Blazen
2010-02-10, 11:26 PM
WALL O TEXT AHEAD
I am working on a personal campaign world for a 4e campaign. The main part of it was that 100 years ago there was a large war between the Fey, and the Elementals, which the Fey end up winning.
Another part is that magic items, when disenchanted create whats called residium, it forms as a powder, lotion, or other substance which can then be used to make a magic item with the same property (so disenchating a vicious axe gives you vicious residium, which you can use to enchant a compatible weapon.
I made 2 races to fit in to my capaign world. The Katan-Kai, and the Chromen.
Katan-Kai:
Katan-Kai (Blader)
Size: Medium
Vision: Normal
Speed: 6
Arm Blades: Katan-Kai have gained the nickname bladers for the retractable arm blades that grow out of each arm. Which blade the character has is based on their Land of birth race feature. The blades are considered masterwork weapons of their weapon group for the use of residium on them. The blades have the retractable property which makes extending(drawing), and retracting(sheathing) them a minor action, but unable to be removed, or disarmed. An arm blade cannot be extended while the character is holding something in that hand. Also when you are holding nothing in either hand and land a critical hit with an unarmed attack that uses only your main hand, as a free action, you may make an unarmed melee basic attack with your off hand only (attacks that state that they may be used in place of a melee basic attack can not be used for this attack).
Weapon Prof. Damage Group Properties
Light Arm blade +3 1d6 Light Blade, unarmed Natural, off-hand, retractable
Heavy Arm blade +2 1d8 Heavy Blade, unarmed Natural, off-hand, retractable
Land of birth: Katan-Kai are found in both the mountains, and forests. While the race used to be same, they have become vastly different from one another to be better suited for their terrain. Select whether you are a Nimble, or Strong Katan-Kai (Also called light, and heavy bladers respectively).
Nimble Katan (Light Blader)
Height: 5' – 5'6”
Ability Score: +2 Dex, +2 Constitution
Skill Bonus: +2 acrobatics, +2 Intimidate
Light Arm Blades
Nimble Walker: Being raised in the forest has trained you to know how to walk around the often dangerous woods. You may move 1 extra square difficult terrain in forests.
Strong Katan (Heavy Blader)
Height: 5'10”-6'4”
Ability Score: +2 Strength, +2 Constitution
Skill Bonus: +2 Athletics, +2 Intimidate
Heavy Arm Blades
Mountain Walker: Your life in the mountains and hardened body and bones makes you better suited for treacherous heights. You may re roll climb, and jump checks, but must use the second result. You have resist 5 against fall damage. This increases to resist 10 at level 11, and resist 15 at level 21.
Racial Feats
Enhanced Blades
Prerequisite: Katan-Kai
Increase the damage die for your arm blades one size.
Chromen:
Chromen
Height: 5'4” - 6'2”
Size: Medium
Ability Score: +2 Intelligence, +2 Constitution
Skill Bonuses: +2 History, +2 Aracana
Speed: 6
Vision: Low-light
Elemental Origin: You are a gathering of energy from the elemental chaos that formed into its own being. You are considered an elemental creature for the purpose of effects that relate to
creature origin.
Elemental shift: Chromen are made of energy from the elemental chaos. As a result their elemental makeup is constantly shifting, and with it their power, and personality changes. Your hair, skin, and eyes change color to reflect your element. When you finish an extended rest, roll a d10 to determine a damage type, and appearance
d10 Damage Type
1 Acid – Green and yellow.
2 Cold – Ice blue, and white.
3 Fire – Red, yellow, and orange.
4 Force – White.
5 Lightning – Yellow.
6 Necrotic – Black.
7 Poison – Green, and brown.
8 Psychic – Purple.
9 Radiant – Gold.
10 Thunder – Yellow, and white.
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases
to 10 at 11th level and 15 at 21st level. Also, you also gain +1 racial bonus to all attack, and damage rolls of that damage type. The bonus increases to +2 at 11th level and +3 at 21st level. This damage type is also the damage for you Elemental Burst Racial power.
It should also be noted that a Chromen's personality is very strongly based on his/her current element. So much so that their governments often consist of a council to prevent bad decisions being made as a result of strong emotions. When making your character, consider the current element and fit a personality that works well with it. For instance, you might be very passionate and hot headed while
in your fire form, but very cold-hearted, and logic based while in your cold form.
Final Burst: You gain the Elemental burst racial power.
Elemental Burst Chromen Racial Power
When things look hopeless you release a burst of energy from your reserves to aid you in battle, but leave yourself drained afterwards.
Encounter ✦ Arcane
Free Action Close Burst 3
Trigger: You become bloodied
Target: All enemies in burst
Attack: Intelligence +2 vs. AC, Constitution +2 vs. AC, or
Charisma +2 vs. AC
Increase to +4 bonus at 11th level, and to +6 bonus at 21st
level.
Hit: 2d6 damage. The damage increases to 3d6 damage at 11th level, and 4d6 damage at 2lst level.
Effect: After the attack, you lose the benefits of your Elemental shift racial power, until the end of the encounter.
Special: When you gain this manifestation, choose Intelligence, Constitution, or Charisma as the ability score you use when making attack rolls and damage rolls with this power. This
choice remains throughout your character’s life and does not change the power’s other effects.
Racial Feats:
Chaotic Magic
Prerequisites: Chromen, wild soul sorcerer class feature
Benefit: At the end of an extended rest, you may roll one 10 sided die, and use the result for both your elemental shift racial ability, and your wild soul class feature.
