PDA

View Full Version : [4e] More Monster Races for all! [PEACH]



Limos
2009-02-14, 01:15 PM
Everyone loves Monster races, so here's a few more for 4e. Some of my personal favorite humanoids, which are strangely almost all Fey. Tell me what you think about them, and help with balancing them. I tried to stay true to the Monster Manual entries.

------------------------------------------------------------------------------------------------------------------------

Quickling

http://i5.photobucket.com/albums/y158/Ebony1590/quickling.png

RACIAL TRAITS

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

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small
Speed: 10
Vision: Low light

Languages: Common and Elven
Skill Bonuses: +2 Acrobatics, +2 Stealth

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

Unstoppable: You may ignore difficult terrain.
You may move across liquids as long as you move at
least half your speed.

Quick Cuts: You may use Quick Cuts as
an encounter power.

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


Banshrae

http://i5.photobucket.com/albums/y158/Ebony1590/Banshrae.png

RACIAL TRAITS

Average Height: 5'5'' - 6'0''
Average Weight: 130 - 180lbs

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 8
Vision: Low light

Languages: Common, Telepathy 20

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

Banshrae Metabolism: Banshrae do not eat, but
gain sustenance from ambient magic and biological matter
that they filter from the air during an Extended rest.

Mantid Dance: You may use Mantid dance
as an encounter power.

Mantid Dance (Banshrae Racial Power)
You move deceptively in place, twisting and weaving.
Making you difficult to hit
Encounter
Move Action Personal
Until the end of your next turn, you gain a
+2 bonus to AC and Reflex.


Harpy

http://i5.photobucket.com/albums/y158/Ebony1590/harpy.png

RACIAL TRAITS

Average Height: 5'0'' - 5'5''
Average Weight: 100 - 120lbs

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6, 8 fly (clumsy)
Vision: Normal

Languages: Common

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

Avian Build: You cannot fly while encumbered. In
addition, while flying, armor check penalties apply double
and you cannot wield two handed weapons.

Deadly Screech: You may use Deadly Screech
as an encounter power.

Deadly Screech (Harpy Racial Power)
You let out a fearsome blast of noise, confusing nearby
enemies
Encounter ✦ Thunder
Close burst 2
Targt: All in burst
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier thunder damage, and
the target is dazed until the end of your next turn


Cyclops


http://i5.photobucket.com/albums/y158/Ebony1590/cyclops.png

RACIAL TRAITS

Average Height: 7’1’’ – 7’5’’
Average Weight: 320 - 350lbs

Ability Scores: +2 Constitution, +2 Strength
Size: Large
Speed: 6
Vision: Truesight 6

Languages: Common, Elven

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

Solid Build: You gain a +1 bonus to Fortitude
defense.

Evil Eye: You may use Evil Eye as an
encounter power.

Evil Eye (Cyclops Racial Power)
Your Eye sees all, and doesn’t miss an opportunity
to strike back
Encounter ✦ Weapon
Immediate reaction
Trigger: A melee attack misses you.
Effect: You may make a melee basic attack
against the enemy who missed.

Illithid

http://i5.photobucket.com/albums/y158/Ebony1590/illithid.png
RACIAL TRAITS

Average Height: 5'5'' - 6'3''
Average Weight: 130 - 180 lbs

Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6
Vision: Normal

Languages: Common, Deep Speech, Telepathy 10
Skill Bonuses: +2 Bluff, +2 Diplomacy

Abberant Origin: Your ancestors were native to
the Far Realms, so you are considered an abberant creature
for the purpose of effects that relate to creature origin.

Brain Eater: On a successful Coup-de-grace you
gain temporary hitpoints equal to the targets highest
ability score divided by 3.

Mind Blast: You may use Mind Blast as
an encounter power.

Mind Blast (Illithid Racial Power)
You overwhelm these weak minded fools with the power
of your superior mind.
Encounter ✦ Psychic
Close blast 3
Targets: All in blast
Attack:Intelligence, Wisdom or Charisma vs. Will
Hit: The Target is dazed (save ends) for a maximum number
of rounds equal to one less than your Intelligence, Widsom,
or Charisma modifier.
Special: When you create a character, choose Intelligence,
Wisdom or Charisma as the ability score used for this power. This
choice remains throughout your characters life and cannot be changed.

