JackTR69
2008-06-21, 09:08 PM
This thread is dedicated to helping me build and improve on two different race hombrews for a 4e setting, the vampire and the werewolf. I am deciding to treat them as their own races, and I want them to balance reasonably well with other races at first level.
Vampires
Stat Bonuses: +2 Strength, Dexterity, Constitution, and Charisma.
Skill Bonuses: +2 to diplomacy and intimidate.
Light Vulnerability: Vampires suffer a -2 to Strength and Dexterity and a -4 to constitution when exposed to sunlight.
Fangs: Vampires have a bite attack that deals 1d4 damage, and may cause infection (see below). They count as unarmed when using this attack.
Bloodthirsty: Vampires must drink human blood every 48 hours just as a normal person must eat.
Blood Scent: A vampire can smell spilled blood within 50ft of itself.
Everwoken: Vampires do not need to sleep, but must spend at least 4 hours a day in a meditative state where they take no action but are fully aware of their surroundings.
Infections: A Vampire has a racial encounter ability according to the race it was before it became the victim of a Vampire. Select a previous race when you create a vampire character. A vampire still counts as whatever race it was before for the purposes of feats etc. When a Vampire successfully brings a character below zero hitpoints with their bite attack, that character will die and awaken as a vampire the next night.
Werewolves
Stat Bonuses: +2 Strength and Constitution
Skill Bonuses: +2 to Intimidate and Athletics
Thick Skinned: When bloodied, werewolves have resist 1 negated by silver. This increases to 2 at 11th level and 3 at 21st level.
Blood Scent: Werewolves can smell spilled blood within 50ft of itself.
Moon Crazed: On the three days of the full moon, a werewolf grows several inch long fur, sharp fangs, and rugged claws. They gain a bite attack that deals 1d4 damage and threaten infection (see below), and two claw attacks that deal 1d6. Both the bite and claw attacks count as armed. If a werewolf fails to infect a victim during the three days of the full moon, they take a -1 moral penalty to all rolls until the next full moon.
Infection: A human victim that becomes bloodied from a werewolves claw attack will suffer a Constitution based attack on their fortitude defense. A successful hit causes them to become a werewolf. A human who becomes a werewolf loses all their human traits and gains all werewolf traits.
Encounter Ability: Werewolves may throw themselves into a berserk fury, their eyes turning a dangerous shade of red. They gain temporary hitpoints equal to twice their constitution modifier, and gain +2 Strength. This effect lasts a number of rounds equal to their constitution modifier.
Vampires
Stat Bonuses: +2 Strength, Dexterity, Constitution, and Charisma.
Skill Bonuses: +2 to diplomacy and intimidate.
Light Vulnerability: Vampires suffer a -2 to Strength and Dexterity and a -4 to constitution when exposed to sunlight.
Fangs: Vampires have a bite attack that deals 1d4 damage, and may cause infection (see below). They count as unarmed when using this attack.
Bloodthirsty: Vampires must drink human blood every 48 hours just as a normal person must eat.
Blood Scent: A vampire can smell spilled blood within 50ft of itself.
Everwoken: Vampires do not need to sleep, but must spend at least 4 hours a day in a meditative state where they take no action but are fully aware of their surroundings.
Infections: A Vampire has a racial encounter ability according to the race it was before it became the victim of a Vampire. Select a previous race when you create a vampire character. A vampire still counts as whatever race it was before for the purposes of feats etc. When a Vampire successfully brings a character below zero hitpoints with their bite attack, that character will die and awaken as a vampire the next night.
Werewolves
Stat Bonuses: +2 Strength and Constitution
Skill Bonuses: +2 to Intimidate and Athletics
Thick Skinned: When bloodied, werewolves have resist 1 negated by silver. This increases to 2 at 11th level and 3 at 21st level.
Blood Scent: Werewolves can smell spilled blood within 50ft of itself.
Moon Crazed: On the three days of the full moon, a werewolf grows several inch long fur, sharp fangs, and rugged claws. They gain a bite attack that deals 1d4 damage and threaten infection (see below), and two claw attacks that deal 1d6. Both the bite and claw attacks count as armed. If a werewolf fails to infect a victim during the three days of the full moon, they take a -1 moral penalty to all rolls until the next full moon.
Infection: A human victim that becomes bloodied from a werewolves claw attack will suffer a Constitution based attack on their fortitude defense. A successful hit causes them to become a werewolf. A human who becomes a werewolf loses all their human traits and gains all werewolf traits.
Encounter Ability: Werewolves may throw themselves into a berserk fury, their eyes turning a dangerous shade of red. They gain temporary hitpoints equal to twice their constitution modifier, and gain +2 Strength. This effect lasts a number of rounds equal to their constitution modifier.