I am working on a personal campaign world for a 4e campaign. The main part of it was that 100 years ago there was a large war between the Fey, and the Elementals, which the Fey end up winning.
Another part is that magic items, when disenchanted create whats called residium, it forms as a powder, lotion, or other substance which can then be used to make a magic item with the same property (so disenchating a vicious axe gives you vicious residium, which you can use to enchant a compatible weapon.
I made 2 races to fit in to my capaign world. The Katan-Kai, and the Chromen.
Katan-Kai:
Katan-Kai (Blader)
Size: Medium
Vision: Normal
Speed: 6
Arm Blades: Katan-Kai have gained the nickname bladers for the retractable arm blades that grow out of each arm. Which blade the character has is based on their Land of birth race feature. The blades are considered masterwork weapons of their weapon group for the use of residium on them. The blades have the retractable property which makes extending(drawing), and retracting(sheathing) them a minor action, but unable to be removed, or disarmed. An arm blade cannot be extended while the character is holding something in that hand. Also when you are holding nothing in either hand and land a critical hit with an unarmed attack that uses only your main hand, as a free action, you may make an unarmed melee basic attack with your off hand only (attacks that state that they may be used in place of a melee basic attack can not be used for this attack).
Weapon Prof. Damage Group Properties
Light Arm blade +3 1d6 Light Blade, unarmed Natural, off-hand, retractable
Heavy Arm blade +2 1d8 Heavy Blade, unarmed Natural, off-hand, retractable
Land of birth: Katan-Kai are found in both the mountains, and forests. While the race used to be same, they have become vastly different from one another to be better suited for their terrain. Select whether you are a Nimble, or Strong Katan-Kai (Also called light, and heavy bladers respectively).
Nimble Katan (Light Blader)
Height: 5' – 5'6”
Ability Score: +2 Dex, +2 Constitution
Skill Bonus: +2 acrobatics, +2 Intimidate
Light Arm Blades
Nimble Walker: Being raised in the forest has trained you to know how to walk around the often dangerous woods. You may move 1 extra square difficult terrain in forests.
Strong Katan (Heavy Blader)
Height: 5'10”-6'4”
Ability Score: +2 Strength, +2 Constitution
Skill Bonus: +2 Athletics, +2 Intimidate
Heavy Arm Blades
Mountain Walker: Your life in the mountains and hardened body and bones makes you better suited for treacherous heights. You may re roll climb, and jump checks, but must use the second result. You have resist 5 against fall damage. This increases to resist 10 at level 11, and resist 15 at level 21.
Racial Feats
Enhanced Blades
Prerequisite: Katan-Kai
Increase the damage die for your arm blades one size.
Chromen:
Chromen
Height: 5'4” - 6'2”
Size: Medium
Ability Score: +2 Intelligence, +2 Constitution
Skill Bonuses: +2 History, +2 Aracana
Speed: 6
Vision: Low-light
Elemental Origin: You are a gathering of energy from the elemental chaos that formed into its own being. You are considered an elemental creature for the purpose of effects that relate to
creature origin.
Elemental shift: Chromen are made of energy from the elemental chaos. As a result their elemental makeup is constantly shifting, and with it their power, and personality changes. Your hair, skin, and eyes change color to reflect your element. When you finish an extended rest, roll a d10 to determine a damage type, and appearance
d10 Damage Type
1 Acid – Green and yellow.
2 Cold – Ice blue, and white.
3 Fire – Red, yellow, and orange.
4 Force – White.
5 Lightning – Yellow.
6 Necrotic – Black.
7 Poison – Green, and brown.
8 Psychic – Purple.
9 Radiant – Gold.
10 Thunder – Yellow, and white.
You gain resist 5 to that damage type until the end of your next extended rest. The resistance increases
to 10 at 11th level and 15 at 21st level. Also, you also gain +1 racial bonus to all attack, and damage rolls of that damage type. The bonus increases to +2 at 11th level and +3 at 21st level. This damage type is also the damage for you Elemental Burst Racial power.
It should also be noted that a Chromen's personality is very strongly based on his/her current element. So much so that their governments often consist of a council to prevent bad decisions being made as a result of strong emotions. When making your character, consider the current element and fit a personality that works well with it. For instance, you might be very passionate and hot headed while
in your fire form, but very cold-hearted, and logic based while in your cold form.
Final Burst: You gain the Elemental burst racial power.
Elemental Burst Chromen Racial Power
When things look hopeless you release a burst of energy from your reserves to aid you in battle, but leave yourself drained afterwards.
Encounter ✦ Arcane
Free Action Close Burst 3
Trigger: You become bloodied
Target: All enemies in burst
Attack: Intelligence +2 vs. AC, Constitution +2 vs. AC, or
Charisma +2 vs. AC
Increase to +4 bonus at 11th level, and to +6 bonus at 21st
level.
Hit: 2d6 damage. The damage increases to 3d6 damage at 11th level, and 4d6 damage at 2lst level.
Effect: After the attack, you lose the benefits of your Elemental shift racial power, until the end of the encounter.
Special: When you gain this manifestation, choose Intelligence, Constitution, or Charisma as the ability score you use when making attack rolls and damage rolls with this power. This
choice remains throughout your character’s life and does not change the power’s other effects.
Racial Feats:
Chaotic Magic
Prerequisites: Chromen, wild soul sorcerer class feature
Benefit: At the end of an extended rest, you may roll one 10 sided die, and use the result for both your elemental shift racial ability, and your wild soul class feature.