Squash Monster
2008-06-06, 01:35 AM
I've been posting racial homebrews at 4chan's /tg/ forum roughly once per day, and I've decided that I'd rather have some slightly more thoughtful criticism.
For starters, a Myconid homebrew. I'm a bit worried that this one could be a touch overpowered, what do you think?
Myconid
Ability Scores: +2 Constitution , +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: none (mute, any languages learned can be understood but not spoken)
Skill Bonuses: +2 Dungeoneering, +2 Nature
Plant Traits: You are considered a plant for the purpose of any effect related to creature type.
Telepathy Spores: You may use telepathy spores as an at-will power.
Pacification Spores: You may use stun spores as an encounter power.
Telepathy Spores - Myconid Racial Power
By spreading telepathically linked spores, you can communicate with others.
At Will
Free Action - Melee touch
Target: One creature
Effect: You can communicate telepathically with the target for one hour. Telepathic communication is silent, works in both directions, and you and the target do not need to share a language to understand each other. The maximum range for telepathic communication is 20 squares. If you have used telepathy spores on more than one target, your telepathic "speech" goes to all of them at once, but theirs goes only to you.
Stun Spores - Myconid Racial Power
You spread a cloud of pacifying spores to calm aggressors.
Encounter ~ Sleep
Minor Action - Close Blast 3
Targets:All creatures in area
Attack: Constitution vs Will, Dexterity vs Will, or Wisdom vs Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes stunned (save ends).
Special: When you create your character, choose Constitution, Dexterity, or Wisdom as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.
Next up, a catfolk homebrew. I think this one is just fine, but I haven't seen any really thoughtful criticism on it so I can't be sure.
Catfolk
Ability Scores: +2 Dexterity, +2 Charisma.
Size: Medium.
Speed: 6 squares.
Vision: Low-light
Languages: Common, choice of one other.
Skill Bonuses: +2 athletics, +2 stealth.
Grace: Falling does not cause you to land prone, and you take half damage from falling.
Wild Step: You ignore difficult terrain when you shift, even if you shift multiple squares.
Fleet of Foot: You may use fleet of foot as an at-will power.
Fleet of Foot - Catfolk Racial Power
You can always find the energy for a sudden boost of speed when you need to.
At Will
Standard action - Personal
Effect: Shift 3 squares.
And finally, a pretty strange one. This is what happens when you take suggestions from 4chan. It's a lot of fun, but there might be some horrendously broken combination with the Amorphous Form ability, so tell me if you can pick one out.
Half Ooze
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Stealth, +2 Acrobatics
Amorphous Form: When using magic items, you may substitute one body slot for another amongst the following slots: arms, feet, hands, head, neck, and waist. You may only make one such substitution at a given time.
Discorporation: You may use the discorporation power as an encounter power.
Discorporation - Half Ooze Racial Power
Your form sinks to the ground as your body dissolves feet-first into a puddle.
Encounter
Minor Action - Personal
Effect: Until the end of your next turn, you gain resistance against all damage equal to 10+your level, your speed drops to 1 square, and you are not effected by difficult terrain. In this form you cannot perform actions other than movement. You may freely move into spaces occupied by other characters, and fit through cracks as small as 2 inches in width. If the square where you end discorporation does not have room for your normal form, you take 1d8 damage and move to the nearest open space (your choice).
Special: You may end this effect early as a minor action.
For starters, a Myconid homebrew. I'm a bit worried that this one could be a touch overpowered, what do you think?
Myconid
Ability Scores: +2 Constitution , +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: none (mute, any languages learned can be understood but not spoken)
Skill Bonuses: +2 Dungeoneering, +2 Nature
Plant Traits: You are considered a plant for the purpose of any effect related to creature type.
Telepathy Spores: You may use telepathy spores as an at-will power.
Pacification Spores: You may use stun spores as an encounter power.
Telepathy Spores - Myconid Racial Power
By spreading telepathically linked spores, you can communicate with others.
At Will
Free Action - Melee touch
Target: One creature
Effect: You can communicate telepathically with the target for one hour. Telepathic communication is silent, works in both directions, and you and the target do not need to share a language to understand each other. The maximum range for telepathic communication is 20 squares. If you have used telepathy spores on more than one target, your telepathic "speech" goes to all of them at once, but theirs goes only to you.
Stun Spores - Myconid Racial Power
You spread a cloud of pacifying spores to calm aggressors.
Encounter ~ Sleep
Minor Action - Close Blast 3
Targets:All creatures in area
Attack: Constitution vs Will, Dexterity vs Will, or Wisdom vs Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes stunned (save ends).
Special: When you create your character, choose Constitution, Dexterity, or Wisdom as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.
Next up, a catfolk homebrew. I think this one is just fine, but I haven't seen any really thoughtful criticism on it so I can't be sure.
Catfolk
Ability Scores: +2 Dexterity, +2 Charisma.
Size: Medium.
Speed: 6 squares.
Vision: Low-light
Languages: Common, choice of one other.
Skill Bonuses: +2 athletics, +2 stealth.
Grace: Falling does not cause you to land prone, and you take half damage from falling.
Wild Step: You ignore difficult terrain when you shift, even if you shift multiple squares.
Fleet of Foot: You may use fleet of foot as an at-will power.
Fleet of Foot - Catfolk Racial Power
You can always find the energy for a sudden boost of speed when you need to.
At Will
Standard action - Personal
Effect: Shift 3 squares.
And finally, a pretty strange one. This is what happens when you take suggestions from 4chan. It's a lot of fun, but there might be some horrendously broken combination with the Amorphous Form ability, so tell me if you can pick one out.
Half Ooze
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Stealth, +2 Acrobatics
Amorphous Form: When using magic items, you may substitute one body slot for another amongst the following slots: arms, feet, hands, head, neck, and waist. You may only make one such substitution at a given time.
Discorporation: You may use the discorporation power as an encounter power.
Discorporation - Half Ooze Racial Power
Your form sinks to the ground as your body dissolves feet-first into a puddle.
Encounter
Minor Action - Personal
Effect: Until the end of your next turn, you gain resistance against all damage equal to 10+your level, your speed drops to 1 square, and you are not effected by difficult terrain. In this form you cannot perform actions other than movement. You may freely move into spaces occupied by other characters, and fit through cracks as small as 2 inches in width. If the square where you end discorporation does not have room for your normal form, you take 1d8 damage and move to the nearest open space (your choice).
Special: You may end this effect early as a minor action.