery
+ Skill Training Arcana
+ Ritual Caster

Warlock (any build)
+ Eldritch Strike at-will
*Thievery is a class skill for warlocks

Cha/Dex Sorcerer
+ Sorcerous Channeling
+ Skill Training (Thievery)

Wis/Dex Druid
+Skill Training Stealth
+Skill Training Thievery


This is not even trying.

Flag Fireclave August 4, 2009 1:23 AM PDT

Crimson_Concerto wrote:

Also, damn you for linking to TVtropes!
There goes a couple of hours of my life... :P


My apologies. It's a bad habit I've picked up. I really should put a warning label in my sig :D

Flag Magus_Stragus August 4, 2009 5:57 AM PDT

Yaou wrote:

I'd like some feedback on two Racial Powers I'm fiddling around with now, if that wouldn't be too much trouble.  Here's the first (Race Names replaced with ~ for now):

~ Mobility
~ Racial Power

You dance around your opponent, harrying your foe while you press your attack.
Encounter – Martial
Immediate Reaction
Personal
Trigger:
  You deal damage to an opponent
Effect:  You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against the opponent you just damaged until the end of your next turn.  This bonus increases to +4 at 11th level and +6 at 21st level.


There's a problem with this power. You can't take immediate actions in your turn, and you can only take only one immediate action per turn (in case you wanted to use it after another immediate action, like a readied action, which would be a logical choice). Therefore, you are limited to the use only after an opportunity attack, and that's a bit limiting. You might want to chance the type of action to free action, and put as prerequisites: "you must have dealt damage to an opponent this turn", or something like that.

Flag Yaou August 4, 2009 9:34 AM PDT

The_Silversword wrote:

I get the second one for like a winged race or something, but the first one seem like it could be a standard class power instead of a racial ability. but then i dont know the race so it might fit in there. They seem pretty balanced to me but thats just my opinion.


They both fit thematically with their respective races (at least, I hope they do), so it shouldn't be too much of a problem.

Fireclave wrote:

Personally, I wouldn't scale the attack bonus so high. Unlike damage, attack bonuses scale well. A +2 bonus to hit, for example will always be a +10% overall increase in accuracy from 1st to 30th, which is one of the reasons Combat Advantage is always useful to get. And compared to 3e, if you're familiar with that system, even the smallest bonus to hit means alot more in 4e due to how the math scales.

That's not so say I think the power is unbalanced, because honestly I'm not sure. But that +6 bonus to hit at epic especially is undoubtedly a very strong bonus. Though unfortunately, I have neither the time nor patients to do the math to see just how it is in comparison to other abilities.


Hmm... I may drop that +6 and make it a static +2 at all levels, or possibly remove the +4 at 11th and move it over to 21st level.  Still a bit strong, but at least less overpowering.  Thanks for the feedback!

Fireclave wrote:

Seems okay to me, though it feels like it could use a boost. I say add the no-OA clause (or at least a bonus agains OA's). You're spending a move action to, most likely, move less distance than you could with a normal move action. So the power likely useless until you need to make a saving through. And as it seems that the theme of the power is to get the heck outta Dodge when crap happens, being able to do so without risking further injury seems appropriate.


I'll be adding the No OA clause, which wasn't added earlier mainly because I was worried about its balance.  I've also got a couple feats in the works that would help with the range of this skill to make it more useful.

Magus_Stragus wrote:

There's a problem with this power. You can't take immediate actions in your turn, and you can only take only one immediate action per turn (in case you wanted to use it after another immediate action, like a readied action, which would be a logical choice). Therefore, you are limited to the use only after an opportunity attack, and that's a bit limiting. You might want to chance the type of action to free action, and put as prerequisites: "you must have dealt damage to an opponent this turn", or something like that.


Thanks for catching that.  I'll get around to fixing it as I mess around with the powers a bit more. 

While I work more on my racials, here are soms stripped down versions of the 2 races:Race 1 Show

~
Lithe prowlers of primordial forests
Deadly warriors by any measure

Racial Traits
Average Height:  6’0” – 6’6”
Average Weight:  140 lbs – 165 lbs

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 Squares
Vision: Low-Light Vision
Languages: Common, ~
Skill Bonuses: +2 Acrobatics, +2 Nature

~ Weapon Proficiency: You gain proficiency with the Rapier.
Thrill of the Hunt: You gain a +1 bonus to Damage rolls when bloodied.
Wild Sense: You have a +2 bonus to Initiative.
~ Mobility: You have the ~ Mobility power.

Superb hunters and deadly close-combat fighters, ~ are an insular race hailing from the heart of the world’s few remaining primordial forests.  From time immemorial the ~ have been guardians of nature, watching over and defending their native forests with unmatched ferocity.  ~ believe that other races have lost their way and have sunk down into depravity, severing their connection with the natural world; for this reason, this race of humanoids has remained cut off from the outer world, preferring to live among their own kind and spend their days wandering among the shadowed pathways of their ancient forest homes.

Play a ~ if you want…
-    To play a race that respects and defends the forest and nature with unmatched zeal.
-    To denounce society as it is and return to a more primal era.
-    To be a member of a race that favors the Ranger, Druid, Shaman, and Avenger classes.
Race 2 Show
~
Quirky and somewhat unstable beings
Their strange appearance belies an uncanny intelligence

Racial Traits
Average Height: 2’10” – 3’3”
Average Weight: 30 lbs – 55 lbs

Ability Scores: +2 Intelligence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Normal
Languages: Common, ~, and choice of one other language.
Skill Bonuses: +2 Arcana, +2 Bluff

Fey Origin: Your ancestors were native to the Fey wild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
~ Ingenuity:  You may halve the time it takes to cast a ritual or use an alchemical formula.  All other aspects of the ritual or alchemical formula remain the same.
Flight of Fancy:  You have the Flight of Fancy power

An odd race of beings, ~ are a strange sight indeed.  Do not make the mistake of underestimating a ~, however, as the resourcefulness of these denizens of the Fey wild is legendary among other races.  A race of tinkers and generally ingenious (and at the same time ingenuous) little fey, the ~ race is also known for their congeniality and ease of making friends among a wide variety of races, which is pretty useful when most people you meet are so much larger than you.  The ~, surprisingly, have no ancestral homeland to call their own; rather, they wander the Fey Wild and other parts nomadically, their settlements moving with surprising rapidity over large areas of territory.  It is this particular wanderlust that has made the ~ into the race of wandering connoisseurs they have become, sampling the ideas and cultures of whatever races they may meet and incorporating whatever they may like into their own philosophies.

Play a ~ if you want…
-    To play a race that loves learning and exploring new places.
-    To meet new people and be multi-cultural.
-    To be a member of a race that favors the Artificer, Bard, and Warlock classes.
I edited out most appearance info, as I'm doing a full racial writeup on them, but here's what I've got so far other than that.  I think the second race needs the most help (Racial bonus-wise), as they seem a bit under-developed right now.  The first race could also use some TLC, but I'm fine with it for now as I don't see anything too glaringly bad.
Flag Magus_Stragus August 4, 2009 10:53 AM PDT
Ok, I'm no expert, but at first sight I believe Race 1 has too many abilities. Unlike other races that give proficiency with weapons, you're giving a free proficiency with a superior weapon, and I think that's too much.

Though, you better wait and see what the experts say.
Flag The_Silversword August 5, 2009 1:37 AM PDT
Hey its me again, the guy who wants the magic resistant race. OK ive been thinkin about this and it occurs to me that most spells cause some sort of energy damage, now i dont want to give the race resistance to every imaginable energy type so i was thinkin of this
Reactive Defense
Itd be an encounter power triggered by whenever you get hit with an energy attack, you would then get like resist 5 to that particular damage type until the end of the encounter.
what do ya think sound ok?
Flag Crimson_Concerto August 5, 2009 2:09 AM PDT
I actually already addressed that idea.

Crimson_Concerto wrote:

I don't know enough about your race to suggest anything specific, but the best I can think of right now to maybe simulate what they used to have is to give them Variable Resistance 5 + one-half their level and have that count as their encounter power, but of course this would then still work against things that were not magical in nature, such as lava and blizzards, and you wouldn't be able to prevent that because you can't define magic.


Flag The_Silversword August 5, 2009 2:34 AM PDT

Crimson_Concerto wrote:

I actually already addressed that idea.


so you did. I must of totally missed that part my bad.
So i take it then that your cool with the idea (seeing as how it was your idea to begin with). I like adding in the half-level part, i was thinking of scaleing by tier buy i like 1/2 level better. It works for me, even if it also applies to non magical as well. Thanks for the suggestion i think this IS the way to go.

Flag Mercaius August 5, 2009 3:56 AM PDT
Would you consider acting as an at-will light source to be a major ability, or a minor one? It has a definite mechanical advantage, but the value of this advantage seems debatable.
Flag The_Silversword August 5, 2009 4:23 AM PDT

Mercaius wrote:

Would you consider acting as an at-will light source to be a major ability, or a minor one? It has a definite mechanical advantage, but the value of this advantage seems debatable.


I would say a minor ability but really it could depend, like how long does it last? how bright is it? could you blind people with it? that might notch it up to a major ability or an encounter power, in my opinion.

Flag Crimson_Concerto August 5, 2009 7:36 PM PDT
Also, random side not, Githzerai can be added to the list of races that are are perfectly designed.
Flag Mercaius August 5, 2009 10:45 PM PDT
Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.
Flag Mercaius August 5, 2009 10:56 PM PDT
Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.
Flag Mercaius August 5, 2009 11:53 PM PDT
Flag The_Silversword August 6, 2009 12:14 AM PDT

Mercaius wrote:

Oh, there's blinding potential, but that's a separate racial power I'm working on.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.


In my opinion, yeah i would say a minor ability.

Flag The_Silversword August 6, 2009 2:37 AM PDT
ok ive got the rough draft of my race done. what do you think? thought about changin up the skill bonus seeing as how they would get bonuses to those skills any way because of thier stat bonuses but they way i see it those skill would be what these guys are best at.

Karthons
Ability Score:
+2 Str, +2 Con
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance
Karthon Will: +1 racial bonus to Wil. Once per encounter you can reroll a failed save vs. a charm effect.
Karthon Durability: Increase Number of healing Surges by 1
Knuckle spikes: Karthons have extended claw-like knuckles. Increase unarmed damage to 1d6

Racial Power:
Adaptive Defense
Encounter
Immediate Reaction

Trigger: You take damage from a specific damage type
Effect: You gain resist 5 + 1/2 your level against that damage type until the end of the encounter.

Not sure about the vs charm thing either. I wanted to have something in there as a defense against charm but didnt just want to copy the Eladrins.
Opinions any body? is it balanced? should i trim a few things?
Special Thanx to Fireclave (great guide) and Crimson Concerto for their insights and helpful suggestions.
Flag Magus_Stragus August 6, 2009 5:49 AM PDT
Well, let me point out a few things:
-Regarding Karthon Will, you can just make it so the player can make saving throws against charm at the beginning of the turn instead of at the end.
-Knuckle Spikes, as it's been many times before, should be instead a feat. Why? Because it's too class-situational.
-And about Adaptative Defense, I believe that power is just about the same as Variable Resistance (except that it's triggered by an attack).