Kuo-toa

http://i5.photobucket.com/albums/y158/Ebony1590/kuo-toa.jpg

RACIAL TRAITS

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

Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6, Swim 6
Vision: Darkvision

Languages: Common and Deep speech
Skill Bonuses: +2 Acrobatics, +2 Dungeoneering

Aquatic: You may breathe normally underwater and ignore
rough water while swimming. You never need to make an Athletics
check to swim.

Slick Maneuver: You may use Slick Maneuver as an
At-Will power.

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

Sahuagin

http://i5.photobucket.com/albums/y158/Ebony1590/sahuagin.png

RACIAL TRAITS

Average Height: 5’5’’ – 6’3’’
Average Weight: 140 – 180lbs

Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6, Swim 6
Vision: Low-light

Languages: Common and Deep speech
Skill Bonuses: +2 Intimidate

Aquatic: You may breathe normally underwater and ignore
rough water while swimming. You never need to make an Athletics
check to swim.

Blood Hunger: You gain a +1 to attack rolls and a +2 to damage
against bloodied enemies.

Sahuagin Fury: You may use Sahuagin Fury as an
encounter power.

Sahuagin Fury (Sahuagin Racial Power)
Sometimes it’s nice to have a couple extra hands
Encounter
Standard Action
Make a melee basic attack and then two secondary attacks against the same enemy.
Secondary Attack: Strength vs. AC
Hit: 1d6 + Strength modifier damage

Limos
2009-02-14, 02:16 PM
Satyr

http://i5.photobucket.com/albums/y158/Ebony1590/satyr.png

RACIAL TRAITS

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

Ability Scores: +2 Charisma, +2 Dexterity
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common and Elven
Skill Bonuses: +2 Bluff, +2 Nature, +2 Stealth

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

Suave Aura: You grant all Non-satyr allies within
5 squares a +2 Racial bonuse to Bluff.

Feint: You may use Feint as an Encounter power.

Feint (Satyr Racial Power)
Encounter
Move Action
Attack: Dexterity vs. Reflex
Hit: You gain Combat advantage against the target until the
end of your next turn.

Lizardfolk

http://i5.photobucket.com/albums/y158/Ebony1590/lizardfolk.png

RACIAL TRAITS

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

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6
Vision: Normal

Languages: Common and Draconic
Skill Bonuses: +2 Athletics, +2 Nature

Swamp Walk: You ignore difficult terrain relating to mud, swamps,
bogs and shallow water.

Tail Swipe: You may use Tail Swipe as an Encounter power.

Tail Swipe (Lizardfolk Racial Power)
Encounter
Move Action Melee
Attack: Strength vs. Reflex
Hit: 1d6 + Strength Modifier damage and the target is knocked prone.
Increase to 2d6 at 11th level and 3d6 at 21st level.


Yuan-Ti

http://i5.photobucket.com/albums/y158/Ebony1590/yuan-ti.png

RACIAL TRAITS

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

Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6
Vision: Normal

Languages: Common and Draconic
Skill Bonuses: +2 Stealth, +2 History

Forest Walk: You ignore difficult terrain relating to trees,
underbrush, plants, or natural growth.

Venomous Strike: You may use Venomous Strike as an Encounter power.

Venomous Strike (Yuan-Ti Racial Power)
Encounter
Standard Action Melee
Attack: Strength or Dexterity vs. AC
Hit: 1d6 + Strength or Dexterity modifier and you may make a
secondary attack
Secondary Target: Enemy hit by primary attack
Secondary Attack: Constitution vs. Fortitude
Hit: Ongoing Constitution modifier +2 Poison damage.
Increase to +4 at 21st level.



Troglodyte

http://i5.photobucket.com/albums/y158/Ebony1590/troglodyte.png

RACIAL TRAITS

Average Height: 6’3’’ – 7’5’’
Average Weight: 200 – 320lbs

Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6
Vision: Darkvision

Languages: Common and Draconic
Skill Bonuses: +2 Athletics, +2 Endurance

Foul Aroma: You take a -2 penalty to Diplomacy, Stealth and Bluff rolls.

Troglodyte Stench: You may use Troglodyte Stench as an At-will power.

Troglodyte Stench (Troglodyte Racial Power)
At-Will
Minor Action Aura 1
Effect: You may activate or deactivate this ability as a minor action. While
active all living creatures within aura take a -1 penalty to attack rolls. Effect does
not stack with additional Troglodyte Stench auras.


