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4 years ago  ::  Aug 11, 2009 - 3:42PM #141
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331

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.

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4 years ago  ::  Aug 14, 2009 - 10:19AM #142
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331

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.

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4 years ago  ::  Aug 17, 2009 - 10:08AM #143
FeanorCursed
Date Joined: May 26, 2005
Posts: 66
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


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4 years ago  ::  Aug 17, 2009 - 7:35PM #144
Magus_Stragus
Date Joined: Sep 5, 2007
Posts: 196
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?
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4 years ago  ::  Aug 17, 2009 - 8:35PM #145
FeanorCursed
Date Joined: May 26, 2005
Posts: 66
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?
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4 years ago  ::  Aug 17, 2009 - 9:30PM #146
Fireclave
Date Joined: Apr 29, 2006
Posts: 2,145

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).

Thinking about creating a race for 4e?  Make things a lil' easier on yourself by reading my Race Mechanic Creation Guide first.
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4 years ago  ::  Sep 14, 2009 - 10:12PM #147
egg_thallid_sandwich
Date Joined: Jan 29, 2007
Posts: 315

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.

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4 years ago  ::  Sep 16, 2009 - 9:51AM #148
Yaou
Date Joined: Jun 29, 2009
Posts: 249

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.

I love power. But it is as an artist that I love it. I love it as a musician loves his violin, to draw out its sounds and chords and harmonies... - Napoleon Bonaparte
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4 years ago  ::  Sep 16, 2009 - 10:36AM #149
egg_thallid_sandwich
Date Joined: Jan 29, 2007
Posts: 315

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.

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4 years ago  ::  Sep 18, 2009 - 9:55PM #150
Yaou
Date Joined: Jun 29, 2009
Posts: 249

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.


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


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.

I love power. But it is as an artist that I love it. I love it as a musician loves his violin, to draw out its sounds and chords and harmonies... - Napoleon Bonaparte
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