You should replace Knuckle Spikes with something else, and maybe change the racial power for Variable Resistance.

(And I still think Karthon Durability is too weak... ¬_¬)
Flag The_Silversword August 6, 2009 6:39 AM PDT

Magus_Stragus wrote:

Well, let me point out a few things:
-Regarding Karthon Will, you can just make it so the player can make saving throws against charm at the beginning of the turn instead of at the end.
-Knuckle Spikes, as it's been many times before, should be instead a feat. Why? Because it's too class-situational.
-And about Adaptative Defense, I believe that power is just about the same as Variable Resistance (except that it's triggered by an attack).

You should replace Knuckle Spikes with something else, and maybe change the racial power for Variable Resistance.

(And I still think Karthon Durability is too weak... ¬_¬)


Thanx for the input. Nice idea regarding karthon will i may use that. I do realize the the improved unarmed damage is entirely situation and completly useless to someone with a bastard sword but still they got claws they should get something in there startin out. I was thinkin of expanded on that with racial feats like more damge perhaps a profiency bonus or something.
You think the Durability is too weak? i was kinda thinkin that too. The original version had regeneration but i think thats a little too much. perhaps just give them the Durability feat as a bonus? I dont know i like the Adaptive defense being that you have to take damage before you can resist it. I guess that is kinda limiting. I dont know i may change it to a specific damage type and perhaps have racial feats to choose other resistances? Thanx again for the input. This is still very much a work-in-progress.

Flag The_Silversword August 7, 2009 3:11 AM PDT
Instead of extra healing surges would it be too much to give them regeneration 5/10 at 21st level? Thoughts anyone?
Flag Fireclave August 9, 2009 12:10 PM PDT

Mercaius]Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.


I think I would count that as a minor. I figure that most adventures happen in places people can see, whether due to the enviroment or the forethought of the players to bring light sources. It's use is overall situational and, as you mentioned, the major advantage is freeing up a hand in dark places. And at a 1 square radius, it doesn't even negate the need for a better lightsource for combat purposes.

Right now, my question involves a simple 5-square radius light source, suppress at will, centered on the character that I'm debating.

It does free up a player's hand from torches or the like in dark areas, but that seems both mild and situational as an advantage. I added the ability to suppress the light source so the race was still viable as a stealthy character and did not penalize the player.[/quote]
I think I would count that as a minor. I figure that most adventures happen in places people can see, whether due to the enviroment or the forethought of the players to bring light sources. It's use is overall situational and, as you mentioned, the major advantage is freeing up a hand in dark places. And at a 1 square radius, it doesn't even negate the need for a better lightsource for combat purposes.


The_Silversword]Karthon Durability: Increase Number of healing Surges by 1


Kinda weak and a bit boring. I would either attach some other secondary, more interesting, effect to Durability or at least up the bonus healing surges to 2.

Karthon Durability: Increase Number of healing Surges by 1[/quote]
Kinda weak and a bit boring. I would either attach some other secondary, more interesting, effect to Durability or at least up the bonus healing surges to 2.

The_Silversword]Knuckle spikes: Karthons have extended claw-like knuckles. Increase unarmed damage to 1d6


Very weaksause. A single die size is not much of an increase, and the attacks are still without a profinecy bonus, so even melee-oriented character wouldn't have much use for them. But as was mentioned above, "natural weapons" really should be a feat.

Knuckle spikes: Karthons have extended claw-like knuckles. Increase unarmed damage to 1d6[/quote]
Very weaksause. A single die size is not much of an increase, and the attacks are still without a profinecy bonus, so even melee-oriented character wouldn't have much use for them. But as was mentioned above, "natural weapons" really should be a feat.

The_Silversword]Racial Power:
Adaptive Defense
Encounter
Immediate Reaction
Trigger: You take damage from a specific damage type
Effect: You gain resist 5 + 1/2 your level against that damage type until the end of the encounter.

...I dont know i like the Adaptive defense being that you have to take damage before you can resist it. I guess that is kinda limiting. I dont know i may change it to a specific damage type and perhaps have racial feats to choose other resistances? Thanx again for the input. This is still very much a work-in-progress.


I'm not so well verse with monster entries, so I don't know how well the ability would work against elemental themed creatures. As is, its potentionally resistance against every elemental type, which is crazy good when it applies, even if you have to get hit first assuming the battle last more than a few rounds. However, it is useless against non-elemental users and is a rather static ability.

Just an idea, but perhaps instead of triggering a reaction when hit by a damage-keyworded attack, you instead make the power more general in nature in both trigger and effect wrote:

Racial Power:
Adaptive Defense
Encounter
Immediate Reaction
Trigger: You take damage from a specific damage type
Effect: You gain resist 5 + 1/2 your level against that damage type until the end of the encounter.

...I dont know i like the Adaptive defense being that you have to take damage before you can resist it. I guess that is kinda limiting. I dont know i may change it to a specific damage type and perhaps have racial feats to choose other resistances? Thanx again for the input. This is still very much a work-in-progress.[/quote]
I'm not so well verse with monster entries, so I don't know how well the ability would work against elemental themed creatures. As is, its potentionally resistance against every elemental type, which is crazy good when it applies, even if you have to get hit first assuming the battle last more than a few rounds. However, it is useless against non-elemental users and is a rather static ability.

Just an idea, but perhaps instead of triggering a reaction when hit by a damage-keyworded attack, you instead make the power more general in nature in both trigger and effect; for example, an immediate interupt that grants a bonus against any triggering attack. Then, make the elemental resistance a secondary effect that last for one or more rounds (instead of the whole encounter).

That would make the power more useful in general while keeping the elemental resistance theme.

The_Silversword]Instead of extra healing surges would it be too much to give them regeneration 5/10 at 21st level? Thoughts anyone?


Always-on regen? Yes, it would be too much. Compare such an ability to what Longtooth Shifters get. They not only get less regen (starts at 2, maxes at 6 at 21st), but requires them to be bloodied first, and Longtooth Shifting is their only racial ability. But even then it's a very go wrote:

Instead of extra healing surges would it be too much to give them regeneration 5/10 at 21st level? Thoughts anyone?[/quote]
Always-on regen? Yes, it would be too much. Compare such an ability to what Longtooth Shifters get. They not only get less regen (starts at 2, maxes at 6 at 21st), but requires them to be bloodied first, and Longtooth Shifting is their only racial ability. But even then it's a very good one.

Flag Darkdiashi August 9, 2009 1:33 PM PDT

The_Silversword wrote:

Spoiler: Show

ok ive got the rough draft of my race done. what do you think? thought about changin up the skill bonus seeing as how they would get bonuses to those skills any way because of thier stat bonuses but they way i see it those skill would be what these guys are best at.

Karthons
Ability Score:
+2 Str, +2 Con
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Athletics, +2 Endurance
Karthon Will: +1 racial bonus to Wil. Once per encounter you can reroll a failed save vs. a charm effect.
Karthon Durability: Increase Number of healing Surges by 1
Knuckle spikes: Karthons have extended claw-like knuckles. Increase unarmed damage to 1d6

Racial Power:
Adaptive Defense
Encounter
Immediate Reaction

Trigger: You take damage from a specific damage type
Effect: You gain resist 5 + 1/2 your level against that damage type until the end of the encounter.

Not sure about the vs charm thing either. I wanted to have something in there as a defense against charm but didnt just want to copy the Eladrins.
Opinions any body? is it balanced? should i trim a few things?
Special Thanx to Fireclave (great guide) and Crimson Concerto for their insights and helpful suggestions.




I say for durability either increase it to 2 healing surges, or do a balanced version of either second wind as a free action or two second winds per encounter.

Keep knuckle spikes as a feat and add something else in there. thier fluff semms pretty cool I'm sure you can come up with a more interesting or fluff-filled ability.
Flag The_Silversword August 10, 2009 4:33 AM PDT
Thanx for the input peoples. Yeah after lookin around on the compendium i realized the the regeneration would be too much might give them something similiar to the shifters ability or stick with bonus healing surges. like the idea of haveing 2 second winds per encounter that would do the trick too. and yeah i guess thier racial power might be a little weak i mean whats the chances of them getting hit with the same damage type twice in an encounter especially if the enemy knows ok these guys have this racial ability so use a different attack now. I was thinkin about givin them a resistince to a paticular energy type like the Tieflings, like okay these guys fought alot of Necromancers back in the day so give them resist Necrotic as the racial power and then have other resistances as feats or something.I know what i what these guys capable of, im just not sure how it fit it in with 4e mechanics. Thanx again for the input.. back to the drawing board :D
Flag Darkdiashi August 10, 2009 5:22 AM PDT

The_Silversword wrote:

Thanx for the input peoples. Yeah after lookin around on the compendium i realized the the regeneration would be too much might give them something similiar to the shifters ability or stick with bonus healing surges. like the idea of haveing 2 second winds per encounter that would do the trick too. and yeah i guess thier racial power might be a little weak i mean whats the chances of them getting hit with the same damage type twice in an encounter especially if the enemy knows ok these guys have this racial ability so use a different attack now. I was thinkin about givin them a resistince to a paticular energy type like the Tieflings, like okay these guys fought alot of Necromancers back in the day so give them resist Necrotic as the racial power and then have other resistances as feats or something.I know what i what these guys capable of, im just not sure how it fit it in with 4e mechanics. Thanx again for the input.. back to the drawing board :D


Were they seen as more resistant to physical or mental affects of spells? what was thier defining resistance? Like "they resist all spells but thier resistnace to 'X' was thier most importnant or Iconic resistance" Depedning on the answer there are several racial abilities options and feat lines to back them up.

Flag The_Silversword August 10, 2009 6:36 AM PDT

Darkdiashi wrote:

Were they seen as more resistant to physical or mental affects of spells? what was thier defining resistance? Like "they resist all spells but thier resistnace to 'X' was thier most importnant or Iconic resistance" Depedning on the answer there are several racial abilities options and feat lines to back them up.


In previous editions they just had a general magic resistance, or spell resistance as it was in 3.xe. That mechanic seems dificult to transfer to 4e. I think i should just pick a damage type and go with that. Im thinkin of Necrotic as Necromancers were a main enemy of these guys a few ages ago during this big mage war that was goin on. Im thinkin of a Force resistance too as in my mind that fits in with a "general" magic type. I still like the idea of a Varible resistance but i dont want it to be highly situational as i have it now.

Flag Darkdiashi August 10, 2009 7:55 AM PDT

The_Silversword wrote:

In previous editions they just had a general magic resistance, or spell resistance as it was in 3.xe. That mechanic seems dificult to transfer to 4e. I think i should just pick a damage type and go with that. Im thinkin of Necrotic as Necromancers were a main enemy of these guys a few ages ago during this big mage war that was goin on. Im thinkin of a Force resistance too as in my mind that fits in with a "general" magic type. I still like the idea of a Varible resistance but i dont want it to be highly situational as i have it now.