Foulspawn

http://i5.photobucket.com/albums/y158/Ebony1590/foulspawn.png

RACIAL TRAITS

Average Height: 4’9’’ – 6’1’’
Average Weight: 130 – 220lbs

Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6
Vision: Low-light

Languages: Common, Deep Speech, Telepathy 10
Skill Bonuses: +2 Dungeoneering, +2 Endurance

Abberant Origin: Your ancestors were native to
the Far Realms, so you are considered an abberant creature
for the purpose of effects that relate to creature origin.

Psychic Feedback: When hit by a charm effect deal Psychic damage equal
to your highest mental ability modifier (Intelligence, Wisdom or Charisma) to the caster.
This does not negate the charm effect.

Whispers of Madness: You may use Whispers of Madness as an
encounter power.

Whispers of Madness (Foulspawn Racial Power)
Encounter ✦ Psychic
Standard Action Ranged 5
Deafened creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: 1d4 + Intelligence, Wisdom or Charisma modifier
damage and the target is Slowed (save ends). If it is already
slowed it is instead Dazed until the end of your next turn.
Special: When you create a character, choose Intelligence,
Wisdom or Charisma as the ability score used for this power. This
choice remains throughout your characters life and cannot be changed.

Medusa (Female)

http://i5.photobucket.com/albums/y158/Ebony1590/f-medusa.png

RACIAL TRAITS

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

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

Languages: Common
Skill Bonuses: +2 Bluff, +2 Intimidate

Immune: Petrification

Resist: 5 Poison

Petrifying Gaze: You may use Petrifying Gaze as an
encounter power.

Petrifying Gaze (Medusa Racial Power)
Encounter ✦ Gaze, Poison, Psychic
Blind creatures are Immune.
Targets: All in blast
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: Target is slowed (save ends)
(First failed save) Target is Immoblized until the end of their next turn.
Once Immobilized on failed save Slow effect is ended.
Special: When you create a character, choose Intelligence,
Wisdom or Charisma as the ability score used for this power. This
choice remains throughout your characters life and cannot be changed.


Medusa (Male)

http://i5.photobucket.com/albums/y158/Ebony1590/m-medusa.png

RACIAL TRAITS

Average Height: 5’2’’ – 6’3’’
Average Weight: 160 – 220lbs

Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6
Vision: Normal

Languages: Common
Skill Bonuses: +2 Bluff, +2 Intimidate

Immune: Petrification

Resist: 5 Poison

Venomous Gaze: You may use Venomous Gaze as an
encounter power.

Venomous Gaze (Medusa Racial Power)
Encounter ✦ Gaze, Poison, Psychic
Standard Action Close Blast 5
Blind creatures are Immune.
Targets: All in blast
Attack: Intelligence, Wisdom or Charisma vs. Will
Hit: 1d4 + Intelligence, Wisdom or Charisma modifier poison damage
and 2 ongoing poison damage (save ends).
Special: When you create a character, choose Intelligence,
Wisdom or Charisma as the ability score used for this power. This
choice remains throughout your characters life and cannot be changed.

Tempest Fennac
2009-02-14, 02:29 PM
I don't play 4th Edition D&D, but Cyclopses look as though they could use another ability or 2 due to not having as many as other races I've seen.

Morty
2009-02-14, 02:38 PM
Also, I think that Harpy's ability to fly is powerful enough to remove some other abilities or the racial power.

Limos
2009-02-14, 02:42 PM
I don't play 4th Edition D&D, but Cyclopses look as though they could use another ability or 2 due to not having as many as other races I've seen.

The Cyclops is a Large Sized race, with Strength and Constitution bonuses.

Plus it gets free permanent True sight. Which is very powerful. I gave it a weaker version of Evil eye so they wouldn't be too overpowered.

As for the Harpy, I suppose I could remove the thunder resistance. Or cap the Screech attack at the first level, so it doesn't get any stronger. But the flying and screech seem like an integral part of the race.

Anyway it's Fly (clumsy), so they have their limitations, and if grounded they move much slower.

Reverent-One
2009-02-14, 02:55 PM
Couple things immediately jump out at me.

1) The Quicklings racial power is a full-round action, I don't remember ever seeing anything in 4e as full-round action, I don't know if the term exists for 4e even.

2) The Harpies and Illithid's racial powers are overpowered. A burst or blast, as large as the dragonborn's breath or more, doing as much damage as the dragonborn's breath, but adding Dazed, not only that, but a (save ends) daze? Unless that is pretty much the extent of their racial benefits (which is not the case for either), that's too much.

