Threeshades
2008-06-15, 07:39 AM
Looking at the player-race stats in the 4e Monster Manual I decided they didnt stat out every monster that would have player race potential. So I decided to make some of this stuff myself.
I tried to keep as close to the monster entries as possible, I looked closely at what are the best ability scores in most types of a monster, what powers they all have in common and to which skills they all have bonuses. Also I tried to reconstruct where they got their AC and Defense bonuses and if they maybe have more than a normal creature of their level. Based on this I gave them Ability bonuses, racial powers, skill and Defense bonuses.
I hope these turned out halfway balanced, but i'm not expecting them to be, that's why im posting them here, so you can help me a bit.
Alright let's go:
BANSHRAE
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 8 squares
Vision: Low-Light
Languages: Telepathy (20)
Banshrae weapon proficiency: Blow gun
Illiteracy: A Banshrae can neither write nor read. Taking the linguist feat, they learn both.
Slam: You can use Slam as an at-will power.
{table=head]Slam Banshrae racial power
You strike your enemy with an unusually powerful strike of your fists.
At-will - Martial / Standard Action -- Melee / Attack: Str vs. AC
Attack deals 1d8+STR modifier damage.[/table]
KUO-TOA
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 6 squares, swim 6 squares
Vision: Darkvision
Languages: Deep speech
Slick Maneuver: You can use Slick maneuver as an at-will power.
{table=head]Slick Maneuver Kuo-Toa racial power
You easily move around your enemy to strike him from the other side.
At will - / Move action -- Personal
If you're adjacent to an enemy, you shift to another square adjacent to that enemy.[/table]
LIZARDFOLK, GREENSCALE
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares (swamp walk)
Vision: Normal
Languages: Draconic
Skill Bonuses: +2 Athletics, +2 Nature
Defense Bonuses: +2 AC
MIND FLAYER
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Telepathy (10), Deep speech
Tentacles: +2 on attack rolls when trying to grab an enemy
Bore into Brain: You can use Bore into Brain as an encounter power.
{table=head]Bore into Brain Mind Flayer racial Power
Encounter - Martial / Standard-action -- Melee / Target: One grabbed enemy / Attack: Int vs Fortitude
You sink your tentacles into your victim's brain to devour it.
Attack deals 1d6+2 damage to grabbed enemy, the target is dazed. If you reduce the targets hit points to 0, you devour its brain killing it instantly.
Increase damage to 2d6+4 at 11th; and to 3d6+6 at 21st level.[/table]
SAHUAGIN
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares, swim 6 squares
Vision: Low-light
Languages: Abyssal, Common
Sahuagin weapon proficiency: Trident.
Blood Frenzy: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against a bloodied enemy. Increase this bonus to +2 to attack rolls and +4 to damage rolls at 11th and +3 to attack rolls and +6 to damage rolls at 21st level.
TROGLODYTE
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: Draconic
Skill Bonuses: +2 Endurance
Defense Bonuses: +2 Fortitude
Bite: You can use Bite as an at-will power.
{table=head]Bite Troglodyte racial power
In addition to your weapon attacks you can try to bite an enemy
At-will - Martial / minor action -- Melee / Attack: Str vs. AC
Attack deals 1d4+STR-modifier damage.[/table]
So that's it, any suggestions? Is something too powerful, too weak, or too useless together with the other qualities of the race?
I tried to keep as close to the monster entries as possible, I looked closely at what are the best ability scores in most types of a monster, what powers they all have in common and to which skills they all have bonuses. Also I tried to reconstruct where they got their AC and Defense bonuses and if they maybe have more than a normal creature of their level. Based on this I gave them Ability bonuses, racial powers, skill and Defense bonuses.
I hope these turned out halfway balanced, but i'm not expecting them to be, that's why im posting them here, so you can help me a bit.
Alright let's go:
BANSHRAE
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 8 squares
Vision: Low-Light
Languages: Telepathy (20)
Banshrae weapon proficiency: Blow gun
Illiteracy: A Banshrae can neither write nor read. Taking the linguist feat, they learn both.
Slam: You can use Slam as an at-will power.
{table=head]Slam Banshrae racial power
You strike your enemy with an unusually powerful strike of your fists.
At-will - Martial / Standard Action -- Melee / Attack: Str vs. AC
Attack deals 1d8+STR modifier damage.[/table]
KUO-TOA
Ability Scores: +2 Constitution, +2 Dexterity
Size: Medium
Speed: 6 squares, swim 6 squares
Vision: Darkvision
Languages: Deep speech
Slick Maneuver: You can use Slick maneuver as an at-will power.
{table=head]Slick Maneuver Kuo-Toa racial power
You easily move around your enemy to strike him from the other side.
At will - / Move action -- Personal
If you're adjacent to an enemy, you shift to another square adjacent to that enemy.[/table]
LIZARDFOLK, GREENSCALE
Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares (swamp walk)
Vision: Normal
Languages: Draconic
Skill Bonuses: +2 Athletics, +2 Nature
Defense Bonuses: +2 AC
MIND FLAYER
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 7 squares
Vision: Normal
Languages: Telepathy (10), Deep speech
Tentacles: +2 on attack rolls when trying to grab an enemy
Bore into Brain: You can use Bore into Brain as an encounter power.
{table=head]Bore into Brain Mind Flayer racial Power
Encounter - Martial / Standard-action -- Melee / Target: One grabbed enemy / Attack: Int vs Fortitude
You sink your tentacles into your victim's brain to devour it.
Attack deals 1d6+2 damage to grabbed enemy, the target is dazed. If you reduce the targets hit points to 0, you devour its brain killing it instantly.
Increase damage to 2d6+4 at 11th; and to 3d6+6 at 21st level.[/table]
SAHUAGIN
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares, swim 6 squares
Vision: Low-light
Languages: Abyssal, Common
Sahuagin weapon proficiency: Trident.
Blood Frenzy: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against a bloodied enemy. Increase this bonus to +2 to attack rolls and +4 to damage rolls at 11th and +3 to attack rolls and +6 to damage rolls at 21st level.
TROGLODYTE
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5 squares
Vision: Darkvision
Languages: Draconic
Skill Bonuses: +2 Endurance
Defense Bonuses: +2 Fortitude
Bite: You can use Bite as an at-will power.
{table=head]Bite Troglodyte racial power
In addition to your weapon attacks you can try to bite an enemy
At-will - Martial / minor action -- Melee / Attack: Str vs. AC
Attack deals 1d4+STR-modifier damage.[/table]
So that's it, any suggestions? Is something too powerful, too weak, or too useless together with the other qualities of the race?