The reason I ask is because you can set it up this way:

As an ability give them resist 5 necrotic and resist 5 force, scaling it to 10 and 15 with the tiers. Then introduce the Racial feat:

True resistance
Choose one: pscychic, fire, cold, acid, lightning, thunder or radient.
You add resist 5 for the chosen damage type to your racial resistances. Increase to 10 at 11th, to 15 at 21st.
Special: you may take this feat more than once.


You could also try out these:
Formidable Resistances:
Increase all of your racial resistances (inculding those from True resistance) by 2


Trained Resistances
Choose one: Fear, Illusion, charm, sleep, or poison.
You get a +5 feat bonus to saving throws against your choice.
Special: You may take this feat more than once.



**If these are horribly unbalanced, anyone whom is better at judging these things then I am polease offer your input/improvments.**

Flag The_Silversword August 10, 2009 10:57 AM PDT
yeah those are some good ideas. i like the resistance 5+ 1/2 level myself like the tieflings instead of scaling by tier. but that might be a little too much with multiple resistances. thanks again for the input.
Flag ShadowGuard August 11, 2009 12:45 PM PDT
I have a few questions to bring up.

Are any of the alternate forms of vision okay for a race to have? For example Blind sight, or Tremor sense?

What about alternate forms of movement like Swim, Climb or Burrow speeds?

Would it be too powerful to give races a specific superior weapon proficiency feat instead of the normal racial proficiency too make the racial proficiencies worth while? If you did give a race one specific superior weapon proficiency, would it still be a minor ability since you can’t choose the weapon or would it become a Major ability.

I was also working on an Ooze like race and it would have this Ooze form racial power as major ability. Is this really broken?

Ooze Form
At-will, Polymorph
Minor Action, Personal
Effect: Your body turns into an ooze like form which lasts until the end of your next turn. In this form you move your full speed when squeezing and you do not grant combat advantage or provoke attacks of opportunity attacks while squeezing. In addition all your items sink into your form allowing you to squeeze into spaces as small 1 inch in height. While you are in this form you gain a +2 to defenses against opportunity attacks, but you can’t use any attack powers. You can end this form early as a minor action.
Sustain Minor: The power persists.

Also would it be too farfetched to make a Swarm race? It could have a racial power to gain the benefits of the swarm keyword temporarily.

Any feedback would be great.
Flag Crimson_Concerto August 11, 2009 3:09 PM PDT

ShadowGuard wrote:

Are any of the alternate forms of vision okay for a race to have? For example Blind sight, or Tremor sense?


Both are likely inappropriate on a PC race. If your race can conceptually function without them, then it's best you go with that, and if your race can't conceptually function without them, then it's probably not conceptually appropriate as a PC race anyways. You might be able to get away with including it as an encounter racial powers, granting the special vision until the end of your next turn or something like that, but even then, the range should definitely be very limited.

What about alternate forms of movement like Swim, Climb or Burrow speeds?


Climb and Burrow can be just as bad as fly in many scenarios, so they're to be avoided unless, again, they're being granted only for one move via an encounter racial power. You might even have further problems with Burrow because of how that interacts with dungeon walls, floors, and ceilings. As for a Swim speed, I really can't think of how it could be abused, but it's still difficult to balance because the usefulness of a swim speed is heavily based on campaign style. There will be campaigns when you never make use of that swim speed so you'll be underpowered and campaigns were having a swim speed makes them overpowered. It's really best just to avoid it...

Would it be too powerful to give races a specific superior weapon proficiency feat instead of the normal racial proficiency too make the racial proficiencies worth while?


No, it wouldn't be overpowered, but you still shouldn't do it. That sort of feature is exactly like the Half-Orc Swift Charge; it's awesome for some classes and completely useless to most others, and that's bad design. Even normal racial weapon proficiencies as they are now are not a very well designed idea, but at least now they're mostly equally useless to everybody.

I was also working on an Ooze like race and it would have this Ooze form racial power as major ability. Is this really broken?

Ooze Form
At-will, Polymorph
Minor Action, Personal
Effect: Your body turns into an ooze like form which lasts until the end of your next turn. In this form you move your full speed when squeezing and you do not grant combat advantage or provoke attacks of opportunity attacks while squeezing. In addition all your items sink into your form allowing you to squeeze into spaces as small 1 inch in height. While you are in this form you gain a +2 to defenses against opportunity attacks, but you can’t use any attack powers. You can end this form early as a minor action.
Sustain Minor: The power persists.


My only question is why is this a racial power? It sounds to me like you could easily pull off half of these benefits being just plain old racial features that are always active:

Gelatinous Contortion: When you take a move action to squeeze, you can move up to your speed instead of only up to half your speed. You do not grant combat advantage when you squeeze.

And then turn the rest into a better racial encounter power:

Oozing Shift
Encounter
Move Action Personal
Effect:
You can shift up to your speed. During this movement, you ignore difficult terrain, you can move through enemy squares, and all of your items sink into your form such that you can compress your body enough to squeeze through a 1-inch-wide crack, so cracks and other openings that are more than 1 inch wide do not slow you down at all. If you do not end this movement in a square that you could occupy, then you return to the most recent square you moved though that you could occupy.


Putting all of that into an at-will polymorph power is just clumsy and mechanically confusing, and being able to move through spaces so small at-will can prove problematic to the point where your DM will eventually just decide the ne needs to make it useless and from then on all cracks will be half an inch wide. In fact, even being able to do it once per encounter could theoretically be problematic. Remember all the commotion way back at the beginning of 4E when people realize that a normal prison could not hold an Eladrin? Of course, we all later found out that all one needs to prevent that is a blindfold, so that ended okay, but this is a little different...

Also would it be too farfetched to make a Swarm race? It could have a racial power to gain the benefits of the swarm keyword temporarily.


A race that's always a swarm would be overpowered. That's half damage from all melee and ranged attacks, immunity to forced movement due to melee and ranged attacks, never provoke opportunity attack for moving through enemy squares, and of course you can always move through spaces about an inch wide...

Even in the form of an encounter racial power, I don't see how you could pull this off very well. At best, I could see the racial power functioning... almost exactly the same as the ooze power above, actually...



And as a general response to everything you've said... It's really just best if you don't. :P
Seriously, your homebrew races will be cooler if you just make them cool yourself and don't try to rely on mechanical gimmicks like these to make them cool for you. I'm not saying that relying on gimmicks to make your race cool is what you're doing; I'm just saying that a lot of people do that, and this is sort of what it looks like...

Flag ShadowGuard August 11, 2009 3:42 PM PDT

Crimson_Concerto wrote:

And as a general response to everything you've said... It's really just best if you don't. :P
Seriously, your homebrew races will be cooler if you just make them cool yourself and don't try to rely on mechanical gimmicks like these to make them cool for you. I'm not saying that relying on gimmicks to make your race cool is what you're doing; I'm just saying that a lot of people do that, and this is sort of what it looks like...


Well I asked these questions not to be gimmicky, its just the races I wanted to homebrew had the fluff to back up these types of abilities. So it didn’t start out with me wanting to have these “gimmicky” things and build the race around it, I actually wanted. Have cool races that just happened to have these abilities to back up the fluff.

I do thank you for answering my questions.

Flag ShadowGuard August 14, 2009 10:19 AM PDT

Crimson_Concerto wrote:

Both are likely inappropriate on a PC race. If your race can conceptually function without them, then it's best you go with that, and if your race can't conceptually function without them, then it's probably not conceptually appropriate as a PC race anyways. You might be able to get away with including it as an encounter racial powers, granting the special vision until the end of your next turn or something like that, but even then, the range should definitely be very limited.


After reading over Tremor-sense, would Tremor-sense 5 really be that bad?
I think it would be an apt Major ability and be flavorful for any Earth themed races. One of the races I had in mind would be like a playable Galeb Duhr. I agree that Blindsight would be better as a racial encounter power since it negates the Blinded condition.

Climb and Burrow can be just as bad as fly in many scenarios, so they're to be avoided unless, again, they're being granted only for one move via an encounter racial power. You might even have further problems with Burrow because of how that interacts with dungeon walls, floors, and ceilings. As for a Swim speed, I really can't think of how it could be abused, but it's still difficult to balance because the usefulness of a swim speed is heavily based on campaign style. There will be campaigns when you never make use of that swim speed so you'll be underpowered and campaigns were having a swim speed makes them overpowered. It's really best just to avoid it...


Hmm so the former are better as powers I guess then. What if you gave a small bonus along with the swim speed to make up for the fact that it’s so situational.

No, it wouldn't be overpowered, but you still shouldn't do it. That sort of feature is exactly like the Half-Orc Swift Charge; it's awesome for some classes and completely useless to most others, and that's bad design. Even normal racial weapon proficiencies as they are now are not a very well designed idea, but at least now they're mostly equally useless to everybody.


Okay I see what you mean; the weapon proficiency would still go to waste for Implement users. I am going to go out on a limb but what if the race was so intoned with the weapon they got they could use it as an Implement for the first implement using class they take. That way it works for all classes but since it only applies to first implement using class they take, the player couldn’t abuse it as a implement for all their classes.

My only question is why is this a racial power? It sounds to me like you could easily pull off half of these benefits being just plain old racial features that are always active:

Gelatinous Contortion: When you take a move action to squeeze, you can move up to your speed instead of only up to half your speed. You do not grant combat advantage when you squeeze.

And then turn the rest into a better racial encounter power:

Oozing Shift
Encounter
Move Action Personal
Effect:
You can shift up to your speed. During this movement, you ignore difficult terrain, you can move through enemy squares, and all of your items sink into your form such that you can compress your body enough to squeeze through a 1-inch-wide crack, so cracks and other openings that are more than 1 inch wide do not slow you down at all. If you do not end this movement in a square that you could occupy, then you return to the most recent square you moved though that you could occupy.


Putting all of that into an at-will polymorph power is just clumsy and mechanically confusing, and being able to move through spaces so small at-will can prove problematic to the point where your DM will eventually just decide the ne needs to make it useless and from then on all cracks will be half an inch wide. In fact, even being able to do it once per encounter could theoretically be problematic. Remember all the commotion way back at the beginning of 4E when people realize that a normal prison could not hold an Eladrin? Of course, we all later found out that all one needs to prevent that is a blindfold, so that ended okay, but this is a little different...


I like what you did with the powers thanks for all the help in making it less clumsy.

A race that's always a swarm would be overpowered. That's half damage from all melee and ranged attacks, immunity to forced movement due to melee and ranged attacks, never provoke opportunity attack for moving through enemy squares, and of course you can always move through spaces about an inch wide...

Even in the form of an encounter racial power, I don't see how you could pull this off very well. At best, I could see the racial power functioning... almost exactly the same as the ooze power above, actually...


Okay I liked the idea of the encounter power for the temporary swarm keyword. I like that a player would have to think before using it, while the benefits are great you would have to weigh in the weakness to area and burst attacks.

Thanks again for taking a look at my questions.

Flag FeanorCursed August 17, 2009 10:08 AM PDT
Hey guys, I creater Medusa as a race, but I'm a little worried about its powers. They may be quite unbalanced.

