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Thread: Half-race ideas

  1. - Top - End - #1
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Half-race ideas

    So here are the ideas I have so far:
    1.Feyling, a halfling/gnome.
    2. Wildkin: a elf/wilden
    3. Drakantrope: dragonborn/shifter.

    Feyling
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    Ability Scores: +2 Intelligence/Charisma, +2 Dexterity.
    Size: Small
    Speed 6 squares
    Vision: low-light

    Languages: Common, Choice of one other.
    Skill Bonuses: +2 Arcana, +2 Acrobatics.
    Elusive: You gain a +2 AC racial bonus against oppurtunity attacks
    Blind Luck: when you fail a attack roll, if the d20 landed on a 10, you gain a +3 bonus to the roll.
    Quick Feet once per encounter, you can use the Quick Feet power.
    Quick Feet
    Immediate Interrupt
    Trigger: You are attacked by an enemy larger than you.
    Effect: The enemy takes a -2 penalty to hit you until the end of their next turn.
    Blood of Kin You can take feats listed for either halflings or gnomes.


    Wildkin
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    Ability Scores +2 Wisdom/Dexterity, +2 Constitution
    Size Medium
    Speed 7 Squares
    Vision Low-light

    Languages Common, Elven.
    Skill Bonuses +2 Athletics +2 Nature

    Primal Reaction +1 Reflex
    Born of the Wild when you make a perception check outside, you can use nature instead.
    Spirit of Nature
    Select one of the following powers.

    Stormy Soul
    Encounter
    Minor action
    Fury rises as you strike down your enemies, weaving across the battlefield.
    Effect: Your attacks also do lightning damage equal to your wisdom modifier and you ignore difficult terrain until the end of your next turn.

    Scorching Soul
    Encounter Power
    Minor Action
    Effect: You do extra damage with fire, radiant and force attacks equal to your intelligence modifier, and enemies next to you take 1d4 radiant damage (2d4 at 11nth level, 3d4 at level 21) until the end of your next turn.

    Sprouting Soul
    Encounter Power
    Minor action
    Effect: Any enemy 4 squares or less away from you is slowed (save ends), and you gain temporary hp equal to your strength modifier.


    Drakantrope
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    Ability Scores: +2 Strength/Charisma, +2 Dexterity.
    Size: Medium
    Speed: 6 Squares
    Vision: Low light

    Languages: Common, Draconic
    Skill Bonuses: +2 Intimidate, +2 Endurance
    Chromatic Kin: You have +2 resist to fire, ice, acid, lightning, and poison.
    Reptilian Claws: unarmed attacks do 5 extra damage.
    Air Affinity: when using a power with either force, lightning, or thunder as a keyword, you gain a +2 bonus to attacks.
    Primal Pyre: you can use the Primal Pyre power.
    [B]Primal Pyre
    Encounter Power
    Minor action
    Effect: Your attacks do +5 fire damage and when flying you gain +2 speed until the end of your next turn.


    Kolboldborn
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    Ability Scores: +2 Dexterity, +2 Wisdom/Charisma
    Size: small
    speed: 6 squares
    Vision: low-light.

    Languages: Common, Draconic
    Skill Bonuses: +2 Thievery, +2 Perception.
    Engineer's Intuition: you gain a +5 racial bonus to disabling traps.
    Dragonsight: You gain a +2 bonus to Reflex during a surprise round.
    Chromatic Soul: you gain +5 resist to either fire, cold, poison, acid, or electric damage.
    Draconic Mind: you gain the Draconic Mind encounter power.

    Draconic Mind
    Encounter Power
    Minor action
    Effect: When you use a power with the fire, acid, poison, electric, or cold keyword, you can add your intelligence or wisdom modifier to your damage roll.


