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  1. - Top - End - #1
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    smile My 4e Races (now 1 thread)! P.E.A.C.H.

    Well, these are my races, please PM me feedback, do not post it here.

    Aasimar



    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.
    Last edited by Chainsaw Hobbit; 2010-07-28 at 08:08 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.
    Last edited by Chainsaw Hobbit; 2010-06-02 at 03:07 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.
    Last edited by Chainsaw Hobbit; 2010-07-18 at 03:39 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.



    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.
    Last edited by Chainsaw Hobbit; 2010-06-11 at 09:45 AM.

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    Default Re: My 4e Races (now 1 thread)!

    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.



    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.
    Last edited by Chainsaw Hobbit; 2010-07-24 at 06:39 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.



    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.
    Last edited by Chainsaw Hobbit; 2010-07-24 at 06:40 PM.

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    Default Re: My 4e Races (now 1 thread)!

    Sharakim



    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
    Last edited by Chainsaw Hobbit; 2010-06-11 at 09:47 AM.

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    Default Re: My 4e Races (now 1 thread)!

    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.
    Last edited by Chainsaw Hobbit; 2010-06-27 at 01:32 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.
    Last edited by Chainsaw Hobbit; 2010-07-18 at 03:43 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.



    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.
    Last edited by Chainsaw Hobbit; 2010-06-27 at 01:32 PM.

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    Default Re: My 4e Races (now 1 thread)!

    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.



    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.
    Last edited by Chainsaw Hobbit; 2010-07-18 at 03:42 PM.

  12. - Top - End - #12
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    AssassinGuy

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    Default Re: My 4e Races (now 1 thread)! P.E.A.C.H.

    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?
    Spoiler
    Show
    "Im gonna kill him myself!" Comic 435
    "'Surrender.' Ha! How do they come up with this stuff?"
    "Have you ever considered eating your own lungs? I can show you how to prepare them if you'd like."
    "IM A SEXY SHOELESS GOD OF WAR!!!"

    There are two things you can compare Belkar to- An atom bomb and Chuck Norris.

    WANTED:

    I need a new avatar, if you interested send me a message.

  13. - Top - End - #13
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    Default Re: My 4e Races (now 1 thread)! P.E.A.C.H.

    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.

  14. - Top - End - #14
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    Default Re: My 4e Races (now 1 thread)! P.E.A.C.H.

    Does thinking that we should be able to post here because we can bounce ideas off each other better count as feedback?

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    Default Re: My 4e Races (now 1 thread)! P.E.A.C.H.

    I fixed languages, any ideas for other races.

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    Default Re: My 4e Races (now 1 thread)! P.E.A.C.H.

    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.
    Last edited by Chainsaw Hobbit; 2010-07-18 at 03:40 PM.

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