EDIT: So I'm not totally negative, I should say that from my quick lookover, other than those two things I like them.

Limos
2009-02-14, 03:11 PM
I suppose I could change the Quickling power to a Move action instead.

And I actually downgraded the Illithid power, it's suppose to be 2d8 to start, I made it 1d6 to be more like the dragonborn. I suppose I could make it a d4 damage die instead?

I also cut the harpy burst size in half, so I guess it needs to be downgraded again.

I'm looking into making racial stats for Kuo-toa, Troglydyte, Lizardfolk, Sahaugin and a few others.

Person1123
2009-02-14, 03:27 PM
Some of the descriptions are sort of weird for the racial powers (see Banshrae).
Also, I don't think that the Banshrae power should make ranged attacks automatically miss. I think that the Harpies are a bit too powerful, too. However, keep going! Me likey!



Well, mostly...

Limos
2009-02-14, 03:51 PM
The Mantid dance is an actual power for the Banshrae. The original version gives the +2 to all defenses, not just AC and Reflex.

Reverent-One
2009-02-14, 04:31 PM
Taking a look at the Banshrae again, I just noticed the all ranged attacks (that don't crit) miss thing. I do think that's pushing it too. The +2 to AC and Reflex was good by itself. I'm thinking the Quickling power would be fine as a standard action, you're making 2 attacks (granted at a -2) while still moving your speed, it would still be a good as a standard action (especially if you get the bracers that add +2 to any basic melee attacks you make). For the Harpies and Illithids, reducing to a d4 helps, but dazing is a powerful effect, especially as a (saved ends) one. Depending on the positioning, either one of those powers alone could cripple an encounter, everyone gets +2 against the enemies, rogues get sneak attack damage automatically, the enemies cannot move and attack in the same turn. I'd advise you to make the dazing last until the end of your next turn, and do targets like the Dragonborn's breath does, aka:
Targets: All creatures in area

Limos
2009-02-14, 04:37 PM
Okay, the Harpy and Illithid powers have been balanced again. I also added Kuo-toa and Sahuagin to the list. I'm working on Lizardfolk and Satyr next.

EDIT: Satyr and Lizardfolk are up now too.

Limos
2009-02-14, 05:39 PM
Which other races do you think I should do?

Rigon
2009-02-14, 06:51 PM
i suggest Imp and Gargoyle.

Limos
2009-02-14, 07:56 PM
I'm trying to avoid anything more than one step away from Medium size. Imps are Tiny. And the only good Racial ability for a Gargoyle is Stone form, which is either going to suck or be overpowered. Depending on how much damage resistance I give it.

I don't want to do Constructs, Demons, or Devils either. I hope they come out with a Monster Manual II soon. So we'll have more monsters to choose from.

Gargor
2009-02-14, 09:05 PM
Sweet, good job. i don't know much about homebrewing, so the only thing i can say is that the harpies flying power may be unbalanced. As far as i can tell, it is very difficult for pcs in 4th ed. to get airborne, so having the ability from level one is hard to balance. Of course if this is only for npc's this would be less of a problem.

Limos
2009-02-14, 09:15 PM
It's not your normal Fly. It's Fly (Clumsy)

That means it takes a -4 to attack rolls and defenses while Flying. So while it lets them ignore terrain and get out of melee range they are much easier to hit with ranged attacks and spells.

Also you have to move at least half your speed each turn or crash. So you can't just hover in place, you actually have to keep moving.

You really won't be able to fight while flying very effectively. If you DM it you would probably want to homebrew a feat to improve flying so you lose the Clumsiness penalty eventually. Like a feat that reduces the penalty by 2 each time you take it.

LittleCarp04
2009-02-14, 09:19 PM
I LOVE Lizardfolk... now i wanna be one!!!

(I am in a 3.5 game im in haha, i wish they had barb out already for 4e id love to play it in full)

String
2009-02-14, 09:33 PM
It's a little off of your main tack, but howabout Beasthide Shifters? Or maybe...doppleganger? Azer?

Limos
2009-02-14, 09:35 PM
Dopplegangers already have racial stats. I could do the Azer I suppose.

I haven't heard of Beasthide shifters, I know we already have Longtooths and Razorclaws with PC stats.

