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Limos
2009-05-02, 02:51 AM
I made these races up a while back and wanted to get the most recent version up in the forum where they will be nice and accessible. So here it goes.

Races of the Feywild

Quickling
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 move across liquids as long as you move at least half your speed. If you end your turn on a liquid you become submerged.
Quick Cuts: You may use Quick Cuts as an encounter power.

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

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

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

Harpy
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
Skill Bonuses: +2 Bluff, +2 Perception
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Avian Build: You cannot fly while encumbered or while wearing heavy armor. In addition you cannot wield a weapon in two hands while flying.
Deadly Screech: You may use Deadly Screech as an encounter power

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

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

RACIAL TRAITS

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

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

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

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

RACIAL TRAITS

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

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

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

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Races of the Scale

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

RACIAL TRAITS

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

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

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

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

RACIAL TRAITS

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

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

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


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

RACIAL TRAITS

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

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

Tail Swipe Liazardfolk Racial Power
A quick pivot brings your heavy tail into the fight. Never waste an appendage.
Encounter
Move Action Melee
Attack: Strength, Constitution or Dexterity vs. Reflex

Level 11: Strength, Constitution or Dexterity +2 vs. Reflex
Level 21: Strength, Constitution or Dexterity +4 vs. Reflex
Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and the target is knocked prone.
Special: When you create a character, choose Constitution, Dexterity or Reflex as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.

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

RACIAL TRAITS

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

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

Venomous Strike Yuan-Ti Racial Power
Your bite actually is worse than your bark.
Encounter
Standard Action Melee
Attack: Strength, Constitution or Dexterity vs. AC

Level 11: Strength, Constitution or Dexterity +2 vs. Fortitude
Level 21: Strength, Constitution or Dexterity +4 vs. Fortitude
Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and Ongoing 4 poison damage.
Increase to 6 poison damage at 21st level.
Special: When you create a character, choose Strength, Constitution or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.
choice remains throughout your characters life and cannot be changed.


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

RACIAL TRAITS

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

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

Troglodyte Stench Troglodyte Racial Power
Good Gods! What is that horrible aroma!
*gag gag choke*
At-Will
Minor Action Aura 1
Effect: You may activate or deactivate this ability as a minor action. While active all living creatures within aura take a -1 penalty to attack rolls. This does not affect other Troglodytes.


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Races of the Deep

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

RACIAL TRAITS

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

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

Mind Blast Illithid Racial Power
You crush the psyches of the weak with your superior mind.
Attack: Intelligence, Wisdom or Charisma vs. Will

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

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

RACIAL TRAITS

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

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

Whispers of Madness Foulspawn Racial Power
You mind is as twisted as your body. Go ahead and share the madness.
Encounter✦ Psychic
Move Action Ranged 5
Deafened creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Will

Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
Hit: 1d4 + Intelligence, Wisdom or Charisma modifier psychic damage and the target is slowed (save ends). If they are already slowed they are instead dazed until the end of your next turn.
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.


Grimlock
http://i5.photobucket.com/albums/y158/Ebony1590/grimlock.png

RACIAL TRAITS

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

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

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

Medusa (Female)
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: Low-light
Immune: Petrification
Resist: 5 Poison
Petrifying Gaze: You may use Petrifying Gaze as an encounter power.

Petrifying Gaze Medusa Racial Power
You will look lovely in my statue garden
Encounter✦ Gaze, Poison, Psychic
Standard Action Close blast 3
Blind creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Fortitude

Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
Hit: Target is Immobilized (save ends).
(Second failed save) Target is Petrified (save ends)
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.

Medusa (Male)
http://i5.photobucket.com/albums/y158/Ebony1590/m-medusa.png

RACIAL TRAITS

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

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

Venomous Gaze Medusa Racial Power
I can shoot poison from my eyes. Want to see?
Encounter✦ Gaze, Poison, Psychic
Standard Action Close blast 3
Blind creatures are immune.
Attack: Intelligence, Wisdom or Charisma vs. Fortitude

Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
Hit: 1d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 2 ongoing poison damage.

Level 11: 2d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 4 ongoing poison damage.
Level 21: 3d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 6 ongoing poison damage.
Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.

Rigon
2009-05-03, 11:32 PM
You might wanna check the lizardfolk, it seems the stats got confused.

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

Uhm... and
This brings back memories.
(i might edit this comment later as i couldn't find the time to read it all again)

Limos
2009-05-04, 12:39 AM
Oh thanks Rigon. It seems there are a few mistakes left.

JackMage666
2009-05-04, 01:14 AM
Medusa (Medusi?) are a bit weak. I'd give them Darkvision (or at least low-light vision), and Poison Resist 5+1/2 character level (rather than the flat 5)

That should make them about on par. Slow/Immobilize aren't that strong (and you only get immobilized if you fail), and the Poison damage is easily negated by a good number of Lvl 2 magic items or natural resists.

Ziegander
2009-08-13, 05:40 AM
Lizardfolk seem on the strong side. Consider losing Oversized.

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

Limos
2009-09-11, 11:15 AM
The Medusi have some pretty serious Gender dimorphism going on. They get different stats and bonuses depending on gender.

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


EDIT: I buffed the racial powers a bit. Now Medusa starts with Immobilize and second failed save gives Petrification (save ends). The male gets extra damage based on tier, the female get's extra to-hit.

Dragatus
2009-09-15, 05:19 AM
EDIT: I buffed the racial powers a bit. Now Medusa starts with Immobilize and second failed save gives Petrification (save ends). The male gets extra damage based on tier, the female get's extra to-hit.

The males are still underpowered. The +2/+4/+6 attack bonus that many races in official books have is there as a substitute for the lack of a magic weapon/implement bonus (those only apply to weapon/implement powers and racial powers are often neither). The bonus increase in order to keep the racial power competitive with those from class and paragon path.

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

Lizardfolk and Foulspawn suffer from the same problem.

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

Limos
2009-09-18, 10:01 PM
Okay, pretty much everyone with a racial attack power now has scaling to-hit bonuses and scaling damage. That pretty much ought to keep the racial powers useful on each tier.

Dragatus
2009-09-21, 08:18 AM
Looks more or less fine now.