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View Full Version : My 4e Races (now 1 thread)! P.E.A.C.H.



Chainsaw Hobbit
2010-05-21, 03:46 PM
Well, these are my races, please PM me feedback, do not post it here.

Aasimar

http://img188.imageshack.us/img188/3886/aasimar.jpg

Graced with a touch of the holy, aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.


Aasimar
Heavenly people of light and purity, children of the astral sea.

Racial Traits

Ability Scores +2 Charisma, +2 Wisdom or Strength
Size Medium
Speed 6 squares
Vision Low-light

Languages Common, Supernal
Skill Bonuses +2 religion, +2 heal
Astral Resistance The Aasimar has resistance to radiant damage equal to 5+ half the Aasimar's level
Astral Challenge The Aasimar has +1 to attacks vs non-bloodied targets
Astral Daylight The Aasimar gains the use of the Astral Daylight power

Astral Daylight Aasimar Racial Power
Daylight bursts from you in all directions aiding your allies.
Encounter
Standard Action
Close burst 3
Effect Allies in the burst can immediately make a saving throw and for a number of turns equal to your wisdom modifier you are surrounded by a 3 square aura of bright light.

Play an Aasimar if you want:
- To be strong and pure.
- To fight evil and bring light to the dark places of the world.
- To make a kick-ass paladin, cleric, avenger, or invoker.

Chainsaw Hobbit
2010-05-21, 03:48 PM
The Half Vampire

In rare circumstances, a vampire that has recently consumed a significant quantity of blood gains the ability to breed successfully with living humanoids or monstrous humanoids, creating half-vampire offspring. Also, in the unusual case of a pregnant humanoid or monstrous humanoid who survives a vampire’s blood drain attack, the child may be born “tainted” by the attacker’s vampirism. Regardless of the origin, the children produced by such events are typically branded as outcasts, welcome neither among the living or the undead. A half-vampire is drawn to other living creatures, and feels far more comfortable when living in towns or cities. Still, half-vampires know that they must keep their identities secret or else risk the hatred and violence of others. Half-vampires are often physically attractive and persuasive. Their skin is pale, even ashen in color. Unlike their undead forebears, half-vampires enjoy the freedom (or curse) of pursuing any alignment, though most tend toward neutrality or evil. Those rare few good-aligned half-vampires often feel haunted by their heritage, sometimes working to undo the evil of their ancestry.

Half-vampire
Cloaked children of the night, half-vampires are outcasts to society.

Racial Traits

Ability Scores +2 dexterity, +2 charisma or intelligence
Size Medium
Speed 6 squares
Vision Low-light

Languages Common, Choice of one other.
Skill Bonuses +2 stealth, +2 intimidate
Necrotic Resistance The Half-vampire has resistance to necrotic damage equal to 5+ half the Half-vampire's level
Drawn to Blood The Half-vampire has +1 to attacks vs bloodied targets.
Mist Form The Half-vampire gains the use of the Mist Form power

Mist Form Half-vampire Racial Power
You move swiftly across the battlefield in the form of a cloud of mist.
Encounter
Standard Action
Effect You fly your speed not provoking opportunity attacks.

Play a Half-vampire if you want:
- To be stealthy and manipulative.
- To hold many traits of a vampire while not being inherently evil.
- Make a good rogue, ranger, sorcerer, or warlord.

Tell me what you think.

Chainsaw Hobbit
2010-05-21, 03:49 PM
Half-Mind Flayer
Sometimes when a dieing tadpole is planted in a human its dies before the transition is complete. By that time the victim has developed some of the mind-flayer traits including glossy purple or gray skin, short tentacles around the mouth, black and oily blood, and the loss of all hair.

Half-Mind Flayer
Children of horrors form out of time, this race possesses many strange powers.

Racial Traits

Ability Scores +2 charisma, +2 intelligence
Size Medium
Speed 6 squares
Vision Low-light

Languages Common, Choice of one other.
Skill Bonuses +2 insight, +2 intimidate
Psychic Resistance The Half-Mind Flayer has resistance to Psychic damage equal to 5+ half the Half-Mind Flayer's level
Psychic Carnivore The Half-Mind Flayer has +1 to attacks vs targets taking ongoing psychic damage.
Mind Blast The Half-Mind Flayer gains the use of the Mind Blast power

Mind Blast
Half-Mind Flayer Racial Power
A wave of psychic energy pours forth from your mind, tearing into those of the fools surrounding you.
Encounter * Psychic
Minor Action
Close burst 1
Targets: All creatures in area
Attack: Intelligence +2 vs. Will, Wisdom +2 vs. Will, or Charisma +2 vs. Will
Hit: Intelligence, Wisdom, or Charisma modifier psychic damage.
Increase to +4 bonus and 1d6+Intelligence, Wisdom, or Charisma modifier psychic damage at 11th level, and to +6 bonus and 2d6+Intelligence, Wisdom, or Charisma modifier psychic damage at 21st level.
Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls and calculating damage with this power. This choice remains throughout your character's life and does not change the power's other effects.