Is Beasthide one of the more powerful versions?

String
2009-02-15, 12:55 AM
Beasthide is a type of shifter from 3.5, when they first appeared in the Eberron Campaign Setting. Instead of growing claws or teeth or whatever, they got natural armor.

Limos
2009-02-15, 02:12 AM
Ah the current iterations are Longtooth and Razorclaw. The Longtooth gives you a bonus to Attack and Regeneration. Razorclaw gives you extra speed and a bonus to AC and Relfex.

We don't have Beasthide shifters anymore. Then again there doesn't even seem to be Natural Armor anymore, or Damage resistance in the 3.5 sense.

Now they have Resist (something) (amount), and Vulnerable (something) (amount). Like

Resist 10 Necrotic
Vulnerable 10 Radiant

So they don't just get unspecified resistance to everything except one kind of damage. Instead you get resists to specific types, and vulnerable to specific types.

Conners
2009-02-15, 03:55 AM
Heh, can't wait for you to make Troglodyte. Then I can have my Smiting-happy Troglodyte Paladin XD!

Person1123
2009-02-15, 06:33 AM
I have one slight concern with the Harpy flying ability, which is that in noncombat encounters, you could bypass a whole lot. For example:


DM: There is a raging river flowing down the passageway in front of you. On the other end, past the source of the river there is a platform. what do you do?
Player 1(Half-Elf): I try to swim across.
DM: Ok.
<insert many checks here>
Player 2 (Harpy): I fly across.
DM: Crap.


Edit: A kuo-toa could bypass that too.

Also, Sahuagin don't say that they are aloud to use four arms. I don't know if I'm being a bit nit-picky, but Sahuagin have 1 too few racial skill bonuses and Satyrs get 1 too many.

Suleman
2009-02-15, 09:46 AM
Kuo-Toa: A minor action at-will that allows you to freely move as much as 4 squares? I'm not sure, but that's sure stepping on the kobold's toes a bit. Also, no weapon restrictions and an excellent stat array make your kuo-toas really beastly.

Sahuagin: I'm confused, I don't remember Sahuagin having 4 arms. Sahuagin Fury also seems potentially pretty powerful. +Str +Con is a pretty good combo.

If need be, you could change one of the stat bonuses for either of these races to WIS, since predatory races tend to be perceptive and so on and so forth. Also, at least in Baldur's Gate, the sahuagin were a pretty religious folk. Then again, you already made a +Str +Wis race with the lizardfolk.

Quickling: Unstoppable seems pretty good. Are there any other races, abilities or such that would allow a character to permanently ignore difficult terrain?

Harpy: An ability that targets a Non-AC-Defense, is an AoE, dazes and does damage comparable to a Wizard at-will. This in addition to a fast and free flight is really, really good. The lack of other abilities balances this out a bit, but it's still really good.

Banshrae: You sacrifice your move for the defense bonus, but you can still attack... Well... It's balanced, I guess.

Cyclops: Truesight 6? Does the monster cyclops have this ability? Geez. There is no large PC race yet, so balancing this is hard. The Evil Eye ability seems like a powerful addition to any defender at least, especially with a Large weapon. The lack of other abilities balances this out a bit.

Illithid: Mind Blast is even worse than the Harpy's power. A NAD burst attack that dazes? The illithid's other abilities don't seem all that overpowering, but the mind blast power sure gives them a nice nova edge. I suggest losing either the AoE, the damage or the NAD.

Satyr: Combat Advantage is probably most effective for strikers, and the Satyr's stats are good for strikers anyway. It's still not overpowered, imo, when you compare it to the Elf or such.

Lizardfolk: I'm not sure how effective it is to knock an opponent prone, but the Tail Swipe is also a NAD attack, so I'd keep an eye on this. Other than that, seems fine. I don't remember other +Str +Wis races, so this is neat.

The lack of racial feats balances some of these out well enough. For optimization purposes, many of these lose to some of the current powerhouses. That makes them balanced enough for me.

Limos
2009-02-15, 01:04 PM
As I've said, the Harpy flying ability is Clumsy. So they might be able to fly across, but they won't be able to carry anyone else. So it's not like the harpy can negate that challenge all by themself.

Kuo-toa: Would it be better if I put a "to maximum of two squares" qualifier on the end? The monster Kuo-toa all have that ability, and no qualifier. It makes them great flankers. Anyway, I was thinking that you would be slipping directly past the enemy to the opposite space if necessary, not going all the way around.