MEDUSA

Ability Scores: +2 Dexterity, +2 Charisma.
Size: Medium.
Speed: 6 squares
Vision: Normal

Languages: Languages: Common.
skill Bonus: +2 Intimidate, +2 Bluff.
Stone Resilience: +5 racial bonus to saving throws against petrifying.
Poison Resistance: You have resist poison 5 + one-half your level.
Gaze: You can use Petrifying Gaze, if you are female Medusa, and Venomous Gaze, if you are male Medusa, as a Daily power.

Petrifying Gaze

Daily # Gaze
Standard Action # Close Blast 5
Target: Each creature in blast.
Special: Blind creatures are immune.
Attack: Charisma +2 vs. Fortitude.
Increase to +4 bonus at 11th level, and to +6 bonus at 21th level.
Hit: The target is slowed (saves end).
First Failed Save: The target is immobilized instead of slowed (saves end).
Second Failed Save: The target is petrified (no save).


Venomous Gaze

Daily # Gaze
Standard Action # Close Blast 5
Target: Each creature in blast.
Special: Blind creatures are immune.
Attack: Charisma +2 vs. Will.
Increase to +4 bonus at 11th level, and to +6 bonus at 21th level.
Hit: 1d6 + charisma modifier poison and psychic damage, and the target is dazed and weakened (save ends both).
The damage increases to 2d6 + charisma modifier at 11th level, and to 3d6 + charisma modifier at 21st level


Flag Magus_Stragus August 17, 2009 7:35 PM PDT
Ok, nice race, first of all. The only problem I've seen thus far is the racial powers. Petrifying gaze might be a bit overpowered (it's like a Sleep on steroids), and it can be a real problem to your own allies. And Venomous Gaze, well, it's like an enlarged and overpowered dragon breath, but as a daily. I think you should level it down, as dragon breath (no weakened and dazed effects), put it as an encounter, and add feats that let you add other conditions upon a hit.

Also, both powers use only Charisma as key ability. You should add a bit more versatility to that, as not all classes use Cha. Maybe add Con and Wis as possible options?
Flag FeanorCursed August 17, 2009 8:35 PM PDT
Ok, thank you for the answer.

About Venomous Gaze, yeah I think I'll take out the weak and daze conditions and put it as an encounter power. I'll let the blast 5, in exchange for the Standard Action required.

About the key abilities, I think I'll let the player have the choice between Int, Wis and Cha, For both attack and damage.

Now, about Petrifying gaze, any idea how to fix it. I mean, its a freaking Medusa, it should have a power that petrifies. Maybe if I change the Blast 5 to one target and put it as an encounter power as well?
Flag Fireclave August 17, 2009 9:30 PM PDT

FeanorCursed]Now, about Petrifying gaze, any idea how to fix it. I mean, its a freaking Medusa, it should have a power that petrifies. Maybe if I change the Blast 5 to one target and put it as an encounter power as well?


Full petrification in the hands of a player is going to be too powerful no matter what, racial power or no. That's basically a Save-Or-Die, and 4e has moved away from them. A better option would be to have the petrification end on a save, which would essentially make the power a racial Sleep. However, there's to issues with that:

1) You're duplicating Sleep, arguably one of the most powerful powers in the game. That's quite a more power than what a racial power should grant by default.
2) It's a daily. One of the nice things about racial powers is that they show off how cool your race is every encounter, not just one.

Instead of a full-on petrification, perhaps your race instead gets a lesser gaze attack as an encounter. Thematically, the gaze temporarily stonifies only part of the foe's body's. Mechanically, the attack inflicts a random condition: slow (legs), -2 attack (arms), -2 defenses (head), ect.

In addition, you might want to grant the above full-on (savable) petrification gaze 1/day as a racial option of some sort (standard upgrade racial feat, power substitution feat, racial paragon path wrote:

Now, about Petrifying gaze, any idea how to fix it. I mean, its a freaking Medusa, it should have a power that petrifies. Maybe if I change the Blast 5 to one target and put it as an encounter power as well?[/quote]
Full petrification in the hands of a player is going to be too powerful no matter what, racial power or no. That's basically a Save-Or-Die, and 4e has moved away from them. A better option would be to have the petrification end on a save, which would essentially make the power a racial Sleep. However, there's to issues with that:

1) You're duplicating Sleep, arguably one of the most powerful powers in the game. That's quite a more power than what a racial power should grant by default.
2) It's a daily. One of the nice things about racial powers is that they show off how cool your race is every encounter, not just one.

Instead of a full-on petrification, perhaps your race instead gets a lesser gaze attack as an encounter. Thematically, the gaze temporarily stonifies only part of the foe's body's. Mechanically, the attack inflicts a random condition: slow (legs), -2 attack (arms), -2 defenses (head), ect.

In addition, you might want to grant the above full-on (savable) petrification gaze 1/day as a racial option of some sort (standard upgrade racial feat, power substitution feat, racial paragon path, ect).

Flag egg_thallid_sandwich September 14, 2009 10:12 PM PDT

Vanara


Ability scores: +2 int +2 wis
Size: medium
Speed: 6 squares
Vision: normal
Languages: common, elven
Skill bonuses: +2 stealth +2 acrobatics
Tree Dweller: gain long jumper and sure climber as bonus feats even if you dont meet the prerequisites.
Monkey Business: you can use the Monkey Business as an encounter power.

Monkey Business              Vanara racial power
Your playful nature may cause your foe to make a slip up.
Encounter
immediate reaction, personal
trigger: an enemy targets you with an attack.
effect: The enemy rolls the attack twice and uses the result of your choice.


 


Nezumi


Ability scores: +2 dex +2 con
Size: medium
Speed: 7 squares
Vision: low-light
Languages: Common, goblin
Skill bonuses: +2 stealth +2 perception
Ratling resilience: gain +5 racial bonus on saving throws vs poison and disease.
Rat attack: Choose one of the three Nezumi racial attack powers Gnashing bite, Quick Claws or Tail Trip


Gnashing bite                Nezumi racial power
You perform a vicious bite attack against your foe, leaving him weakened.
At-will
standard action, melee touch
target: one creature
attack: dex +2 vs AC
lv 11: dex +4 vs AC
lv 21: dex +6 vs AC
hit: 1D4 +dex modifier damage and the target is weakened until end of your next turn.
lv 11: 2D4 +dex modifier damage
lv 21: 3D4 +dex modifier damage


Quick claws                   Nezumi racial power
After slashing with your main weapon you quickly strike with a clawed hand.
At-will
standard action, melee touch
target: one creature
special: you must wield a weapon in your main hand and no weapon in your off-hand
effect: make a melee basic attack using your main hand weapon, if it succeeds make a secondary attack using your off hand.
secondary attack: dex +2 vs reflex
lv 11: dex +4 vs reflex
lv 21: dex +6 vs reflex
hit: 1D4 damage
lv 11: 2D4 damage
lv 21: 3D4 damage


Tail trip                         Nezumi racial power
When a foe tries to sneak up on you, you use your tail to catch them unaware and trip them up.
Encounter
immediate reaction, melee touch
trigger: an enemy moves into a space where it flanks you
target: the triggering enemy
attack: dex +2 vs reflex
lv 11: dex +4 vs reflex
lv 21: dex +6 vs reflex
hit: dex modifier damage and the target is knocked prone. if it still has a standard action it may use it to stand up.
lv 11: 1D6 +dex modifier damage
lv 21: 2D6 +dex modifier damage


Alrighty, would like to know what people think, I think the Vanara turned out great (was thinking of having monkey business allow the vanara to shift after the attack resolved) but the Nezumi admittedly needs some work. I was inspired by the wilden's three racial powers and wanted to do something similar with 3.5 nezumi's natural weapons bite, claw, and (though not technically a natural weapon) tail spikes. in the end when i look back at what I've come up with after many alterations i could not balance them. Tail trip just seems obviously superior. I wanted to create three different and balanced powers that appealed to different classes. I'm open to suggestions.

Flag Yaou September 16, 2009 9:51 AM PDT

Personally, I think giving the Vanara two bonus feats (even ones that are usually more for flavor than actual combat usefullness) is a bit too much.  Maybe giving them a choice of one or the other?


Also, while stuff like the Nezumi's Bite and Claw attacks might be flavorful, personally, I'd take just the Tail power and run with it, since it is one of the more unique aspects of the Nezumi. Props for using the 3 power angle, by the way.


Sure, some races deserve Bite or Claw attacks; see the Shifters, and Gnolls, for one.  But most of them also have the bad point of shoe-horning the race into a specific category.  See the Minotaur.  However, I think the Tail attack could work, as it seems like a nice power that is useful for most, if not all classes.

Flag egg_thallid_sandwich September 16, 2009 10:36 AM PDT

I see what you mean about the nezumi powers, given a choice between the three I would always take tail trip. It had never occured to me that other races had lost their natural weapons and so having realized that it makes perfect sense to get rid of the bite and claw attack powers entirely.


The vanara I can sorta see where you're comming from but Fireclaves guidelines state give the race two significant traits and up to two other insignificant traits... so by combining the jumping and climbing I  considered "tree dweller" to be two. If we take one of them away then the vanara seems kind of underpowered. But I do see your point here and partially agree with you. Being able to jump and climb whereever you want presents a similar problem as giving a race flight. So if I take away one of those feats by making players choose between them, then i have to come up with something else to give the vanara so it doesnt seem underpowered.


At one point i considered giving the vanara athletics as a trained skill, but despite that a vanara would typically be a caster type class and not have very high strength and not have athletics on their list of class skills, I also knew that it would be problematic if vanara could climb and jump anywhere without  worrying about a roll. If anyone has any ideas of another possible race trait i can give the vanara or maybe a couple of insignificant race traits I'd like to hear what people are thinking.

Flag Yaou September 18, 2009 9:55 PM PDT

I'm pretty sure these races still need loads of work, but for now, I'm happy with the Moogle, Bangaa, and Viera races, aside from a couple minor gripes with the the Moogle racial power, which irks me for some reason.  My main homebrewing base is on Giant In The Playground, at this link


VIERA
Lithe prowlers of primordial forests
Deadly warriors by any measure


Racial Traits
Average Height: 6'0" - 6' 8"
Average Weight: 145 lbs - 185 lbs

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 Squares
Vision: Low-Light Vision
Languages: Common, Viera
Skill Bonuses: +2 Acrobatics, +2 Nature

Viera Weapon Proficiency: You gain proficiency with the Scimitar and the Longbow.

Thrill of the Hunt: When you create your character, choose Dexterity, Strength, or Wisdom. You gain a cumulative +1 bonus to Damage rolls when you receive damage while Bloodied, up to a maximum of 1 + your chosen ability's modifier. This bonus lasts till the end of the encounter or until you are no longer bloodied, at which point the bonus resets to 0.

Wild Sense: You have a +2 racial bonus to initiative checks.

Viera Mobility: You have the Viera Mobility racial power.

