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Gaming Groups => A Thousand Shattered Mirrors => Topic started by: Snakes in the Tiki Lounge on 17 October 2009, 03:52:10



Title: DnD Setting Notes - Additional Races
Post by: Snakes in the Tiki Lounge on 17 October 2009, 03:52:10
Below follows a large list of Homebrew races for use in my 4e games. They are subject to individual approval, (and should be used with care, not least because they are by definition incompatable with the character builder!)

Credited where applicable. Changes and rebalancing may take place before final approval, however.

Note - Anyone interested in playing a race posted here, pm me or email me and we'll work the specifics out.



    [Contents]
    Collected Homebrews
    • [HB 1.0] Harpy
    • [HB 2.0] Satyr
    • [HB 3.0] Kua Toa
    • [HB 4.0] Sahaugin
    • [HB 5.0] Yuan-Ti
      • [HB 5.1]Yuan-Ti Racial Feats
    • [HB 6.0] Illithid
      • [HB 6.1] Playing an Illithid
    • [HB 7.0] Medusa (Female)
    • [HB 8.0] Medusa (Male)
    • [HB 9.0] Lizardfolk
      • [HB 9.1] Lizardfolk Racial Feats
    Tiki's Homebrews
    • [THB 1.0] Dragonwrought Kobold
      • [THB 1.1] Dragonwrought Kobold Racial Feats
    • [THB 2.0] Rakshasa
      • [THB 2.1] Rakshasa Racial Feats


    The following few are taken from here (http://www.giantitp.com/forums/showthread.php?p=6059298#post6059298), and are not my creation.
    Monstrous Races brewed by Limos of the Giant In The Playground forums. Reproduced without explicit permission.

    [HB 1.0] Harpy

    (http://i5.photobucket.com/albums/y158/Ebony1590/harpy.png)

    RACIAL TRAITS

    Average Height: 5’0’’ – 5’5’’
    Average Weight: 100 – 120lbs

    Ability Scores: +2 Constitution, +2 Charisma
    Size: Medium
    Speed: 6, 8 Fly (clumsy)
    Vision: Normal
    Languages: Common
    Skill Bonuses: +2 Bluff, +2 Perception
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Avian Build: You cannot fly while encumbered or while wearing heavy armor. In addition you cannot wield a weapon in two hands while flying.
    Deadly Screech: You may use Deadly Screech as an encounter power

    Deadly Screech         Harpy Racial Power
    Your high pitched shriek brings pain and confusion to all within hearing.
    Encounter✦ Thunder
    Standard Action   Close Burst 1
    Deaf creatures are immune
    Target: All in burst
    Attack: Charisma +2 vs. Fortitude
    Increase to +4 at 11th level
    Increase to +6 at 21st level
    Hit: 1d4 + Charisma modifier thunder damage and the target is dazed until the end of your next turn.




    [HB 2.0] Satyr

    (http://i5.photobucket.com/albums/y158/Ebony1590/satyr.png)

    RACIAL TRAITS

    Average Height: 5’5’’ – 6’0’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-Light
    Languages: Common, and Elven
    Skill Bonuses: +2 Bluff, +2 Nature
    Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
    Suave Aura: You grant all non-Satyr allies within 5 squares a +2 bonus to Bluff.
    Feint: You may use Feint as an encounter power

    Feint            Satyr Racial Power
    You’re just too sexy for them to keep their eyes off you.
    Encounter
    Move Action      Ranged 5
    Blind creatures are immune
    Target: One creature within 5 squares
    Attack: Charisma or Dexterity +2 vs. Will
    Increase to +4 at 11th level
    Increase to +6 at 21st level
    Hit: You gain combat advantage against the target until the end of your next turn.




    [HB 3.0] Kua Toa

    (http://i5.photobucket.com/albums/y158/Ebony1590/kuo-toa.jpg)

    RACIAL TRAITS

    Average Height: 4’9’’ – 5’9’’
    Average Weight: 140 – 170lbs

    Ability Scores: +2 Strength, +2 Dexterity
    Size: Medium
    Speed: 6, Swim 6
    Vision: Darkvision
    Languages: Common and Deep Speech
    Skill Bonuses: +2 Acrobatics, +2 Dungeoneering
    Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
    Kuo-toa Weapon Proficiency: You gain proficiency with the Trident.
    Slick Maneuver: You may use Slick Maneuver as an At-will power.