    Shardfernal
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    Ability Scores: +2 Constitution, +2 Intelligence or Wisdom
    Size: Medium
    Speed: Six squares
    Vision: Low-Light

    Languages: Common, Other.
    Skill Bonuses: +2 Intimidate, +2 Arcana
    Living Construct: You don't need to eat, sleep, or breathe, and are immune to poison.
    Prismatic Fire: when you use an attack with the fire keyword, you also do radiant damage equal to half your level +5.
    Hellshard: have fire resistance equal to your constitution or intelligence modifier
    Burning Shard: you gain the burning shard power.

    Scorching arrow
    Encounter Power
    Standard Action
    Attack Type:
    Ranged 10
    Prerequisites: must be wielding a wand or ranged weapon
    Attack: Dexterity Vs. AC
    Hit: 1[W]+Wisdom modifier damage, and the target takes 5 fire damage (save ends) and a -2 penalty to saving throws until your next turn.


    Giantkin
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    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 7 squares
    Vision: low-light

    Languages: Common, Giant, and Goblin
    Skill Bonuses: +2 Endurance, +2 perception
    Driving Force: When you hit an enemy with a melee attack, roll a d10. If it lands on 7, the enemy falls prone.
    World-bound you gain +5 to nature checks
    Siege Tactics: Allies gain +1 to attack rolls when within 3 squares of you.
    Chink in the Armor: you gain the Chink In The Armor Power.

    Chink In The Armor
    Encounter Power
    Standard Action
    Attack type:
    Melee
    Attack:Strength +3 Vs. Reflex
    Hit: 1[W]+ strength modifier, and the target takes -3 to defenses until his next turn.
    Last edited by Arkhosia; 2013-09-02 at 02:12 AM.
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
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    Quote Originally Posted by Magtok
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  2. - Top - End - #2
    Bugbear in the Playground
     
    ClericGuy

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    Default Re: Half-race ideas

    Some quick thoughts from a brief look through:

    Quote Originally Posted by Arkhosia View Post
    Feyling

    Elusive: You gain a +5 racial bonus against grapple checks.
    Blind Luck: when you fail a attack roll or skill check, roll a d10. If it lands on a 10, you instead succeed.
    Fearless Leap once per encounter, you can use the Fearless Leap power.
    Fearless Leap
    Immediate Interrupt
    Trigger: You are attacked by a creature that is Large or bigger.
    Roll a d8. If it lands on 8, the attack misses, and you make a melee basic attack.
    Blood of Kin You can take feats listed for either halflings or gnomes.
    A bonus to grapple checks is pretty lame, as few things in this game actually grapple. If you wanted to give a bonus that played up the fact that they are small and hard to catch, why not give them something like a +2 bonus to AC against opportunity attacks?

    The Blind Luck trait is terrible, if for nothing than making the character roll an extra die that has a 9 in 10 chance of doing nothing every time the character fails a skill check or an attack roll? That's a lot of dice rolling for next to zero benefit.

    If you wanted to change it, change it so that a roll of 1 on a d20 is always considered a success/hit. I still think it'd be a weird power, but at least it wouldn't involve so much danged dice rolling.

    Similarly, the encounter power is terrible; it not only can't be used against 75% of printed monsters, but then it has a 7 in 8 chance of being used without doing anything. It would be terrible if it was an at-will power, yet here it is as an encounter. The melee basic thing also makes the power kind of worthless for anyone who doesn't have a decent melee basic attack.

    I'd rethink this power, perhaps some sort of interrupt that forces a reroll, with something like a -4 penalty to the attack roll against creatures who are large or larger.

    Wildkin

    Ability Scores +2 Wisdom, +2 Constitution
    They probably want a stat choice (like +2 Wisdom / +2 Dexterity) or whatever.

    These powers seem mostly okay, although there is some wording issues. The Sprouting Soul power is pretty ridiculous, assuming you mean any enemy 4 or more squares away, and not just those exactly 4 squares away. You might have only meant that one creature is slowed, which then makes it kind of bad. If you meant it to only affect one creature, you should probably reword it to be clearer, and give it a boost (perhaps slowed AND marked).