Viera Mobility - Viera Racial Power
You dance around your foe, harrying your opponent while you press your attack.
At-Will - Martial
Special:
When you create your character, choose Dexterity, Strength, or Wisdom. You may use this power a number of times per day equal to the modifier of the ability you chose (minimum 1)
Minor Action
Personal
Effect:
You shift 1 square in any direction and gain a +2 bonus to Attack rolls made against any opponent you have damaged this turn. This bonus lasts until the end of your next turn. This bonus increases to +4 at 18th level. The bonus from this ability is not cumulative


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



MOOGLE
Quirky and somewhat unstable
A strange appearance belies an uncanny intellect


Racial Traits
Average Height: 2' 10" - 3' 3"
Average Weight: 30 lbs - 55 lbs

Ability Scores: +2 Intelligence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Normal
Languages: Common, Mog, and choice of one other language
Skill Bonuses: +2 Arcana, +2 Bluff

Fey Origin: Your ancestors were native to the Fey wild, so you are considered a fey creature for the purpose of effects that relate to creature origin

Mog Ingenuity: You may halve the time it takes to cast a ritual or use an alchemical formula. All other aspects of the ritual or alchemical formula remain the same.

Wanderlust: You have a +2 racial bonus to saving throws to end the effects of Immobilize and Slow. If the effect does not normally grant a saving throw, you may make a saving throw without the +2 racial bonus to resist the effect anyway.

Flight of Fancy: You have the Flight of Fancy racial power.

Flight of Fancy - Moogle Racial Power
Leaping into the air to shake a off a foe, you come down a short distance away and shake off a debilitating effect.
Encounter
Move Action
Personal
Effect:
You can Fly up to 3 squares before the end of your next turn. You may make a saving throw at the end of that movement.


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BANGAA
The blood of dragons flows through their veins
Proud warriors and stalwart companions


Racial Traits
Average Height: 5'2 - 5'8"
Average Weight: 180 lbs - 230 lbs

Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, Draconic, and Bangaa
Skill Bonuses: +2 Endurance, +2 Intimidate

Bangaa Weapon Proficiency: You gain proficiency with the Glaive and the Falchion.

Encumbered Speed: You move at your normal speed even when a heavy load or your armor would normally reduce it. Other effects that limit your speed (such as difficult terrain or magical effects) affect you normally.

Bangaa Tenacity: When you're bloodied, you gain a +1 racial bonus to all defenses.

Blood of Dragons: You have the Blood of Dragons racial power.

Blood of Dragons - Bangaa Racial Power
With a mighty roar, you call upon the power of your blood to lend you the strength of your ancestors.
Encounter
Personal
Minor Action
Special:
You must be bloodied in order to use this power.
Effect: You spend a healing surge and also gain temporary hit points equal to your healing surge value. These temporary hit points last for 1 round + ½ your level.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



NU MOU
Wise and gentle scholars
A keen mind behind a calm exterior


Racial Traits:
Average Height: 4' 3" - 4' 9"
Average Weight: 150 - 200 lbs

Ability scores: +2 Wisdom, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Nu Mou, choice of one other language
Skill Bonuses: +2 Arcana, +2 Insight

Nu Mou Education: You gain training in one additional skill from your class skill list.

Arcane Heritage: You gain Resist 5 Arcane. This increases to Resist 10 at 15th level.

Trance: Rather than sleep, Nu Mou enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Deluge of Power: You have the Deluge of Power racial power

Deluge of Power - Nu Mou Racial Power
Tapping deep into the core of your being, you unleash a flood of energy that leaves your foes dazzled.
Encounter
Minor Action
Close
burst 1
Target: Each creature in burst
Special: The origin square of this power is unaffected by Deluge of Power
Special: When you create your character, choose Intelligence, Wisdom, or Constitution as the ability to use with this power.
Attack: Intelligence, Wisdom, or Constitution + 2 vs. Reflex
Effect: Target takes damage equal to your chosen ability's modifier and is Blinded for a number of rounds equal to ½ your chosen ability's modifier.

Flag The_chaotic23 September 19, 2009 1:23 AM PDT

Meltheri


Ability Score: +2 one stat of players choice
Size: Medium
Speed: 7
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Endurance, +2 Nature
Defense Bonus: +1 Reflex, +1 Will
Feral Spirit: Similar to Lycanthropic humans, Meltheri are feral in spirit.  Gain +2 on checks navigating natural settings.
Pack Hunter: the Meltheri are social creatures, teaming up to survive.  Grants +1 to attack and damage rolls to allies within a close burst 5.
Racial Power: Feral Fury


Feral Fury / Racial Power
With a bloodcurling howl, the Metheri sends itself and allies into a frenzy.
Encounter Primal
Standard Close Burst 5
Targets: Allies effected by Pack Hunter
Effect: the Metheri and each of it's allies in range can make a free basic attack against a target of their choice in range at a +2 attack bonus.


I wanted to make a race that is feral and animalistic.  I personally dont like the shifters in 4E all that much, so i decided to take a shot at making a race   Be gentle as its my first shot at this lol

Flag Magus_Stragus September 19, 2009 8:50 AM PDT

Well, pack hunter is overpowered. +1 to attack and damage to all allies between a close burst 5? That's too much. Also, you have to specify that this bonus doesn't stack with other pack hunters ability, otherwise a party of Meltheri would be extremely broken. And for the same matter, the racial power is overpowered. A free basic attack with a bonus to all allies? Too much.


 


Let me see... For the pack hunter, you can grant the Meltheri a bonus to attack or damage if it has an adjacent ally attacking the same creature (or that attacked the same creature in the last turn). And for the racial power, I have no idea what could work to fill your fluff.

Flag The_chaotic23 September 19, 2009 11:22 AM PDT

hmmm, that is true.  I like the +1 for an adjacent allie attacking the same target.


 


For the racial power i think i'm going to scrap it and think of something else.

Flag Hiro_Chicken September 29, 2009 2:33 PM PDT

Sep 18, 2009 -- 9:55PM, Yaou wrote:


I'm pretty sure these races still need loads of work, but for now, I'm happy with the Moogle, Bangaa, and Viera races, aside from a couple minor gripes with the the Moogle racial power, which irks me for some reason.  My main homebrewing base is on Giant In The Playground, at this link
*FINAL FANTASY RACES*



Well I am going to help you with your races today.


First off is the Viera. Thrill of the Hunt is a bit clunky. Something that would require less paperwork for viera PCs and NPCs is to make it just a static +1 to damage rolls when bloodied.


As for Viera Mobility, it would be better served as an encounter power, since players will likely have a high enough ability score to let them use it 3-4 times a day, which is how many encounters they usually have anyways. SO, just make it an encounter power, which also reduces having to keep track of uses. Also, the power seems to be useful just for opportunity attacks and Action Point usage, but a character likely won't have those every encounter, so change it to this:


Viera Mobility - Viera Racial Power
You dance around your foe, harrying your opponent while you press your attack.
Encounter
Minor Action; Personal
Effect:
You shift 1 square in any direction and gain a +2 bonus to Attack rolls. This bonus lasts until the end of your next turn. This bonus increases to +3 at 11th level and +4 at 21st level



I like what you've done with the Moogle. They need an extra major ability, since Mog Ingenuity is a minor ability (not all have access/will take Ritualist or Alchemy). An ability such as Wild Step from the elves would be fitting (hover over rough terrain/debris). Add the statement of, "This movement doesn't provoke opportunity attacks. You must land at the end of this movement," to their racial power and maybe increase the speed by 1 square, and it should be fine.


Wanderlust is a nifty power, and I like it. Even though the bonuses are +2, those are two pretty common conditions (in my experience), and it can be used to make a save when there isn't one.


 


As for the Baanga, their racial power needs some tweaking. Temp HP lasts such a short time and go away at the end of an encounter anyways, that there is no need to place a time limit on them.


As for the rest of the race, it looks pretty good. I think they need one more major ability that is a bit class universal, since melee classes will likely have the weapon proficiencies already, and not too many characters wear heavy armor. Increase their speed to 6 squares. Here is my edit of the Blood of Dragons power:

Blood of Dragons - Bangaa Racial Power
With a mighty roar, you call upon the power of your blood to lend you the strength of your ancestors.
Encounter
Personal; Minor Action
Special:
You must be bloodied in order to use this power.
Effect:You spend a healing surge and also gain 5 temporary hit points. The temporary hit points go increase to 10 at 11th level, and 15 at 21st level.



Nu Mou can be tough to nail because they are almost exclusively casters, but the melee option is needed in 4e for race balance. Firstly, their speed possibly needs to be reduced, since their classes had low movement. Secondly, their Arcane Heritage ability really needs to be redone, primarily because enemies don't have power sources like PCs do.


The racial power needs to be changed a little bit. Instead of rounds, it should be save ends. Also, the origin square in Close Bursts are already unaffected by the power unless stated otherwise.  Changing it to the daze condition seems like a better idea and fits the same ("leaving foes dazzled"). Sticking to one "set" of ability scores seems to be the standard procedure, so change Con to Cha in the power. Changing the damage to 1d6 without ability modifier would work the same, especially since you are trading it out for a condition.


Deluge of Power - Nu Mou Racial Power
Tapping deep into the core of your being, you unleash a flood of energy that leaves your foes dazzled.
Encounter
Minor Action
Close
burst 1
Target: Each creature in burst
Attack: Intelligence +2 vs. Reflex, Wisdom +2 vs. Reflex, or Charisma +2 vs. Reflex


Effect: 1d6 damage and the target is Dazed (save ends). Increase to +3 bonus and 2d6 damage at 11th level, and +4 bonus and 3d6 damage at 21st level.


Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability to use with this power.


Flag Crimson_Concerto November 21, 2009 1:32 PM PST
I'm not going to go back and answer every individual post in this thread since last I was here, but why are there so many people posting in this thread without reading the first post?

Standard Action racial powers are ALWAYS BAD. Some status effects are too powerful to put on a racial power (ex: petrification or blinding that last longer than until the end of your current turn). If you really think that your race needs to be able to do something that is overpowered, then maybe it should be a monster race and not a PC race.

And if you're going to give your race a bonus to something, make sure that that something actually exists; there's no such thing as a saving throw versus disease, saving throws versus status effects don't work (slowed, immobilized, petrified, etc.), and "arcane" is not a damage type to gain resistance against.
Flag Damon_Tor November 24, 2009 7:56 AM PST

Nov 21, 2009 -- 1:32PM, Crimson_Concerto wrote:

Standard Action racial powers are ALWAYS BAD.




Why?

Flag Crimson_Concerto November 24, 2009 1:21 PM PST
They interfere with action economy and are highly likely to cause a character to act out of role. The standard action is the action that a character should be using to fulfill their party role, so a standard action racial power interferes with this. Further, I've never seen before a standard action racial power proposed that didn't completely channel a race towards certain types of classes or else end up with a useless racial power. Take the Minotaur's Goring Charge, for example; it completely channels the race towards a melee class, because ranged characters would have to act out of role to use the power, and that's bad.

I'm not saying that there is no possible mechanical way for a standard action racial power to be well designed. I can actually think of quite a few right off the top of my head, but they're not the sorts of power that people actually tend to use in practice when they're creating their home-brews. When I see a power that's an exception, I'll commend it, but so far, I've only ever seen it happen once. The power was a modified Total Defense action, and the reason that was allowed to slide was that if a character is going to be using the Total Defense action, it would be acting out of role anyways. Other possible exceptions would be a modified Second Wind power or a power that was a modification upon another attack power you possess from your class.
Flag Kroska November 24, 2009 6:44 PM PST
After much planning and editing here's a dretch playable race write up I made. It was previously hammered out in the "Dretch character race idea" thread. My two big questions are, is this race playable and balanced?