    Slick Maneuver         Kuo-toa Racial Power
    Your too slippery for them to handle.
    At-Will
    Immediate reaction
    Trigger: An attack from an adjacent enemy misses you.
    Effect: You may shift into any other legal square adjacent to the same enemy, up to two squares away.




    [HB 4.0] Sahaugin

    (http://i5.photobucket.com/albums/y158/Ebony1590/sahuagin.png)

    RACIAL TRAITS

    Average Height: 5’5’’ – 6’0’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Strength, +2 Constitution
    Size: Medium
    Speed: 6, Swim 6
    Vision: Low light
    Languages: Common and Deep Speech
    Skill Bonuses: +2 Intimidate
    Aquatic: You may breathe normally underwater and ignore rough water while swimming. You never need to make an Athletics check to swim.
    Blood Hunger: You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls against bloodied enemies.
    Sahuagin Fury: You may use Sahuagin Fury as an encounter power.

    Sahuagin Fury                   Sahuagin Racial Power
    Sometimes it’s nice to have a couple extra hands to work with.
    Encounter
    Standard Action      Melee
    Make a melee basic attack and then two secondary attacks against the same enemy.
    Secondary Attack: Strength +2 vs. AC
       Increase to +4 at 11th level
       Increase to +6 at 21st level
    Hit: 1d6 + Strength modifier damage.




    [HB 5.0] Yuan-Ti

    (http://i5.photobucket.com/albums/y158/Ebony1590/yuan-ti.png)
    Homebrew race originally by Limos, Edited by Tiki.

    RACIAL TRAITS

    Average Height: 5’5’’ – 6’5’’
    Average Weight: 140 – 200lbs

    Ability Scores: +2 Dexterity, +2 Constitution
    Size: Medium
    Speed: 6
    Vision: Normal
    Languages: Common and Draconic
    Skill Bonuses: +2 Stealth, +2 Intimidate
    Serpent Coils: You gain a +2 bonus to grapple checks.
    Serpentine Form: A Yuan-Ti may not wear foot-slot items unless they are designed for, or modified to suit the Yuan-ti.
    Venomous Strike: You may use Venomous Bite as an Encounter power.

    Venomous Bite      Yuan-Ti Racial Power
    Fangs bared, you strike with lightning speed.
    Encounter
    Standard Action   Melee
    Target: One Creature you have grabbed.
    Attack: Strength +2, Constitution +2 or Dexterity +2 vs. Fortitude
    Hit: 1d6 + Strength, Constitution or Dexterity modifier damage and Ongoing 5 poison damage(save ends).
         Level 11: +4 bonus and 2d6 + Strength, Constitution or Dexterity damage and Ongoing 10 poison damage(save ends).
         Level 21: +6 bonus and 3d6 + Strength, Constitution or Dexterity damage and Ongoing 15 poison damage(save ends).
    Special: When you create a character, choose Strength, Constitution or Dexterity as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.



    [HB 5.1]Yuan-Ti Racial Feats


    Crippling Venom

    Heroic Tier
    Prerequisite: Yuan-Ti
    Benefit: Creatures effected by ongoing damage from your Venomous Bite are also slowed.

    Spit Venom
    Heroic Tier
    Prerequisite: Yuan-Ti
    Benefit: Once per day, you may use your Venomous Bite racial power as a range 5 attack instead of targeting a creature you have grabbed.
    Special: If the Yuan-Ti chooses to do so, they may not use their Venomous Bite again untill after taking an extended rest.

    Crushing Coils
    Heroic Tier
    Prerequisite: Yuan-Ti, Level 6
    Benefit: You may use the Constrict encounter power against a target grabbed by you.

    Constrict
    You loop your coils around your foe, freeing your hands and squeezing inexorably.
    Encounter
    Minor, melee touch
    Target: A creature you have grabbed
    Effect: You shift 1 square into a space occupied by the target. Till end your next turn, you do not need to keep a hand free to sustain the grab.
    Sustain Minor: You deal damage equal to your Strength or Constitution to the target and do not need to keep a hand free to sustain the grab.