Racial Feats

Expanded Mind Blast (Heroic-Tier)
You Mind-Blast covers a wider area.
Prerequisites- Half-Mind Flayer, mind blast racial power
Benefit- When you use your mind blast racial power, you may choose to make it a burst 2 instead of a burst 1. At 11th level, you may instead choose to make it a burst 3, and at 21st level, you may choose to make it a burst 4.

Continued Pain (Paragon-Tier)
Your Mind-Blast leaves your foes with throbbing mental agony.
Prerequisites- Half-Mind Flayer, mind blast racial power
Benefit- Any creature hit by your mind blast power also takes 5 ongoing psychic damage (save ends).

Mental Pressure (Paragon-Tier)
Your Mind-Blast restricts your foe's brain functions hindering their movement.
Prerequisites- Half-Mind Flayer, mind blast racial power
Benefit- Any creature hit by your mind blast power is also slowed until the end of your next turn.

Selective Blast (Paragon-Tier)
You can better control your Mind-Blast and be more selective of it's targets.
Prerequisites- Half-Mind Flayer, mind blast racial power
Benefit- You may choose to take a -5 penalty to hit your allies targeted by your mind blast power. If you do so, allies hit by your mind blast power take half damage.

Mental Collapse (Paragon-Tier)
Your mind blast cripples your foe's minds so they crumple and break.
Prerequisites-Continued Pain, Mental Pressure
Benefit- If a target of your mind blast power is already taking ongoing psychic damage and you hit that target, increase that target's ongoing psychic damage by 5. If a target of your mind blast power is already slowed and you hit that target, that target is also dazed and cannot shift until the end of your next turn. Treat your target's resist psychic as 20 fewer than normal when determining damage for mind blast.

Play a Half-Mind Flayer is you want:
- To be intimidating and intelligent.
- To be otherworldly and terrifying.
- To favor the sorcerer, wizard, and psion classes.

Chainsaw Hobbit
2010-05-21, 03:50 PM
Ganeshi
A rare race native to the desert, Ganeshi live in city states governed by monarchs and ruled by strict law. They resemble 7' humanoid elephants besides the fact that the females have 1 trunk but the males have 2. Ganeshi often serve as mercenaries.

http://img26.imageshack.us/img26/4586/loxo.png

Ganeshi
A tough, crude people with a strong sense of honor, devoted champions and hardened mercenaries.

Racial Traits

Ability Scores +2 Strength, +2 Constitution or Intelligence.
Size Medium
Speed 6 squares
Vision Normal

Languages Common, Choice of one other.
Skill Bonuses +2 to any 2 knowledge skills of your choice (an elephant never forgets)
Stubborn While bloodied the Ganeshi has a +1 to saving throws and a +2 to healing surge value.
Challenge seeker The Ganeshi has a +1 attack bonus vs non-bloodied targets.
Shock-wave Charge you gain the use of the Shock-wave Charge power.

Shock-wave Charge Ganeshi Racial Power
You charge your foe and the impact of the blow sends them sprawling
Encounter
Free Action / When you make a charge attack
Effect If the attack hits the target is knocked prone, takes an extra 1d4 damage, and is pushed a number of squares equal to your Constitution modifier.
lv11 2d4
lv21 3d4

Play an Ganeshi if you want:
- To be strong, tough, and intelligent.
- To be a unique hero with a strong personality.
- To make a good wizard, swordmage, fighter, or barbarian.

Chainsaw Hobbit
2010-05-21, 03:51 PM
Lizard-Kin
Distant kin to greenscale lizardfolk, Lizard-Kin are reptilian humanoids that inhabit swamps and jungles. They are somewhat hostile to outsiders and will kill anyone who trespasses on their territory without a word. Lizard-Kin have green, blue, brown, black, or orange scales and have sharp teeth, orange eyes, and forked tongs.

http://img686.imageshack.us/img686/1671/lizardfolk095.jpg

Lizard-Kin
Lizard-like people of the swamps and jungles, Lizard-Kin can survive almost anywhere.

