Tellah
2008-06-19, 03:52 PM
Part of my campaign setting takes place in a circle of eight islands called Hachishima, with monsters, kami (gods-ish), and adventure locales based on Shinto mythology. It also includes a few custom races, and I'm working on converting them to 4e mechanics. What do you guys think?
Races of Hachishima, 4th Edition
Nezumi
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/nezumi.gif
Average Height: 4'10" - 5'4"
Average Weight: 100-150lb.
Ability Scores: +2 Dex, +2 Con
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Nezumi
Skill Bonuses: +2 Perception, +2 Intimidate
Resist Necrotic 5+1/2 level
Born of Dark Magic: Immune to Taint (present in areas with close ties to Yomi, also called the Shadowfell)
The Smell of Fresh Game Nezumi Racial Feature
You pause a moment to catch the scent of your prey.
At-will
Minor Action Personal
Effect: You can use a Perception check to sense the presence of creatures or strongly scented objects, even if you can't see or hear them. Gain a +5 bonus to your Perception check if the creature is bloodied. Scent alone is not enough to pinpoint the location of a creature or object you can't see, unless it is in an adjacent square.
When Tenno Jiro overtook the previous emperor, Shirou Hideki, to found the current dynasty, he banished Shirou to Oki, hoping to contain his tainted magics there. Shirou set about raising an army, transmuting the rats of that island into fierce warriors using the corrupting energies of Yomi. Thus, In the midst of a frigid desert, the race of Nezumi was born. Nezumi detest civilized society, preferring a permanent state of wandering to a permanent residence, and are as likely to be found as highwaymen along old roads as in the alleyways of Edo. They are deceitful, greedy, and vicious, and are known to commit any act in pursuit of personal gain.
Play a Nezumi if you want:
...to track your foes with a keen sense of smell.
...to be a frightening creature infused with the power of decay.
...to be a Ranger, Rogue, or Warlock.
Tengu
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/tengu.gif
Average Height: 5'-6'
Average Weight: 90-140lb.
Ability Scores: +2 WIS, +2 INT
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Tengu
Skill Bonuses: +2 Arcana, +2 Religion
Gift of the Wind Kami: +1 to attack with wind-based powers
Take Wing Tengu Racial Feature
You call upon the kami of wind, and a breeze at your back lifts you up as you spread your wings.
Encounter ✦ Divine
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Tengu are bird-like people with red skin, long noses, and wings. They live in isolation at the summit of Mount Fuji, studying swordplay and learning about magic and the heavens. Most Tengu are honorable, trustworthy, and aloof. They tend to distrust Contemplatives and other practitioners of Psionic powers.
Play a Tengu if you want:
...to be a member of a mysterious, dying race.
...to fly with the help of the wind kami.
...to play a Wizard, Cleric, or Warlord.
Tanuki
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/tanuki.gif
Average Height: 3'-3'8"
Average Weight: 50-100lb.
Ability Scores: +2 CHA, +2 WIS
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Tanuki
Skill Bonuses: +2 Nature, +2 Bluff
Heavy Drinker: Tanuki gain skill training in Endurance.
Shapeshifting Tanuki Racial Power
You alter your form to look like some other humanoid or animal.
At-Will ✦ Polymorph
Minor Action Personal
Effect: You can alter your physical form to take on the appearance of any Small humanoid or animal, including a unique individual (see Change Shape, page 280).
Tanuki are jolly little raccoon-like creatures with magical powers, big bellies, and large testicles. They are most often seen wearing a large straw hat and holding a bottle of sake. Tanuki are good-natured tricksters, and are notorious for offering up leaves magically disguised as money in payment for their beloved sake.
Play a Tanuki if you want:
...to be a mischevious, good-natured trickster.
...to have an intimate connection with nature--and sake.
...to be a Cleric, Warlock, or Warlord.
Kappa
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/kappa_02.jpg
Average Height: 3'5"-4'
Average Weight: 50-80 lb.
Ability Scores: +2 STR, +2 DEX
Size: Small
Speed: 6 squares, Swim 6 squares
Vision: Low-light vision
Languages: Common, Kappa
Skill Bonuses: +2 Athletics, +2 Thievery
Amphibious: Kappa are naturally aquatic creatures, but can survive out of water for a number of days equal to 3 plus their Constitution modifier.
Shellblock Kappa Racial Power
You hunker down and use your shell to block attacks.
Encounter
Immediate Interrupt Personal
Effect: You gain a +4 racial bonus to AC and Reflex until the end of your next turn.
Kappa are child-sized goblinoids resembling shelled frogs. They inhabit ponds and rivers, and are known as mischievous troublemakers - pranks include passing gas loudly and blaming it on others, or taking advantage of their small size to look up young womens' kimonos. A small depression in the top of their head holds water, with a fringe of hair around it. Kappa venturing out of their ponds must be careful not to spill their water, especially when bowing. They are very curious; those who leave their ponds and streams usually do so out of a simple desire to see the world. Although fond of pranks, Kappa have a strong sense of etiquette and personal honor, but their honorable behavior usually does not extend beyond individual respect, and never rises to the level of patriotism or clan fidelity.
Play a Kappa if you want to:
...play practical jokes while keeping a firm sense of decorum.
...be as comfortable in water as on land.
...be a Fighter, Ranger, or Rogue.