Sahuagin: They do indeed have four arms. At least the better ones. I didn't give them a racial ability with it because otherwise it would be unbalanced. Now they just get an encounter attack that lets them do two claw attacks in addition to their normal attack.

Quickling: The Quickling zephyr has that ability. It's basically like having every type of walk ability at once. Swamp walk, cold walk, etc... The Lizardfolk have Swamp Walk that lets them ignore difficult terrain relating to mud or water.

Harpy: It's a close burst, so it shouldn't step on Thunderwaves toes, also it only dazes for one round.

Banshrae: Mantid dance was the only ability the Banshrae had other than Dart Flurry. So it was the only thing I could really use for a racial ability. I even downgraded it a couple times. Usually it gives +2 to all defenses, and ranged attacks that don't crit miss automatically.

Cyclops: Yes, Cyclopses all have Truesight as a racial quality. Every single one has Truesight 6. I gave them the very weakest version of Evil eye as well, in the hopes of balancing them a bit.

Illithid: I've already nerfed the Mind blast several times. It's the same range as a Dragonborn's breath, it does less damage, and it only dazes until the end of your next turn. In addition it doesn't differentiate between friend and foe. So you can't just pop it off into the middle of melee without dazing your allies as well.

Satyr: The Satyrs didn't really have anything that made a good racial ability other than feint. Everything else was a weapon or pipe ability.

Lizardfolk: Knocking someone prone is pretty cool. It's meant to be used as part of an attack routine, spine about to get the tail slap, then hit them with your weapon attack while they are prone. It's meant to mimic how Lizardfolk used to get lots of natural weapons.

Mando Knight
2009-02-15, 03:09 PM
As I've said, the Harpy flying ability is Clumsy. So they might be able to fly across, but they won't be able to carry anyone else.

...Clumsy flying does not work that way. All it imposes is a -4 penalty to defenses while flying. The rules say nothing about encumbrance while flying.

Limos
2009-02-15, 07:46 PM
I'm just saying that a lone harpy won't ruin a skill challenge all on it's own. And why would a DM with a Harpy in their party even throw a skill challenge that could be bypassed by flying?

You could have it take place in an underground stream, solid rock above, no flying over. You could have strong winds make it impossible to fly in the area. There is no reason that flying would ruin a skill challenge.

Rigon
2009-02-16, 02:32 AM
Harpy Fly:
so if carrying comrads while flying would break the game...
avian build: You cannot fly with heavy load. The movement penalty of equipment counts double while flying. (perhaps we might even add that you get a penalty to strength when determining load)

Kuo-Toa Slick Maneuver:
i would kinda modify it because it seems too good to have an at-will minor action with unlimited flanking power.
how about this one?
Slick Maneuver (sorry for using the name)
immediate interrupt at-will
trigger: whenever and adjacent enemy makes area or close attack against you.
effect: you can shift into any legal square adjacent to the creature triggering this power.

Quickling:
does the Quick Cuts power give opportunity attacks for moving? if yes then i suggest that the target of this power gets no opportunity attacks.

Illithid:
how about an at-will power which replaces coup-de-grace?
you perform a "coup-de-grace" against a living helpless humanoid as a standard action and if the creature dies of it then you can spend a healing surge and gain temporary hit points equal to the target's highest mental ability value (int, wis or cha) + target's half level. this "attack" would grant opportunity attacks to foes which can reach you.

EDIT: i almost forgot to mention... KEEP UP THE GOOD WORK! those races seem all good to me.

Limos
2009-02-16, 10:24 AM
I like that fix for the Harpy, but I'll use a missed Melee attack for the Kuo-toa. I will add a clause to the Quickling racial about not provoking OA's. That should balance it out.

I didn't really want to give the Illithids the Bore Into Brain attack, just because it seems a little unbalanced. I like Mind Blast better anyway, more utility.

Rigon
2009-02-16, 10:57 AM
for the Kuo-Toa:
i recommend "melee attacker or adjacent attacker" misses you.

mind blast:
you could make a version with no damage but dazed. save ends with a wisdom modifier penalty.

(unlike dragonborn breath weapon this could have functional variations instead of damate type ones)

Limos
2009-02-16, 11:18 AM
I've added a couple tweaks to the various races. The Banshrae and Cyclops were seeming a bit sparse so I gave them each a +1 racial bonus to a NAD. The Kuo-toa power and Illithid power have been tweaked, and the Illithids now gain temporary hitpoints equal to targets highest ability modifier on a successful Coup-de-grace. It probably won't add up to much but it gives a nice flavor.