Racial Traits

Ability Scores +2 Constitution, +2 Wisdom or Dexterity
Size Medium
Speed 6 squares
Vision Low-light

Languages Common, Choice of one other
Skill Bonuses +2 endurance, +2 stealth
Lizard Resistance The Lizard-Kin has resistance to acid or poison damage equal to 5+ half the Lizard-Kin's level
Bloodied Frenzy The Lizard-Kin gains +1 to attacks while bloodied
Lizard Blood You gain the use of either the Slithering Strike power or the Poison Blood power

Slithering Strike Lizard-Kin Racial Power
As you strike your foe you slither into a better position.
Encounter
Free Action / Trigger: You hit a foe with a melee attack
Effect You shift a number of squares equal to your dexterity modifier.

Poison Blood Lizard-Kin Racial Power
As your foe strikes you you spray them with poison.
Encounter
Free Action / Trigger: A foe hits you with a melee attack
Effect The foe takes poison damage equal to 1d6 + your Constitution modifier.
lv11 2d6
lv21 3d6

Play a Lizard-Kin if you want:
- To have versatile abilities.
- To be a deadly reptilian humanoid.
- To make a good rogue, ranger, barbarian, or fighter.

Tell me what you think.

Chainsaw Hobbit
2010-05-21, 09:06 PM
Darfellan
The darfellans were once a peaceful race of hunter-gatherers who lived among the surf and sea stacks of forbidding coastlines. Then the sahuagin discovered them, beginning a century-long struggle that almost ended in the extinction of the darfellan race. The remaining darfellans are brooding wanderers who crave the chance to exact a final measure of vengeance against the sahuagin who wiped out their kin. A typical darfellan has a hulking, muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan stands not much over 6 feet tall and weighs nearly 200 pounds. A darfellan’s most striking feature is his or her jet-black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual’s heritage to other darfellans and those who know how to read darfellan markings. Occasionally individuals are born who are entirely black or, much more rarely, wholly white. Such births are always seen as portentous, and the children are destined to hold positions of importance among the people—whether they are so inclined or not. The appearance of an entirely white darfellan is taken as a sign of great events, and the people’s history is filled with stories of the upheavals that followed such births.

http://img15.imageshack.us/img15/9911/orcadude.png

Darfellan
“For too long we were the prey. Now we are the hunters, and no
more shall we mourn.”

Racial Traits

Ability Scores +2 Strength, +2 Wisdom
Size Medium
Speed 5 squares, Swim 7 Squares
Vision Normal

Languages Common, Choice of one other.
Skill Bonuses +2 athletics, +2 endurance
Hold Breath A Darfellan can hold it's breath for 10 minutes (100 rounds).
Hunter At the beginning of the encounter a Darfellan chooses a foe, for the rest of the encounter they gain a +1 bonus to attacks on that foe. (If the target is a sahuagin than the bonus is +2)
Stunning Sound-Waves you gain the use of the Stunning Sound-Waves power.

Stunning Sound-Waves Darfellan Racial Power
You let out a blast of sound waves to disorient a target.
Encounter (thunder) Standard Action
Range 10
Strength vs Fortitude (Strength +2 vs Fortitude if the attack is made underwater)
Effect The target takes thunder damage equal to your strength modifier and is marked until the end of your next turn.
lv11 The target is also dazed until the end of your next turn.
lv21 Replace dazed with stunned.

Play an Darfellan if you want:
- To be strong and alert in aquatic environments.
- To be a lethal underwater hunter.
- To make a good avenger, barbarian, or fighter.

Chainsaw Hobbit
2010-05-21, 09:51 PM
Sharakim

http://img684.imageshack.us/img684/1315/humanturnedhalforcbypit.jpg

Humans assume that all orcs are the same—ugly, brutish, violent, and determined to kill anyone who stands in their path. These suppositions rarely prove false. But even orcs display variation within the species, and one group in particular stands apart from all others. The sharakim (the name means “the tainted” or “those with taint” in an old human dialect) were once human. At least, their forebears were. Legends claim that, long ago, all humans resided in the village of Desh. They lived peacefully until a hunter named Sharak killed a sacred stag, and all those who ate of the stag’s flesh became ill. Many died, but others were transformed, twisted into hideous caricatures of humanity by the evil they had committed. The humans who escaped the curse scattered, leaving Desh to be lost forever. Those creatures who had once been human gathered together and fled as well, making their own way in the world but forever after hated by humans because they stood as a reminder of that sin. These became the sharakim.

Sharakim
Strangely intelligent orcs with ties to arcane magic.

Racial Traits

Ability Scores +2 Intelligence, +2 Strength
Size Medium
Speed 6 squares
Vision Low-Light.