    Serpent's Motion
    Paragon Tier
    Prerequisite: Yuan-Ti, Level 11
    Benefit: You gain a climb-speed of your speed -2.
    Special: You may not use this movement speed to climb a surface or structure that offers no holds or suitably rough texture. (For example, a glass wall.)
    Special: Your DM has final say on what surfaces and angles it is possible for you to move across in this way.



    [HB 6.0] Illithid

    (http://i5.photobucket.com/albums/y158/Ebony1590/illithid.png)

    RACIAL TRAITS

    Average Height: 5’5’’ – 6’3’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Intelligence, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Normal
    Languages: Common, Deep Speech, Telepathy 10
    Skill Bonuses: +2 Bluff, +2 Diplomacy
    Abberant Origin: Your ancestors were native to the Far Realms, so you are considered an Abberant creature for the purpose of effects that relate to creature origin.
    Brain Eater: On a successful Coup-de-grace you gain temporary hitpoints equal to half the targets highest mental ability score.
    Mind Blast: You may use Mind Blast as an encounter power.

    Mind Blast         Illithid Racial Power
    You crush the psyches of the weak with your superior mind.
    Attack: Intelligence, Wisdom or Charisma vs. Will
    Hit: The target is dazed (save ends) for a maximum number of rounds equal to your Intelligence, Wisdom or Charisma modifier.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.

    [HB 6.1] Playing an Illithid
    In the Thousand Shattered Mirrors setting, (that is to say, the multiverse wherein any of my DnD games are likely to be set), there are clear differences between the classical Illithid and one who would be available as a Player Character.

    Classic Illithids
    Evil to the core, apparently part of a fragmented empire. A typical community of such Illithids is largely isolated, keeping and raiding for slaves and food. (There is, of course, some crossover between the two). Such settlements/strongholds are ruled absolutely by vast, impossibly powerful psychic entities called 'Elder Brains', the exact nature of which is very much a mystery.
    The Classic Illithid, though known for working with each other well enough, is totally incapable of normal interaction with outsiders, treating everything as either prey, or at best, a rival. They appear to feed only on brains.

    Conclave Illithids
    This second type differ very subtly from their fellows. The exact nature of such differences vary with the telling, but many such rumours claim that their homeworld lacks Elder-Brains, or that they occur naturally on that world in some way. Whatever the truth, such rare individuals that have been encountered from this poorly defined subsect are rarely as instantly hostile to outsiders and even having amicable and direct dealings with non-illithids.
    At present, little is know about them. If anyone wishes to play one, then they will of course be privvy to a lot more. Also, depending on events in campaigns, you may 'unlock' further information, or even meet one yourself.



    [HB 7.0] Medusa (Female)

    (http://i5.photobucket.com/albums/y158/Ebony1590/f-medusa.png)

    RACIAL TRAITS

    Average Height: 4’9’’ – 5’9’’
    Average Weight: 130 – 180lbs

    Ability Scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-light
    Immune: Petrification
    Resist: 5 Poison
    Petrifying Gaze: You may use Petrifying Gaze as an encounter power.

    Petrifying Gaze         Medusa Racial Power
    You will look lovely in my statue garden
    Encounter✦ Gaze, Poison, Psychic
    Standard Action   Close blast 3
    Blind creatures are immune.
    Attack: Intelligence, Wisdom or Charisma vs. Fortitude
          Level 11: Intelligence, Wisdom or Charisma +2 vs. Fortitude
          Level 21: Intelligence, Wisdom or Charisma +4 vs. Fortitude
    Hit: Target is Immobilized (save ends).
    (Second failed save) Target is Petrified (save ends)
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.




    [HB 8.0] Medusa (Male)

    (http://i5.photobucket.com/albums/y158/Ebony1590/m-medusa.png)

    RACIAL TRAITS

    Average Height: 5’2’’ – 6’3’’
    Average Weight: 150 – 210lbs

    Ability Scores: +2 Strength, +2 Charisma
    Size: Medium
    Speed: 6
    Vision: Low-light
    Immune: Petrification
    Resist: 5 + 1/2 Level Poison
    Venomous Gaze: You may use Venomous Gaze as an encounter power.