The Illithid Mind blast can now be choses to work off Intelligence, Wisdom or Charisma for the attack roll and gives a save penalty equal to the appropriate modifier. But it doesn't do any damage now.

Mando Knight
2009-02-16, 11:26 AM
save ends with a wisdom modifier penalty.

No... just... no. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoJustNo) You don't realize how powerful that is, do you? Combat advantage, limiting an opponent to a single attack per turn, and a penalty to remove it? A Wizard can do that... once per day, at level 15. You're suggesting once an encounter, at level 1. On the other hand, at high levels the attack roll as written will be suffering from a massive penalty compared to other powers... (at level 11 it's missing an average of a +3 bonus, at level 30 it's 6 behind)

Limos
2009-02-16, 11:38 AM
Should I just turn it back to minor damage with a one round daze? Or just a flat Daze (save ends)?

How about I make it a Daze (save ends) to a maximum number of rounds equal to your Intelligence, Wisdom or Charisma modifer - 1?

Limos
2009-02-16, 12:30 PM
I've updated a few more tweaks and added the Troglodyte and Yuan-ti races. The Trogs really didn't have a good racial ability other than the stench, and even then I lowered it from -2 penalty to a -1. I also changed it from a free action to raise and lower to a minor action, to try and prevent abuse.

The Yuan-ti get a poisoned bite for their racial power, which I like. I feel like they need an ability to reflect on the leg situation.

Suleman
2009-02-16, 12:49 PM
If some of these races seem a bit too powerful, you could always make them a bit weaker and make racial feats that the character can take to make the ability more powerful. For example, the cyclops could start with, I dunno, Truesight 2 or 3, upgradable to 5 or 6. The harpy could start with a lower flying speed, the illithid's mind blast could be a damage power that can be upgraded to have dazed for 1 round or vice versa.

Rigon
2009-02-16, 06:49 PM
No... just... no. (http://tvtropes.org/pmwiki/pmwiki.php/Main/NoJustNo) You don't realize how powerful that is, do you? Combat advantage, limiting an opponent to a single attack per turn, and a penalty to remove it? A Wizard can do that... once per day, at level 15. You're suggesting once an encounter, at level 1. On the other hand, at high levels the attack roll as written will be suffering from a massive penalty compared to other powers... (at level 11 it's missing an average of a +3 bonus, at level 30 it's 6 behind)

hmm. you're right. daze save ends is kinda bad.


Should I just turn it back to minor damage with a one round daze? Or just a flat Daze (save ends)?

How about I make it a Daze (save ends) to a maximum number of rounds equal to your Intelligence, Wisdom or Charisma modifer - 1?

save ends was my bad. i say we return to normal damage + 1 round daze.
other alternatives (please consider them separately):

- attack is changed to "intelligence/wisdom/charisma (player's choice at start)"

- "the attack can either do psychic damage (1d6+ability modifier like dragonborns) or pass an ill mental effect (player's choice at start)."

- "wisdom modifier number of rounds daze (save ends - possibly sooner)."

- "instant saving throw. on fail stunned until the end of your next turn on success dazed until the end of your next turn."

- "dazed until the end of your next turn. aftereffect: granting combat advantage to all illithids until the of the encounter (save ends)."

but please consider them first because my sense of balance seems broken.
later on it could have racial feats which either increase burst size or damage or give a minor penalty to the saving throw.


I've updated a few more tweaks and added the Troglodyte and Yuan-ti races. The Trogs really didn't have a good racial ability other than the stench, and even then I lowered it from -2 penalty to a -1. I also changed it from a free action to raise and lower to a minor action, to try and prevent abuse.