Languages Common, Giant
Skill Bonuses +2 arcana, +2 history
Thick Skin The Sharakim gains a +1 bonus to fortitude defense.
Shadow Affinity The Sharakim has +2 to stealth checks and healing surge value while in dim light or darkness.
Arcane Reserves The Sharakim gains the use of the Astral Daylight power

Arcane Reserves Sharakim Racial Power
You reach within your soul and regain the use of an already used power.
Daily
Minor Action
Effect You regain the use of a used encounter power.

Play an Sharakim if you want:
- To have both brains and brawn.
- To play a cursed race that was once human.
- To make a good wizard, swordmage, avenger, or invoker

Chainsaw Hobbit
2010-05-22, 11:40 AM
Sea Elf
Although surface elves are renowned as daring and skillful seafarers above the waves, the greatest legacy of elves and sea lies below the surface of the ocean. The nations of the aquatic elves are as ancient and powerful as those of their land-dwelling cousins. The children of Deep Sashelas, aquatic elves dwell in the shallower parts of the ocean, usually within a few miles of a coast, for the deeper parts of the sea tend to be not only too cold and lightness for their taste, but also home to their blood enemies, the sahuagin.

Sea Elf
Exiles from the underwater kingdoms of the feywild, sea elves are masters of wind and wave.

Racial Traits

Ability Scores +2 Dexterity, +2 Wisdom
Size Medium
Speed 6 squares, Swim 8 Squares
Vision Normal

Languages Common, Elven
Skill Bonuses +2 athletics, +2 arcana
Amphibious A Sea Elf can breath equally well in air or water.
Underwater Agility The Sea Elf gains a +1 bonus to ac and reflex underwater.
Absorb the Sea You gain the use of the Absorb the Sea power.

Absorb the Sea Sea Elf Racial Power
While underwater you absorb the healing energy of the sea.
Encounter (while underwater) Standard action
Effect You may spend a healing surge.
lv21 You may also make a saving throw.

Play an Sea Elf if you want:
- To be fast, agile, and at home in aquatic environments.
- To draw your power from the sea and be healed by it.
- To be a good druid, ranger, or rogue.

Chainsaw Hobbit
2010-05-23, 11:36 PM
Voidspawn
The origin of Voidspawn is mysterious; some say they were once human but were mutated by leakage from the far realm, some say they are children of humans and alien horrors from the void, some say they came from a fallen star.
Voidspawn resemble humans with purple, gray, or green skin, tentacles for hair, icy cold breath, and eyes like a maddening void of infinity.

Voidspawn
Warped humans with strange powers, Voidspawn are children of of Far Realm.

Racial Traits

Ability Scores +2 Constitution, +2 Intelligence or Charisma
Size Medium
Speed 6 squares
Vision Low-light

Languages Common, Deep speech
Skill Bonuses +2 insight, +2 arcana
Otherworldly Defenses A Voidspawn has a +1 bonus to fortitude, reflex, and will.
Aberrant Origin A Voidspawn hails from the far realm so has the aberrant origin.
Reality Warp You gain the use of the Reality Warp power.

Reality Warp Voidspawn Racial Power
You twist the fabric of space-time to materialize in another space.
Encounter, Move action
Effect You teleport your speed.
Lv 11 Foes adjacent to where you land grant combat advantage to you until the end of your next turn.
Lv 21 Foes adjacent to where you land are dazed until the end of your next turn.

Play an Voidspawn if you want:
- To be otherworldly and alien.
- To teleport around by tearing the fabric of reality.
- To make a great warlock, psion, battlemind, or rogue.

Chainsaw Hobbit
2010-06-02, 11:14 AM
Trollkin
Trollkin were created by a hobgoblin warlord to be the perfect warrior, combining the savagery of trolls with the adaptability and resourcefulness of humans.

http://img266.imageshack.us/img266/9135/wartrollkin.png

Trollkin
Savage, green-skinned humanoids of fury and brutality.

Racial Traits

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

Languages Common, Giant
Skill Bonuses +2 endurance, +2 intimidate
Trollkin Healing The Trollkin gains a +2 bonus to their healing surge value.
Durable The Trollkin gains the Durable feat.
Crush Weakling The Trollkin gains a +1 bonus to attacks vs bloodied targets.
Trollkin Regeneration A Trollkin can use Second Wind as a minor action.

Play an Trollkin if you want:
- To be big, strong, and tough.
- To be like a troll in many ways.
- To make a great barbarian, warden, or fighter.