    Venomous Gaze      Medusa Racial Power
    I can shoot poison from my eyes. Want to see?
    Encounter✦ Gaze, Poison, Psychic
    Standard Action   Close blast 3
    Blind creatures are immune.
    Attack: Intelligence, Wisdom or Charisma vs. Will
    Hit: 1d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 2 ongoing poison damage.
          Level 11: 2d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 4 ongoing poison damage.
          Level 21: 3d6 + Intelligence, Wisdom or Charisma modifier Poison damage and 6 ongoing poison damage.
    Special: When you create a character, choose Intelligence, Wisdom or Charisma as the ability score used for this power. This choice remains throughout your characters life and cannot be changed.



    The following is sourced from Here (http://www.dandwiki.com/wiki/Lizardfolk_%284e_Race%29) and is credited to 'Sepsis'.

    [HB 9.0] Lizardfolk

    (http://i5.photobucket.com/albums/y158/Ebony1590/lizardfolk.png)

    Racial Traits

    Average Height: 6’2”–7’2”
    Average Weight: 220–300 lb.
     
    Ability Scores: +2 Strength, +2 Dexterity
    Size: Medium
    Speed: 6 squares
    Vision: Normal
     
    Languages: Common, Draconic
    Skill Bonuses: +2 Athletics, +2 Endurance
    Reptillian: Your race is reptillian and is cold-blooded. You have the reptile keyword, so you are considered a reptile for the purpose of effects that relate to creature origin.
    Enduring Breath:    You can hold your breath for 10 rounds (rather than 5 rounds) before you need to make endurance checks. Additionally, you don't need to make endurance checks to hold your breath in strenuous situations.
    Swamp Walking:    You ignore difficult terrain caused by bog, mud, or shallow water.
    Saurian Nature: While partially civilized you still feel the call of your wild animal blood. At the time of character creation choose either the Nature or Stealth skills. You recieve a +2 racial bonus to your chosen skill.
    Sidestep Attack: You may use the Sidestep Attack power.


    Sidestep Attack    Lizardfolk Racial Power
    Your snake-like speed allows you a sudden move while striking.
    Encounter
    Move Action    Melee or Ranged Weapon
    Effect: You shift one square before or after making a Basic Melee or Basic Ranged attack.

    [HB 9.1] Lizardfolk Racial Feats


    Bog Cloud [Lizardfolk]
    Heroic Tier
    Prerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
    Benefit: You can swap one 1st-level or higher Encounter attack power you know for the Bog Cloud attack power.

    Bog Cloud    Lizardfolk Racial Power
    The ground hisses and thick swamp vapors boil into the air.
    Encounter  Poison, Implement
    Standard Action    Ranged 10 Burst 2
    Target: Creatures within the Burst.
    Attack: Dexterity Vs. Fortitude
    Hit: Targets within Burst take 2d8 + 1/2 level poison damage, and are Dazed (save ends).


    Marsh Blessing [Lizardfolk]
    Heroic Tier
    Prerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
    Benefit: You can swap one 1st-level or higher Encounter power you know for the Marsh Blessing power.

    Marsh Blessing   Lizardfolk Racial Power
    A rich earthy smell drifts up from below your feet.
    Encounter  Healing, Implement
    Standard Action    Aura 5
    Effect: Allies that start their turn in the aura regain Hit Points equal to their Constitution modifier.
    Sustain Minor: You are Slowed while sustaining this Aura.


    Poison Spittle [Lizardfolk]
    Heroic Tier
    Prerequisite: You must be a Lizardfolk
    Benefit: You can swap one 1st-level or higher Encounter power you know for the Poison Spittle power.

    Poison Spittle    Lizardfolk Racial Power
    You coat your weapon in venomous spittle
    Encounter  Poison, Weapon
    Minor Action    Melee touch
    Target: One held weapon
    Effect: The next attack made with the weapon deals an additional 1d6 poison damage.
    Special: The poison damage increases to 2d6 at 11th level (or higher) and to 3d6 at 21st level (or higher).


    Swamp's Grasp [Lizardfolk]
    Heroic Tier
    Prerequisite: You must be a Lizardfolk, Trained in Arcana or Religion.
    Benefit: You can swap one 1st-level or higher Encounter attack power you know for the Swamp's Grasp attack power.