The Yuan-ti get a poisoned bite for their racial power, which I like. I feel like they need an ability to reflect on the leg situation.

i was too late thinking of snake people, wasn't i?
as for the Yuan-ti bite it could be ongoing 5 (but con.mod. is good too) and i think you have a "save ends." missing. i also suggest some heroic/paragon feats which would increase the ongoing damage. is the secondary attack necessary? i mean it's an encounter standard without weapon proficiency- or weapon/implement enhancement bonus against a single target. it's kinda hard to hit with something like that (i mean AC is usually the highest defense).

the troglodyte's stench aura is kinda strange (i think there is a line in the PHB about penalties saying that penalties from the same power cannot stack - except if the power states otherwise - so the stacking line isn't really necessary but i would add a line about troglodytes (and maybe creatures without smelling) being immune.

can i recommend doing an undead PC race? at first i'm thinking mummy. it would give a nice fluff to a character. think of a mummy who was a slave of a lord and he has awoken to return his master's stolen remnants to the grave. later on it would turn out that the remnants were destroyed and now he must wander the world until he finds retribution. or a noble warrior awakening as a mummy during his embalming/funeral because he just couldn't pass on in the shame of defeat. maybe a wizard who wanted to reach immortality through becoming undead but the process caused him to have amnesia... forgetting his spells and his own identity.

Limos
2009-02-16, 07:36 PM
I think I've got the Harpy power where I want it now. I added the Trog disclaimer just because I wanted to avoid cheesy aura stacking.

I did the Yuan-Ti thing as a two part attack because that's how poisons and diseases are usually handled. First the bite attack deals flat damage, then the poison attack versus fortitude to sucessfully deal the ongoing poison damage.

And the Undead would be handled as templates, not races in their own right.

Limos
2009-02-16, 08:28 PM
Updated again with two more races, Foulspawn and Medusa. The males and females are slightly different for Medusa, so it has two seperate entries.

Both Male and Females get a bonus to the same skills and a +2 to Charisma, Males get a +2 to Strength and Venomous Gaze, while Females get a +2 to Dexterity and Petrifying Gaze.

Rigon
2009-02-17, 10:24 AM
Updated again with two more races, Foulspawn and Medusa. The males and females are slightly different for Medusa, so it has two seperate entries.

Both Male and Females get a bonus to the same skills and a +2 to Charisma, Males get a +2 to Strength and Venomous Gaze, while Females get a +2 to Dexterity and Petrifying Gaze.

the Harpy and it's racial power seem perfect to me.

i do not like the male medusa nor the foulspawn. but that has nothing to do with your work (i would never employ a male medusa. the male medusa should be sued by Greece for copyright infrigment or something).

how about adding a on critical one round stun to the gaze?

Limos
2009-02-17, 11:05 AM
I understand about the Male Medusa, frankly I was surprised they were even in the Monster Manual. But I couldn't have players using the Medusa race as a male character, so I made the male variant.

What's wrong with the Foulspawn?

Rigon
2009-02-17, 11:36 AM
Foulspawn and all of its version inclusive flavor text and concept art seem to me as "Monster #217". I see no joy in them. If all monsters would be cards then there would be no foulspawn cards in my deck. I see more fantasy in quickling and dark ones (even though it's clear that "dark one = drow + halfling").

You can always make a race female only. Especially in cases were one gender is "normal" and the other is "solo". Just like you wouldn't make a Yuan-Ti Anathema PC race. But in the case of the medusa males are simply... "flavor duh".

Limos
2009-02-17, 11:44 AM
The Foulspawn were the only other Abberant Humanoid I saw in the monster manual, so far the Illithids were looking a bit out of place.

And really there are some great Rp opportunities for Foulspawn, they are supposed to be normal people who have been touched by the far realms and twisted into horrible monstrosities.

I'm sure someone could make an interesting character out of that.

Rigon
2009-02-17, 01:52 PM
The problem is that they are mad sociopathic psychopaths.

And it's kinda hard to roleplay your race and contribute to the party when your race description is the following: "At the beginning of your character make a choice between Freddy or Jason. From now on your character has to act exactly like the horrific persona you've chosen."

They are all roleplaying Belkar. Not the new one. THE OLD ONE.

Only drow/illithid areas would tolerate them anyway.

Limos
2009-02-17, 02:15 PM
Well that would make them great for a Chaotic Evil party.

You could always just use them as Cohorts for an Illithid PC.

Limos
2009-02-19, 03:05 PM
I've got three PDF's set up with 5 races in each, Races of the Feywild, Races of the Scale, and Races of the Deep. I made some tweaks to the various races as I typed them in, a couple extra powers, a couple nerfed powers.

I added Grimlocks so the last book would have 5 races too.

Now it's time to brainstorm racial feats and paragon paths. I know Illithids are going to need a racial feat that gives them Thralls. Somewhat like Leadership, but for brain slaves.