Chainsaw Hobbit
2010-06-16, 03:05 PM
Blood Elf (not the kind from WOW)
Blood Elves are and off-shoot of the Elf race that live in the fiery mountain peaks where the elemental chaos touches the world. Blood Elves tap into the savage fury of the primal spirits of the volcano.

http://img97.imageshack.us/img97/8797/bloodbraidelfbystevearg.png

Blood Elf
A savage, tribal people of pure fury.

Racial Traits

Ability Scores +2 Strength, +2 Wisdom or Dexterity
Size Medium
Speed 7 squares
Vision Low-light

Languages Common, Elven
Skill Bonuses +2 Athletics, +2 intimidate
Frothing Bloodfury While bloodied the Blood Elf can score a critical hit on a roll of 19-20.
Primal Charge When charging the Blood Elf can use an at-will attack power in place of a basic melee attack.
Blood Elf Brutality The Blood Elf gains the use of the Blood Elf Brutality power

Blood Elf Brutality Blood Elf Racial Power
You swing your weapon with the legendary fury of the Blood Elves.
Encounter
Immediate Reaction, Trigger You dislike the result of a damage roll you just rolled.
Effect You may re-roll the damage roll but you must use the second result (even if it's worse).

Play an Blood Elf if you want:
- To be strong and agile.
- To always be barely containing your primal fury.
- To make a good avenger, barbarian, or ranger.

deathali'helper
2010-06-26, 10:54 PM
they all seem pretty good, but you might want to add sudjested names and the other usual junk you find in the books. And can you explain the OR?

kamuishirou
2010-06-27, 03:24 AM
Very nice, though I think some of the races shouldn't get to choose their other language.

Here are my recomendations:

Blood Elf - Elven
Trollkin - Giant
Sea Elf - Elven
Half-Mind Flayer - Deep speech

Just some thoughts.

Mystic Muse
2010-06-27, 04:25 AM
Does thinking that we should be able to post here because we can bounce ideas off each other better count as feedback?

Chainsaw Hobbit
2010-06-27, 01:33 PM
I fixed languages, any ideas for other races.

Chainsaw Hobbit
2010-07-14, 02:51 PM
A friend got me to stat out this race, the stats are mine but the concept isn't.

Spheeron

In the fires of the dawn war the primordial Imix stormed the domain of Corellon with an army of fire archons, leaving destruction and carnage in their wake. From the smoldering ruins and embers came the Spheeron, beings of ember and ash given life by the lingering divine power.
The Spheeron resemble furry humans streaked with orange and red. They gave pointy cat ears, claws, and small tails.

Spheeron
Feline hunters born of fire, the Spheeron are swift and deadly.

Racial Traits

Ability Scores +2 Dexterity, +2 Wisdom or Intelligence
Size Medium
Speed 7 squares
Vision Normal

Languages Common, Elven
Skill Bonuses +2 acrobatics, +2 religion.
Fire Resistance The Spheeron has resistance to fire damage equal to 5+ half the Spheeron's level.
Claws The Spheeron's unarmed attacks have a +2 prof bonus.
Fire Breath The Spheeron gains the use of the Fire Breath power.

Fire Breath Spheeron Racial Power
You call upon your heritage and unleash a blast of blazing embers and ash.
Encounter
Standard Action
Target 1 creature within 3 squares (4 at 11th level and 5 at 21st).
Attack Dexterity vs Reflex.
Hit 1d6 + your dexterity modifier fire damage.

Play an Spheeron if you want:
- To be fast and deadly.
- To have a fiery personality.
- To favor the ranger, rogue, or druid classes.

Racial Feats

Maximize Breath (Heroic-Tier)
You know how to make the most out of your fire breath.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- When rolling fire breath damage you may roll twice and use the better result.

Accurate Breath (Heroic-Tier)
You fire breath is herd to avoid and can get past the strongest defenses.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- You gain a +3 bonus to all attack rolls with fire breath.

Empower Breath (Paragon-Tier)
Your breath burns with the power of raw elemental fire.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- You may roll 2d6 instead of 1d6 for fire breath damage, you may instead roll 3d6 at level 21.

Paragon Breath (Paragon-Tier)
Your foes cannot resist the power of your fire breath.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- Your breath weapon ignores all resistances.

Reliable Breath (Paragon-Tier)
Your breath is impossible to fully evade.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- Your breath weapon deals half damage on a miss.

Widen Breath (Epic-Tier)
Your fire breath spreads out to envelop your foes like a tidal-wave.
Prerequisites- Spheeron, Fire Breath racial power
Benefit- Your breath becomes a blast 4.