  3. - Top - End - #3
    Dwarf in the Playground
     
    BardGuy

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    Default Re: Half-race ideas

    Quote Originally Posted by Arkhosia View Post
    So here are the ideas I have so far:

    Feyling

    Blind Luck: when you fail a attack roll or skill check, if the d20 landed on 1, you succeed.
    I think this power is probably a bigger problem now than your original idea. First, in effect this is a super +1 to all Attack Rolls and Skill Checks, as it means 1 extra face of the d20 is always good, and even when a 20 would fail they have a 5% chance to succeed on a skill check. Second, this negates the Natural 1 always misses on attack rolls, which is not good. Third, and least important, it would interact poorly with any house rules about crit fails... but since this is your homebrew, how it would interact with other homebrew is not a major issue. The +1 on everything is by far the bigger issue.

    I would do one of the following; If you are really wanting the "auto success" flavor, set the roll number much higher instead of 1, like a 10 or 15. This way if the PC is trying something that is at least as much luck as skill, then they get the functional +1, but if they are trying something they already have better than even odds at, their "luck" doesn't kick in. I still think this is pretty potent, but it is at least less of an issue.

    Second, you could go for something like the feats Elves can take, where for a specific set of skills (say the ones they get a racial bonus on) you treat low rolls as higher, like 2-4 are treated as 5, or 2-6 as 7 depending on how Oomphy you want it to be. Keeps the feeling of Luck, has a noticeable effect in game, but doesn't come up on every roll and dominate.
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  4. - Top - End - #4
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Re: Half-race ideas

    Quote Originally Posted by BlckDv View Post
    I think this power is probably a bigger problem now than your original idea. First, in effect this is a super +1 to all Attack Rolls and Skill Checks, as it means 1 extra face of the d20 is always good, and even when a 20 would fail they have a 5% chance to succeed on a skill check. Second, this negates the Natural 1 always misses on attack rolls, which is not good. Third, and least important, it would interact poorly with any house rules about crit fails... but since this is your homebrew, how it would interact with other homebrew is not a major issue. The +1 on everything is by far the bigger issue.

    I would do one of the following; If you are really wanting the "auto success" flavor, set the roll number much higher instead of 1, like a 10 or 15. This way if the PC is trying something that is at least as much luck as skill, then they get the functional +1, but if they are trying something they already have better than even odds at, their "luck" doesn't kick in. I still think this is pretty potent, but it is at least less of an issue.

    Second, you could go for something like the feats Elves can take, where for a specific set of skills (say the ones they get a racial bonus on) you treat low rolls as higher, like 2-4 are treated as 5, or 2-6 as 7 depending on how Oomphy you want it to be. Keeps the feeling of Luck, has a noticeable effect in game, but doesn't come up on every roll and dominate.
    Ok, I'll change it.
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
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    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  5. - Top - End - #5
    Bugbear in the Playground
     
    PirateCaptain

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    Default Re: Half-race ideas

    I want to play a Drakanthrope Monk so very badly now.

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    Orc in the Playground
     
    Griffon

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    Default Re: Half-race ideas

    Ooh! Do a half-kobold thing next! Ooh, ooh!
    Quote Originally Posted by skim172 View Post
    If you ever see Hitler riding a T-Rex in your direction - you, my friend, are a very unlucky person.
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    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Re: Half-race ideas

    Okay! Koboldborn (kobold/dragonborn), kolblin (goblin/kobold), or other?
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
    ~Welcome to Night Vale

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    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  8. - Top - End - #8
    Orc in the Playground
     
    Griffon

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    Default Re: Half-race ideas

    Quote Originally Posted by Arkhosia View Post
    Okay! Koboldborn (kobold/dragonborn), kolblin (goblin/kobold), or other?
    Koboldborn! That just sounds like AWESOME in a blender.
    Quote Originally Posted by skim172 View Post
    If you ever see Hitler riding a T-Rex in your direction - you, my friend, are a very unlucky person.
    My stupid blog on religion and stuff.
    My stupid blog on love. (Ask me stuff!)