Dretch

RACIAL TRAITS
Average Height: 3'-6"-4'-0"
Average Weight: 60-75 lb.

Ability Scores: +2 Strength, +2 Constitution
Size: Small
Speed: 5 squares
Vision: Darkvision

Languages: Common, Abyssal
Skill Bonuses: +2 Dungeoneering, +2 Intimidate
Flexible Resistance: After an extended rest, select one: Acid, Necrotic, Radiant, Thunder, Force, Lightning, Poison, Fire, or Cold. Gain resistance 2 + 1/2 level of the selected type until your next extended rest.
Demonic Origin: You are considered an elemental creature for the purpose of effects that relate to creature origin, and you have the demon subtype.
Seen it All: +5 to saving throws vs. Fear
Sickening Miasma: Choose one at character creation: You can use the Sticky Miasma racial power once per encounter, or you can use the Repulsive Miasma racial power once per encounter. You cannot change this choice.

Sticky Miasma
Encounter * Poison
Minor Action      Close
Burst 2
Target: Each creature in burst
Attack: Str, Con, or Dex +3 vs Fortitude
Hit: The target takes 1d6 + Str, Con, or Dex modifier damage the next time it takes a move action before the end of your next turn.
Increase the bonus to +6 and the damage to 2d6 at 11th level, and increase the bonus to +9 and the damage to 3d6 at 11th level.
Special: When you create your character, choose either Strength, Constitution, or Dexterity as the ability to use when making this attack. That choice remains throughout your character's life.

Repuslive Miasma
Encounter * Poison
Minor Action      Personal

Effect: At the start of your next turn, make an attack against each enemy in close burst 2.
Attack: Str, Con, or Dex +3 vs Fortitude
Hit: The target takes 1d6 + Str, Con, or Dex modifier damage.
Increase the bonus to +6 and the damage to 2d6 at 11th level, and increase the bonus to +9 and the damage to 3d6 at 11th level.
Special: When you create your character, choose either Strength, Constitution, or Dexterity as the ability to use when making this attack. That choice remains throughout your character's life.

Heroic Tier Race Feats:

Explosive Miasma: Expand the range of your sickening Miasma power to close burst 3.
Smokey Stink: After using your Sickening Miasma power you gain concealment until the end of your next turn.
Expansive Resistance: Your Flexible Resistance class feature now provides two different resistances after each extended rest.

Paragon Tier Race Feats:
Choking Miasma:
Each creature hit by your Sickening Miasma power is slowed until the end of your next turn.
Brainless Grit: After succeeding on a fear saving throw you gain 5+constitution modifier temperary hit points.

Friendly Stink:
Any allies that are the target of your Sickening Miasma power gain +5 to their fortitude defenses against the attack.

Flag Crimson_Concerto November 25, 2009 1:32 AM PST

Ability Scores: +2 Strength, +2 Constitution


Races that get both of their ability score boosts towards ability scores that improve the same defense generally get a +1 racial defense boost to make up for it. For example, the Eladrin with +2 DEX and +2 INT gets a +1 bonus to Will, and the Goliath with +2 STR and +2 CON gets a +1 bonus to Will as well.

Vision: Darkvision


Darkvision is supposed to be avoided except in a very limited number of circumstances, and I don't see why this should be one. Low-Light should be good enough.

Flexible Resistance: After an extended rest, select one: Acid, Necrotic, Radiant, Thunder, Force, Lightning, Poison, Fire, or Cold. Gain resistance 2 + 1/2 level of the selected type until your next extended rest.


Instead of listing every damage type out, why don't you just say "Select a damage type"? You've got everything but Psychic on that list anyways, and I don't see any reason to bar it to begin with, so...

Raical powers in general:
I think that Close burst 2 is too much for either of those powers if they're going to do that much damage. Either make them Close burst 1 or change to damage to only the damage die or only an ability score modifier but not both.

Hit: The target takes 1d6 + Str, Con, or Dex modifier damage the next time it takes a move action before the end of your next turn.


I understand neither the flavor nor the mechanic behind this power. What's supposed to be going on here conceptually? Also any move action? Even move action that don't actually move you like standing up? What about teleporting? Does this even affect shifts? I don't know, this seems awefully general to the point where I don't get what it's supposed to be doing or why.

Effect: At the start of your next turn, make an attack against each enemy in close burst 2.


Again, I don't get what the point of this power is supposed to be. It doesn't seem to actually repel anything at all, and I don't understand what's up with this delayed attack thing. You need to clarify what this power is supposed to be doing and why from a flavor perspective, because right now, it just looks like a random mechanic without any obvious flavor behind it.

Flag AH_MaclimesZero November 25, 2009 4:53 AM PST

Nov 25, 2009 -- 1:32AM, Crimson_Concerto wrote:

Raical powers in general:
I think that Close burst 2 is too much for either of those powers if they're going to do that much damage. Either make them Close burst 1 or change to damage to only the damage die or only an ability score modifier but not both.

I understand neither the flavor nor the mechanic behind this power. What's supposed to be going on here conceptually? Also any move action? Even move action that don't actually move you like standing up? What about teleporting? Does this even affect shifts? I don't know, this seems awefully general to the point where I don't get what it's supposed to be doing or why.

Again, I don't get what the point of this power is supposed to be. It doesn't seem to actually repel anything at all, and I don't understand what's up with this delayed attack thing. You need to clarify what this power is supposed to be doing and why from a flavor perspective, because right now, it just looks like a random mechanic without any obvious flavor behind it.




The reason they are such a large burst and actual damage is that the target has the option to not take the damage. In the case of Sticky, they can just not move. In the case of Repuslive, they can just move away (hence the delayed attack).

The general idea is they emit a noxious, poisonous cloud. In the case of the first option it is based directly on the MM entry. It is more poisonous, and causes pain to those who move. Perhaps the condition should be changed to "when target moves or shifts". But after I saw the power, I realized it was pretty much only useful for defenders or those acting in a similar role. In order to maintain a sort of "universal" usefulness, I created the opposite version, one that would keep people away. This is done through, flavor-wise, a potent and demonic stench that can actually rot your flesh. Hence, once the power is activated, everyone with any sense is getting the hell out of the way. The idea is to keep people off of you for a round or two. If you have a better way to reproduce this effect, we're all ears.

Flag Eisenritter November 25, 2009 11:15 AM PST
I have the diclonius, here:  community.wizards.com/go/thread/view/758...[PEACH__Race_two_paragon_paths_epic_destiny_and_feats]

Almost all crunch at the moment, except for a list of suggestions for names.  I'd be eager to see what, if anything, master Crimson would have to say on the new stuff. Innocent
Flag Crimson_Concerto November 25, 2009 12:27 PM PST
I actually already gave my input on them in the original thread. =)
But yeah, their racial write-up looks perfectly fine. I'm not as good a judge of feats and paragon paths (I must admit I have a fair bit of trouble designing them myself), but I don't see any big problems from an initial read-through.
Only thing I might suggest is that there be some sort of range limitation to the Vital Link paragon path feature. Right now, it works clear across the plane and even if you and your ally aren't in battle together. Also, Vital Link looks really powerful if it performs that much surgeless healing, so I might suggest turning that into temporary HP, and even still, that seems like a lot of temporary HP to be throwing around...
Flag Kroska November 25, 2009 9:28 PM PST
My responses are in bolded blue

Nov 25, 2009 -- 1:32AM, Crimson_Concerto wrote:

Ability Scores: +2 Strength, +2 Constitution


Races that get both of their ability score boosts towards ability scores that improve the same defense generally get a +1 racial defense boost to make up for it. For example, the Eladrin with +2 DEX and +2 INT gets a +1 bonus to Will, and the Goliath with +2 STR and +2 CON gets a +1 bonus to Will as well.


Oh yeah, I forgot about that little mechanic. I'll add in +1 to will because reflex doesn't exactly suit the piles of meat of dretches are.


Vision: Darkvision


Darkvision is supposed to be avoided except in a very limited number of circumstances, and I don't see why this should be one. Low-Light should be good enough.

Yeah I was going off the monster manual entry a little too closely, I overlooked that all of the races have normal vision or low light; no exceptions made. Knotching that vision down to low light with some cataracts.


Flexible Resistance: After an extended rest, select one: Acid, Necrotic, Radiant, Thunder, Force, Lightning, Poison, Fire, or Cold. Gain resistance 2 + 1/2 level of the selected type until your next extended rest.


Instead of listing every damage type out, why don't you just say "Select a damage type"? You've got everything but Psychic on that list anyways, and I don't see any reason to bar it to begin with, so...


Yeah, select a damage type condenses a lot more text, thanks.


Raical powers in general:
I think that Close burst 2 is too much for either of those powers if they're going to do that much damage. Either make them Close burst 1 or change to damage to only the damage die or only an ability score modifier but not both.

I have the burst so large on account that the creature hit can actually choose not to take the damage by either not moving with sticky miasma or moving away with repulsive miasma.  All the while the move has to hit. But never the less i may just crank it down to close burst 1 anyway.

Hit: The target takes 1d6 + Str, Con, or Dex modifier damage the next time it takes a move action before the end of your next turn.


I understand neither the flavor nor the mechanic behind this power. What's supposed to be going on here conceptually? Also
any move action? Even move action that don't actually move you like standing up? What about teleporting? Does this even affect shifts? I don't know, this seems awefully general to the point where I don't get what it's supposed to be doing or why.

Yeah it is basically just a mechanic for now that was thought to be interesting. I havn't really created the flavor for it yet. I just have all this on here to go through the stage of "Are the mechanics balanced?" So yeah, any move action really,would trigger it.  And besides, shifting counts as a move action, along with standing up and teleporting from an area is not.  But those are just basic rules anyway.

Effect: At the start of your next turn, make an attack against each enemy in close burst 2.


Again, I don't get what the point of this power is supposed to be. It doesn't seem to actually repel anything at all, and I don't understand what's up with this delayed attack thing. You need to clarify what this power is supposed to be doing and why from a flavor perspective, because right now, it just looks like a random mechanic without any obvious flavor behind it.




This power is supposed to repel creatures on some level. The reason why there are two different miasma's to choose from in the first place is that it gives the race utility for multiple classes that may be melee and want enemies to stay close or to be ranged and want enemies to stay away.  The flavor for the repulsive miasma may be like a lingering smell, if you stay in proximity too long it becomes more and more potent until you are undertaken by the smell.

Thanks for your critique sir. I'll probably come out with a official looking race page with full flavor and fixed mechanics later on.

Flag DreamerInsane December 1, 2009 9:15 AM PST
One thing that just popped into my mind. How good is specific terrain walk generally considered? I'm thinking of replacing the Elf's Group Awareness with forest walk. Running through them woods things just seems more elfy than a freak aura that makes all nonelves (why nonelves?) suddenly all sharp-eyed and stuff.
Flag egg_thallid_sandwich January 6, 2010 10:14 AM PST

so the new Vanara looks something like this...