    Swamp's Grasp   Lizardfolk Racial Power
    The ground churns and gurgles as it transforms into a thick bog.
    Encounter Zone Implement
    Standard Action    Ranged 10 Burst 2
    Target: Creatures within the Burst.
    Attack: Dexterity Vs. Reflex
    Hit: Targets within Burst are Immobilized (save ends). The zone is difficult swamp terrain until the end of the encounter.
    Special: At Paragon levels the burst increases to 3, and at Epic levels the burst increases to 4.
    [/list]


    Title: Re: DnD Setting Notes - Additional Races
    Post by: Snakes in the Tiki Lounge on 01 November 2009, 02:05:24
    The following are my own homebrewed races and subraces. They should be considered 'under construction'.

    [THB 1.0] Dragonwrought Kobold

    (http://www.wizards.com/dnd/images/rodragon_gallery/94140.jpg)

    Racial Traits

    Average Height: 3'6" - 4'0"
    Average Weight: 60 - 75

    Ability scores: +2 Constitution, +2 Dexterity
    Size: Small
    Speed: 6 squares.
    Vision: Normal

    Languages: Common, Draconic
    Skill Bonuses: +2 Stealth, +2 Thievery.
    Wings: You gain a +5 racial bonus to jump checks, and may 'glide' as detailed below.
    Trap Sense: You gain a +2 bonus to defenses against traps.

    Glide
    You lock your wings to stop yourself from falling, though it is far from true flight.
    At-Will
    Move Action    Personal
    Requirement: Must not be wearing heavy armour, or carrying a heavy load.
    Effect: You may take a move action to move  as if possessing fly speed of 4 (Clumsy) with an altitude limit equal to your altitude at the start of the action. The effect lasts until the start of your next turn.
    Special: You may use this power any number of times in an encounter, but may only use it up to your constitution-modifier number of rounds in a row.

    [THB 1.1] Dragonwrought Kobold Racial Feats

    Practiced Flier

    Heroic Tier
    Prerequisite: 6th level, Dragonwrought Kobold
    Requirement: Must not be wearing heavy armour, or carrying a heavy load.
    Benefit: You gain a fly (clumsy) speed equal to your speed.


    Draconic Awakening
    Heroic Tier
    Prerequisite: Dragonwrought Kobold
    Benefit: You may swap an encounter power you know for the Dragonborn Racial Power 'Dragon Breath'. Additionally, you count as a Dragonborn for the purposes of qualifying for feats relating to the Dragon Breath power, such as 'Enlarged Dragon Breath', 'Hurl Breath' and 'True Dragons Soul', though your DM has final say on any and all such feats.

    Aerial Mastery
    Paragon Tier
    Requirement: Must not be wearing heavy armour, or carrying a heavy load.
    Prerequisite: 11th level, Dragonwrought Kobold, Practiced Flier.
    Benefit: You gain a fly speed equal to your speed.




    [THB 2.0] Rakshasa

    (http://www.iwozhere.com/SRD/images/MM35_PG212.jpg)
    Racial Traits

    Average Height: 5'6" - 6'2"
    Average Weight: 135 - 220

    Ability scores: +2 Dexterity, +2 Charisma
    Size: Medium
    Speed: 6 squares.
    Vision: Low-Light

    Languages:
    Common,
    Skill Bonuses: +2 Bluff, +2 Athletics

    Deceptive Veil -
    (At Will, Minor) Illusion
    The Rakshasa can appear as any Medium Humanoid. A Successful Insight Check (Opposed by the Rakshasa's Bluff Check) pierces the disguise.

    Claws -
    They may treat their claws as an offhand weapon that deals 1d6 damage. A Rakshasa is proficient with his own claws, (Gaining a +2 proficiency bonus on attacks with the weapon keyword). A Rakshasa's claw is a weapon in the Unarmed weapon group and can be enchanted like a monk's unarmed strike. You must have a hand free to make a Claw attack.

    [THB 2.1] Rakshasa Racial Feats

    Feat - Rakshasa Claw Fighter
    Your Claws count as light blades in each hand. Additionally the damage dice on attacks made with your claws increase from 1d6 to 1d8