In before "$E IS SO ANIME!!11" ;)
Races of Hachishima, 4th Edition
Nezumi
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/nezumi.gif
Average Height: 4'10" - 5'4"
Average Weight: 100-150lb.
Ability Scores: +2 Dex, +2 Con
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Nezumi
Skill Bonuses: +2 Perception, +2 Intimidate
Resist Necrotic 5+1/2 level
Born of Dark Magic: Immune to Taint (present in areas with close ties to Yomi, also called the Shadowfell)
The Smell of Fresh Game Nezumi Racial Feature
You pause a moment to catch the scent of your prey.
At-will
Minor Action Personal
Effect: You can use a Perception check to sense the presence of creatures or strongly scented objects, even if you can't see or hear them. Gain a +5 bonus to your Perception check if the creature is bloodied. Scent alone is not enough to pinpoint the location of a creature or object you can't see, unless it is in an adjacent square.
When Tenno Jiro overtook the previous emperor, Shirou Hideki, to found the current dynasty, he banished Shirou to Oki, hoping to contain his tainted magics there. Shirou set about raising an army, transmuting the rats of that island into fierce warriors using the corrupting energies of Yomi. Thus, In the midst of a frigid desert, the race of Nezumi was born. Nezumi detest civilized society, preferring a permanent state of wandering to a permanent residence, and are as likely to be found as highwaymen along old roads as in the alleyways of Edo. They are deceitful, greedy, and vicious, and are known to commit any act in pursuit of personal gain.
Play a Nezumi if you want:
...to track your foes with a keen sense of smell.
...to be a frightening creature infused with the power of decay.
...to be a Ranger, Rogue, or Warlock.
Tengu
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/tengu.gif
Average Height: 5'-6'
Average Weight: 90-140lb.
Ability Scores: +2 WIS, +2 INT
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Tengu
Skill Bonuses: +2 Arcana, +2 Religion
Gift of the Wind Kami: +1 to attack with wind-based powers
Take Wing Tengu Racial Feature
You call upon the kami of wind, and a breeze at your back lifts you up as you spread your wings.
Encounter ✦ Divine
Standard Action Personal
Effect: You gain a speed of fly 8 until the end of your next turn.
Tengu are bird-like people with red skin, long noses, and wings. They live in isolation at the summit of Mount Fuji, studying swordplay and learning about magic and the heavens. Most Tengu are honorable, trustworthy, and aloof. They tend to distrust Contemplatives and other practitioners of Psionic powers.
Play a Tengu if you want:
...to be a member of a mysterious, dying race.
...to fly with the help of the wind kami.
...to play a Wizard, Cleric, or Warlord.
Tanuki
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/tanuki.gif
Average Height: 3'-3'8"
Average Weight: 50-100lb.
Ability Scores: +2 CHA, +2 WIS
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Tanuki
Skill Bonuses: +2 Nature, +2 Bluff
Heavy Drinker: Tanuki gain skill training in Endurance.
Shapeshifting Tanuki Racial Power
You alter your form to look like some other humanoid or animal.
At-Will ✦ Polymorph
Minor Action Personal
Effect: You can alter your physical form to take on the appearance of any Small humanoid or animal, including a unique individual (see Change Shape, page 280).
Tanuki are jolly little raccoon-like creatures with magical powers, big bellies, and large testicles. They are most often seen wearing a large straw hat and holding a bottle of sake. Tanuki are good-natured tricksters, and are notorious for offering up leaves magically disguised as money in payment for their beloved sake.
Play a Tanuki if you want:
...to be a mischevious, good-natured trickster.
...to have an intimate connection with nature--and sake.
...to be a Cleric, Warlock, or Warlord.
Kappa
http://i7.photobucket.com/albums/y279/Beholden_Caulfield/kappa_02.jpg
Average Height: 3'5"-4'
Average Weight: 50-80 lb.
Ability Scores: +2 STR, +2 DEX
Size: Small
Speed: 6 squares, Swim 6 squares
Vision: Low-light vision
Languages: Common, Kappa
Skill Bonuses: +2 Athletics, +2 Thievery
Amphibious: Kappa are naturally aquatic creatures, but can survive out of water for a number of days equal to 3 plus their Constitution modifier.
Shellblock Kappa Racial Power
You hunker down and use your shell to block attacks.
Encounter
Immediate Interrupt Personal
Effect: You gain a +4 racial bonus to AC and Reflex until the end of your next turn.
Kappa are child-sized goblinoids resembling shelled frogs. They inhabit ponds and rivers, and are known as mischievous troublemakers - pranks include passing gas loudly and blaming it on others, or taking advantage of their small size to look up young womens' kimonos. A small depression in the top of their head holds water, with a fringe of hair around it. Kappa venturing out of their ponds must be careful not to spill their water, especially when bowing. They are very curious; those who leave their ponds and streams usually do so out of a simple desire to see the world. Although fond of pranks, Kappa have a strong sense of etiquette and personal honor, but their honorable behavior usually does not extend beyond individual respect, and never rises to the level of patriotism or clan fidelity.
Play a Kappa if you want to:
...play practical jokes while keeping a firm sense of decorum.
...be as comfortable in water as on land.
...be a Fighter, Ranger, or Rogue.
In before "$E IS SO ANIME!!11" ;)