Vanara


Ability scores: +2 wis / +2 int or +2 dex
Size: medium
Speed: 6 squares
Vision: low light
Languages: common, elven
Skill bonuses: +2 stealth +2 acrobatics
Tree Dweller: Choose long jumper or sure climber, you gain the choosen feat as a bonus feat even if you dont meet the prerequisites.
Monkey Business: you can use Monkey Business as an encounter power.

Monkey Business              Vanara racial power
Your playful nature may cause your foe to make a slip up.
Encounter
immediate reaction, personal
trigger: an enemy targets your AC or reflex defense with an attack.
effect: The enemy rolls the attack twice and uses the result of your choice.


Play a Vanara is you want...
* to look like a monkey.
* to be a clever trickster or wise sage.
* to leap and climb with natural ease.
* to be a race that favors the avenger, druid, invoker, monk, psion, ranger, seeker, shaman and wizard classes

Flag Crimson_Concerto January 6, 2010 1:00 PM PST

Jan 6, 2010 -- 10:14AM, egg_thallid_sandwich wrote:

Ability scores: +2 wis / +2 int or +2 dex


*sigh*
Copying what the Changeling does has becomes really popular with home-brews lately, but I will continue to discourage it until I see a race other than Changeling where it actually fits. Look, the reason why the Changeling gets to do this is because flexibility and versatility are the entire point of playing a Changeling. If your race's flavor isn't totally about flexibility and versatility, then such ability score options don't belong on your race.

Tree Dweller: Choose long jumper or sure climber, you gain the choosen feat as a bonus feat even if you dont meet the prerequisites.


Giving out a bonus feat is sort of an easy and unoriginal way of going about racial features, but even if you'd prefer to keep it, having this as your solitary racial feature is underpowered.

Monkey Business              Vanara racial power
Your playful nature may cause your foe to make a slip up.
Encounter
immediate reaction, personal
trigger: an enemy targets your AC or reflex defense with an attack.
effect: The enemy rolls the attack twice and uses the result of your choice.


This should probably be an immediate interrupt as opposed to an immediate reaction.
Also, it's not optimally worded. This makes it seem as though the enemy rolled once and then is now going to roll twice for a total of three rolls. Instead, I'd have power be worded such that it forces the enemy to roll one more time and use that result if it's lower. Though with your limitation of what sort of attack it can apply to, this would be weaker than the Halfling's Second Chance.

Basically, your race is just too weak.

Flag egg_thallid_sandwich January 6, 2010 9:28 PM PST
the attribute bonuses were a stab at trying to get the vanra to favor the classes that flavorwise i think they should, int/wis were there 3.5 stats and they were played as mainly casters monks and rangers. to give them that monk, ranger feel i thought maybe dex seemed appropriate. but i see what you mean i would feel more comfortable seeing this in anothr race again first.

originally it was both feats and people said that was over powered, yes feats are unoriginal but I used the 3.5 vanara as an inspiration and jumping and climbing is basically all they do. so if two feats is over powered and one choice of two is underpowered then what am i to do with them.

the encounter power is worded similar to the way the avenger's oath of enmity power is, i wanted it to work similar to that power rather than the halfling's second chance power wich triggers after an attack is rolled. it is an imediate reaction because the trigger is you becoming the target of the attack not your enemy rolls an attack. it says your enemy rolls twice cuz you're oath of clumsinessing your enemy. they target you, you make them roll twice, you make them use the result of your choice... it couldnt be simpler. i don't think it's wording needs to be changed but yes the limitation makes it weak i wasn't sure why i suggested it in the first place, flavor i guess, like the idea is that they trip you up or something i dont see fancy footwork having anything to do with a will or fortitude attack.
Flag egg_thallid_sandwich January 6, 2010 9:55 PM PST
3.5 Vanara
+2 int, +2 wis, -2 str
size: medium
speed: 30ft climb 20ft
skills: +8 climb, +4 to balance and jump, +2 to hide and move silently
vision: low light
languages: comon, vanara
bonus languages: giant, goblin, spirit tongue, sylvan
favored class: shaman
Flag egg_thallid_sandwich January 6, 2010 10:14 PM PST
Vanara

Ability scores: +2 dex, +2 wis
Size: medium
Speed: 6 squares
Vision: low light
Languages: common, elven
Skill bonuses: +2 stealth +2 acrobatics
Tree Dweller: gain long jumper and sure climber as bonus feats even if you dont meet the prerequisites.
Monkey Business: you can use Monkey Business as an encounter power.

Monkey Business              Vanara racial power
Your playful nature may cause your foe to make a slip up.
Encounter
immediate inturrupt, personal
effect: when an enemy targets you with an attack, the enemy rolls the attack twice and uses the result of your choice. the triggering enemy takes damage equal to your wisdom modifier if it misses.



threre, traded int for dex now people can say the vanara is just another elf clone...
it now gets both feats with the +1 athletics it gets from those feats it has a total of +2 athletics and +2 acrobatics, +2 stealth. the only thing the old vanara had going for it was mad skill bonuses and this one follows that tradition.
monkey business is new and improved, may trigger on any type of attack and deals a little bit of damage. now pick it appart and tell me its terrible...
i want the 4e vanara to both feel like an official new race and the old 3.5 race but there isnt much to go on and I'm afraid i cant come up with anything much because i dont know how to tell if something is fair and balanced. the damage thing was even going to be a feat i thought up but the race obviously does need more power.
Flag MechaPilot February 5, 2010 7:25 PM PST
I was looking through the PHB and noticed that the favored classes for the existing races don't always correspond to classes where both of the race's attribute bonuses are in key abilities for that class.  I found this confusing and was wondering if I could get some clarification from more experienced homebrewers about what makes a class a favored class for a given race in 4e.
Flag BinarySolo March 15, 2010 4:52 AM PDT

Jan 6, 2010 -- 1:00PM, Crimson_Concerto wrote:

 Look, the reason why the Changeling gets to do this is because flexibility and versatility are the entire point of playing a Changeling. If your race's flavor isn't totally about flexibility and versatility, then such ability score options don't belong on your race.




I believe that the PHB3 pretty much invalidates this viewpoint. I expect that in the future we will see this on many/most races.

Flag Roofshadow April 13, 2010 12:01 PM PDT
Corrupted (subject to change, suggestion)

Ability Scores: +2 Int, +2 Con OR +2 Cha
Size: Medium
Vision: Normal
Speed: 6 squares
Languages: Common, Deep Speech
Skill Bonuses: +2 Insight +2 Arcana
Magical Attuned: Arcana added to class skill list
Terrifying Mind: Corrupted add +2 to will defense.
Aberrant Origin: Corrupted are strongly influenced by the Far Realm and count as having the Aberrant Origin.
Mad Certainty: Corrupted gain the Mad Certainty racial power.

Mad Certainty                Corrupted Racial Power
It all makes SENSE now...
Encounter             
No Action                 Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: Roll a d6. On an even roll (2,4,6) add 5 to the triggering roll.  On an odd roll (1,3,5) subtract 5.


Basically the campaign I am working on is after a millenia of mind flayer rule.  A hundred years before the campaign an army was formed to over throw them, but in the process a portal to the Far Realm was opened and it's alien energies and beings devestated the planet.  It's kind of post apocalyptic, with Far Realm corruption instead of radiation.  Corrupted are a by product of this influence.  They look mostly human, but mature frighteningly fast (full grown in just 2 years), and are prone to madness.



Flag MechaPilot May 2, 2010 6:33 PM PDT
While homebrewing some races, I just now compiled a list of ability score combinations and the classes they correspond to.  The primary category are classes that have both of the ability scores as key abilities, and the secondary category is for classes that have one of the ability scores as a key ability (i.e. classes that would require a little more, like feat support, to be a favored class).  I hope you guys find it as useful as I think it will be.

Spoiler: Show


Str & Dex (Primary)

Fighter,    Ranger,    Rogue,    Sorcerer,    Monk, & Seeker


 


Str & Dex (Secondary)


Barbarian,    Warden,    Runepriest,    Warlord,    Cleric, Paladin,    Druid,    Wizard,    & Avenger


 


Str & Con (Primary)


Fighter,    Barbarian,    Warden,    & Runepriest


 


Str & Con (Secondary)


Ranger,    Rogue,    Sorcerer,    Monk,    Seeker, Warlord,    Cleric,    Paladin,    Druid,    Warlock, Bard,    Invoker,    Shaman,    Ardent, &    Battlemind


 


 


Str & Int (Primary)


Warlord


 


Str & Int (Secondary)


Fighter,    Ranger,    Rogue,    Sorcerer,    Monk, Seeker,    Barbarian,    Warden,    Runepriest,    Cleric, Paladin,    Warlock,    Bard,    Invoker,    Shaman, Wizard,    Avenger,    & Psion


 


 


Str & Wis (Primary)


Cleric,    Fighter,    Paladin,    Ranger,    Warden, Monk,    Runepriest,    & Seeker


 


Str & Wis (Secondary)


Rogue,    Sorcerer,    Barbarian,    Warlord,    Druid, Invoker,    Shaman,    Ardent,    Battlemind,    Wizard, Avenger,    & Psion


 


 


Str & Cha (Primary)


Cleric,    Paladin,    Rogue,    Warlord,    Barbarian, & Sorcerer


 


Str & Cha (Secondary)


Fighter,    Ranger,    Monk,    Seeker,    Warden, Runepriest,    Warlock,    Bard,    Ardent,    Battlemind, & Psion


 


 


Con & Dex (Primary)


Fighter    & Druid


 


Con & Dex (Secondary)


Ranger,    Rogue,    Sorcerer,    Monk,    Seeker, Barbarian,    Warden,    Runepriest    Invoker,    Shaman, Ardent    Battlemind, Warlock,    Bard, Wizard, & Avenger


 


 


Con & Int (Primary)


Warlock,    Bard,    Invoker,    & Shaman


 


Con & Int (Secondary)


Fighter,    Barbarian,    Warden,    Runepriest,    Warlord, Druid,    Ardent,    Battlemind,    Wizard,    Avenger, & Psion


 


 


Con & Wis (Primary)


Fighter,    Druid,    Invoker,    Shaman,    Warden, Ardent,    Battlemind,    & Runepriest


 


Con & Wis (Secondary)


Barbarian,    Cleric,    Paladin,    Ranger,    Monk, Seeker,    Warlock,    Bard,    Wizard,    Avenger, & Psion


 


 


Con & Cha (Primary)


Warlock, Barbarian,    Bard,    Ardent, &    Battlemind


 


Con & Cha (Secondary)


Fighter,    Warden,    Runepriest,    Cleric,    Paladin, Rogue,    Warlord,    Sorcerer,    Druid,    Invoker, Shaman, & Psion


 


 


Dex & Int (Primary)


Wizard &    Avenger


 


Dex & Int (Secondary)


Fighter,    Ranger,    Rogue,    Sorcerer,    Monk, Seeker,    Warlord,    Druid,    Warlock,    Bard, Invoker,    Shaman, &    Psion


 


 


Dex & Wis (Primary)


Fighter,    Ranger,    Wizard,    Avenger,    Druid, Monk, &    Seeker


 


Dex & Wis (Secondary)