  9. - Top - End - #9
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Re: Half-race ideas

    Okay! I'll pm you when done.
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
    ~Welcome to Night Vale

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    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

  10. - Top - End - #10
    Orc in the Playground
     
    Griffon

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    Default Re: Half-race ideas

    Koboldborn looks AWESOME! I am gonna try to be using one sometime soon. Thanks!
    Quote Originally Posted by skim172 View Post
    If you ever see Hitler riding a T-Rex in your direction - you, my friend, are a very unlucky person.
    My stupid blog on religion and stuff.
    My stupid blog on love. (Ask me stuff!)

  11. - Top - End - #11
    Bugbear in the Playground
     
    Arkhosia's Avatar

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    Default Re: Half-race ideas

    Much obliged.
    Avatar by Gulaghar, thanks so much!

    "Are we living a life that is safe from harm? Of course not, we never are. But that's not the right question. The question is: are we living a life that is worth the harm?"
    ~Welcome to Night Vale

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    Quote Originally Posted by Magtok
    If it'll keep you from linking that abomination ever again, then fine. You're evil enough. You win.

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    eggabubu8e's Avatar

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    Question Re: Half-race ideas

    From what I have seen here it seems to me that only the Feyling has access to feats from races other than Feyling feats. If I am reading this correctly then shouldn't there be a post that has feats for each of the races described here? If so, where can I find this post? Or is it simply that you may take feats from either race (ex: Shardfernal's can take feats from both Shardmind and Teifling).

    And another thing, why is the Shardfernal's racial encounter power Dexerity Vs. AC. Shouldn't it be like Constitution or Intelligence?

    One last thing here. It says in the Dragonborn/Shifter hybrid encounter power that you only gain a +2 to speed if you are flying. It doesn't even have access to abilities that let it fly. It seems to conditional for a racial power.
    Last edited by eggabubu8e; 2013-08-28 at 09:41 AM.
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  13. - Top - End - #13
    Bugbear in the Playground
     
    Excession's Avatar

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    Default Re: Half-race ideas

    Quote Originally Posted by Arkhosia View Post
    Shardfernal
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    Ability Scores: +2 Constitution, +2 Intelligence or Wisdom
    Size: Medium
    Speed: Six squares
    Vision: Low-Light

    Languages: Common, Other.
    Skill Bonuses: +2 Intimidate, +2 Arcana
    Living Construct: You don't need to eat, sleep, or breathe, and are immune to poison.
    Prismatic Fire: when you use an attack with the fire keyword, you also do radiant damage equal to your constitution modifier.
    Hellshard: Enemies of immortal origin take 5 fire damage when within one square if you.
    Burning Shard: you gain the burning shard power.
    Burning Shard
    Encounter Power
    Standard Action
    Attack Type:
    Ranged 5
    Attack: Dexterity Vs. AC
    Hit: 1d8+Wisdom modifier damage, and the target takes 5 fire damage (save ends) and a -2 penalty to saving throws until your next turn.
    Prismatic Fire is pretty OP. Comparing it Elemental Empowerment for Genasi Wizards, it does work only from Fire, but it doesn't cost a feat, can be used by any class, and keys off a stat that, in a vacuum, is more useful than Str for a Wizard. And I already consider Elemental Empowerment to be cheesy and borderline OP. For an essentials Elementalist Sorcerer, which is already a Cha/Con build that can specialise in fire, Prismatic Fire is way too much.

    Hellshard is weird. The most common immortal type is devils, nearly all of which have resist 5 or more fire, so it won't do anything, but if your campaign happens to feature lots of angels or Deva it becomes OP, at least until increasing levels makes the flat 5 damage less meaningful.

    Burning Shard is weak. It's targeting AC without the weapon keyword, so it won't hit as often, and it's actually pretty weak damage for a standard action. It also using two different fixed attributes for attack and damage, for a character with either one of those low it's extra bad.

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