Rogue,    Sorcerer,    Cleric,    Paladin,    Warden, Runepriest,    Invoker,    Shaman,    Ardent,    Battlemind, &


Psion


 


 


Dex & Cha (Primary)


Rogue    & Sorcerer


 


Dex & Cha (Secondary)


Fighter,    Ranger,    Monk,    Seeker,    Cleric, Paladin,    Warlord,    Barbarian,    Druid,    Warlock, Bard,    Ardent,    Battlemind,    Wizard, Avenger, & Psion


 


 


Int & Wis (Primary)


Wizard,    Avenger,    Invoker,    Shaman, &    Psion


 


Int & Wis (Secondary)


Warlord,    Cleric,    Fighter,    Paladin,    Warden, Monk,    Runepriest,    Seeker,    Warlock,    Bard, Druid,    Ardent,    Battlemind, &    Ranger


 


 


Int & Cha (Primary)


Warlock,    Warlord,    Bard, &    Psion


 


Int & Cha (Secondary)


Cleric,    Paladin,    Rogue,    Barbarian,    Sorcerer, Invoker,    Shaman,    Ardent,    Battlemind,    Wizard, & Avenger


 


 


Wis & Cha (Primary)


Cleric,    Paladin,    Ardent,    Battlemind, &    Psion


 


Wis & Cha (Secondary)


Fighter,    Ranger,    Warden,    Monk,    Runepriest, Seeker,    Rogue,    Warlord,    Barbarian,    Sorcerer, Druid, Invoker,    Shaman,    Warlock,    Bard, Wizard, &    Avenger


 

Flag thespaceinvader November 20, 2010 3:25 AM PST
Out of interest, and wondering about making up a homebrew race for some reason: what would people say about a putative race which allowed the player to choose between being physically powerful but mentally not, or mentally powerful but physically not?

i.e. you get +2 to any two mental OR any two physical abilities, and +1 to fort and will repsctively to make up for the lack.  Distinct physical subtypes, one goliath-like, one relatively weedy.  Two distinct racial powers, probably one shared major and minor feature and one distinct major and mnor feature for each sub type.

It may be horribly unbalanced and not much use as a concept, but I thought I might ask opinions before venturing any further into development.
Flag SasoriRedsand March 27, 2011 12:17 PM PDT
If anybodies still here, i would like to get an opinion on hybrid races, which is a combination of two less powerful races
Flag MiPCoR April 20, 2011 6:01 PM PDT
Can you help me with my Illithid PC race? My problem is Mind Blast. It is geared towards melee classes (dazed, stunned, helpless enemy falls to 0 next to you and all), and melee classes kind of conflict with racial bonus of +2 to Int and Cha or Wis.

Any input would be great, thanks!

Here's the link:

community.wizards.com/go/thread/view/758...
Flag Kronoshifter May 26, 2011 12:42 AM PDT
I've noticed that at-will flight has been addressed and proven to be quite overpowered, but what about at-will teleporting? I quite like the idea of a race that jumps around the battlefield, doing a kind of hit-and-run thing. Just thought I'd ask before I came up with something, although I'll probably do it anyways.
Flag Crimson_Concerto May 26, 2011 1:17 AM PDT

May 26, 2011 -- 12:42AM, Kronoshifter wrote:

I've noticed that at-will flight has been addressed and proven to be quite overpowered, but what about at-will teleporting? I quite like the idea of a race that jumps around the battlefield, doing a kind of hit-and-run thing. Just thought I'd ask before I came up with something, although I'll probably do it anyways.


I highly doubt that this can be pulled off. The main problem here would be all of the effects out there available to increase teleport speed, so it would be problematic even if you only had a teleport speed of 1.

Flag Kronoshifter May 26, 2011 1:37 AM PDT

May 26, 2011 -- 1:17AM, Crimson_Concerto wrote:

I highly doubt that this can be pulled off. The main problem here would be all of the effects out there available to increase teleport speed, so it would be problematic even if you only had a teleport speed of 1.




Hmm. Didn't even think of that. How about something like this?
  

Planar Shift Brikk-Tkarr Racial Utility
You harness your natural instability in the world and use it to relocate yourself.
At-Will Teleportation
Move Action - Personal
Effect: Teleport up to 3 squares.
Special: The distance that this power can be used to teleport can by no means by increased or decreased.


Flag Crimson_Concerto May 26, 2011 1:56 AM PDT
I feel like that solution is so forced and inelegant, though. But either way, even with that restriction, that level of mobility (at-will teleport 3!?) is still absolutely unprecedented on a PC race. It's just too good, exactly because of all of the reasons that teleporting is desirable to begin with. I just don't think that anything more than 1 would stand a chance of being balanced.

Beyond mechanic, though, why is it that you feel that your race has to have a way to teleport at-will to begin with? A race flavored as being adept teleporters do not necessarily need to be able to teleport at will in order for that flavor to come across mechanically. Off of the top of my head, what about something like...

Planar Shift
Encounter - Teleportation
Minor Action, Personal
Effect: Until the end of your next turn, you gain a teleport speed of 2 and all of your other teleportation powers allow you to teleport 1 additional square.

Compared to Shard Swarm, that looks about right in terms of power level, I think...
Flag Kronoshifter May 26, 2011 2:40 AM PDT
That power sounds good. I hadn't even thought of somehow making it an encounter power. I just thought, "Hmm. I want these guys to be able to teleport a lot," and I immediately jumped to at-will. By the way, 3 squares was just a random number I pulled off the top of my head that didn't sound like too much. The idea for this race kinda came from a scene from Jumper, when two of the characters were fighting while constantly teleporting. I threw swords in there and got some sort of crazy epic duel between Drizzt and Entreri while they were both wearing Boots of Teleportation, and thought , "That's what I want them to be like!" Anywho, thanks for the advice. I'll see If I can't come up with something more balanced. 
Flag milkducks December 16, 2011 7:43 AM PST
Great write-up!  I haven't had a chance to read it all yet, so if this question's been answered already, sorry in advance: How do you deal with granting bonuses to NADs now that floating racial attribute bonuses are the norm?  Let's say I'm working on a race who gets a +2 bonus to Constitution, and another +2 bonus to either Strength or Wisdom.  If the player selects Constitution and Wisdom, everything's fine, but if they go down the Strength/Constitution route, they'll need a NAD bonus (probably to Will) to compensate for the fact that they're doubling-up on Fortitude.

Would you just plainly write out that if the player selects Strength as their secondary stat bump, they also gain a +1 bonus to Will?  That seems a little awkward.  Maybe a better solution would be to split the race up, like they did with Shifters?  Race X-1 gets a bonus to Constitution and Wisdom, and Race X-2 gets a bonus to Constitution and Strength, as well as a +1 bonus to Will?  

How would you guys go about handling that?    
Flag Evenglarexi August 25, 2012 10:29 PM PDT
You ever thought about doing a similar class guide? I know it would be MUCH harder, but well worth the effort I think, to keep the 4th edition spirit alive.
Flag woolsome September 23, 2012 7:04 AM PDT
probably because 4e does not like flying or multi armed player characters and those traits being rare even among the monsters I wanted to create a race that had these features. the background fluff for this race would be about hem first being an other race but because of various experiments preformed on them by (dark) wizards/warlocks they have a wide variety in skin colour/eye colour/ horn shape/tail shape/etc. but all have four arms and wings. the statblock would look like followed:

Ability score: +2 dex +2 int


Size: medium


Speed: 7


Vision: low-light


 


Languages: common, choice of one other


Skil bonus: +2 stealth , +2 intimidate


-racial trait: multitask


 1 per turn


 Draw or stow a item as a free action, can only draw an item when you have at least one free hand


- busy hands: Have 4 hands worth of equipment at the start of the round choose 2 arms you will be using. The other 2 hands do not provide item bonuses, treat those items as not equipped but you do not have to stow them.


- tortured past: You have a +1 racial bonus to your fortitude


-encounter: fly


Gain clumsy flyer speed -2 until the beginning of your next turn must end your turn on a solid ground or take fall damage. Cannot carry any more than normal load.


Special: this power can be activated in order to negate fall damage as a immediate response.



And there would be some feats that improve the fly power to normal flight at walk speed at level 8 and another that would make it a sustain minor ability at level 16. I chose these levels because you said that at will flight was only available after level 16 but there are no feats that have a level requirement in any of the handbooks. Also I was not sure about the activate to negate fall damage part, if I made it a racial defence to halve fall damage it would lessen the impact of taking the fall damage from not ending the move action on solid ground, but combining it with the ability seems kind of weird and impractical.

Warforged and Eladrin also have a ability that shortens the extended rest to four hours while being fully aware of there surroundings. As this race would be designed to be the ultimate (evil) minions for the wizard/warlock it would be obvious to improve the sleeping habits but combined with the superior mobility granted with the flight ability and the weapon juggling of the four arms it seems a bit to overpowered. Would it be more balanced to shorten the rest time to four hours but make them light sleepers (monsters having to make a DC 20? stealth check to not wake them during those four hours). or would this be more appropriate as a feat?

Because wings and multiple arms give a weird body shape I was thinking of making armour cost 20% more in order to custom fit those items. but this might conflict with the no disadvantages rule. should i ignore logic and include the higher cost or stick with the no disadvantage rule (if it even applies to this situation)?

if this hole concept of wings AND four arms is unbalanced would it be more balanced to make it 2 different races?

Pleas give your opinion on the balance.
Flag Deichgraf January 22, 2013 1:11 PM PST
hm...

Well we got Pixies now and Hengeyokai (who's crane incarnation can fly), so my question is if all these rules can still be upheld like they are.

Even powerful abilities like being able to breathe underwater or being able to communicate with any sentient thing are given away like ice-cream on some of the published races (shardmind, genasi for example).

So can I add different speeds like fly, burrow, swim and capabilities like no need to breathe, underwater breathing or telepathic communication to any race regardless if I already filled their power "slots"?

Edit: For an extreme example:
A 4-armed, flying, living construct species that communicates telepathically and still has the powers given to him according to these guidelines? 
Flag woolsome March 8, 2013 2:00 AM PST
@Deichgraf: as mentiond earlyer in this forum not all published races are balanced races, some have abilitys that favor only one specific typ of class, etc. also the discription of the race dous not necesarily coralate to there abilitys so even if jou have a 4-armed, flying, living construct it dous not imediatly mean it has 4 arms worth of equipment and it also dous not mean it can fly or dous not need to eat sleep or breath. the discription is a flavor text just like how a dragonborn has verry sharp teeth but dous not have a special bite ability.
To translate the flavor text into abilitys you must use those powerslots and stats for example being a construct could give a +2 on constitution and having wings could give it a +2 on dexterity. having 4 arms would reduce stowing or retreaving an item from a minor to a free action. telepathic comunication could become a racial encounter ability that gives a bomus to the next attack or check made by the target or something like that.
in short flavor text and actual abilitys are compleatly seperate things. flavor text and discriptions give the feeling of how a creature looks and the stat modifiers and abilitys translate that text to the in-game mechenics. you can discribe the most extreme race but it can only use those awsome features if it has the powers to do them. the more powers you discribe the harder it gets to fit them all in the alotted powerslots.
I hope this helps
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