another race

Post/Author/DateTimePost
#1

zergrusher

Aug 12, 2009 23:50:14
here's another race that i'm going to use in an upcoming campaign where the players are ship wrecked on an unexplored island and these are the inhabitants, tell me what you think,

Melorin

The people of the water who fume
with the mirth of Melora

RACIAL TRAITS
Average Height: 5'4" - 6'0
Average Weight: 130 - 165

Ability Score: +2 Cha +2 Dex
Size: Medium
Speed: 6
Vision: Normal

Languages: Common, Primordial
Skill Bonus: +2 Athletics +2 Nature
Gills: You can breathe underwater
Slick Skinned: bloodied creatures have -1 penaly to attack roll when attacking you
Melorin Weapon Proficientcy: You gain proficientcy with spears
Aquatic Setting: You are adept to the water, so you are consider an aquatic creature
for the purpose of effects that relate to creature origin.
Slick Slick Shift: You can use Slick Shift as an encounter power

Slick Shift Melorin Racial Power
You shift past your opponent, untouched
Encounter
Move Action Personal
Requirement: you are adjacent to an enemy
Effect: you can shift to any other square adjacent to that
enemy.

Creatures of the water, Melorins are generally Happy Mirthfiul people, that live either under
or on the water, whether it be swamps, rivers, lakes, or oceans. Merchants and craftsman
by trade, Melorans are enginuitive, and crafty, tinkering with machinery, that allows them
to take refuge underwater.

Play a Melorin iif you want…
to be adpet to the water.
to be an enginuive adventurer, curious of the world outside the water.
to be a member of a race that favors the Shawman, Bard, and Druid class

Physical Qualities
Melorins are just short of human height, and have wiry builds. Melorins have slick, leathery skin
with scales that cover their back, continuing to their forarms, thighs, necks and around the
edge of their faces. Their hands and feet are webbed with little claws at the tips. Feathers gills
decorate the lower necks of all Melorins, these gills vary in color ranging from yellow, to light
pinks, to deep vibrant oranges. A typical Melorin skin and scales can be shades of red, orange,
aqua greens, and peaches. Their hair is naturally short and spikey, growing in all directions, coming
in shades of oranges, red and yellows. Melorins live as long as humans, reaching adulthood around 16.


Melorin Characteristics: Curious, crafty, ingenuitive, tricky, sly, inventive, mirthful, free-spirited

Male Names: Aric, Bait, Brass, Dart, Drake, Graken, Kain, Lute, Mirr, Prave, Rave

Female Names: Arial, Ava, Carp, Darby, Ellis, Fawn, Harp, Lotis, Pran, Scisilie, Toa

Paragon Paths

Deep Sea Fiend
"With readied teeth and claws I will devouer you"

Prerequisite: Melorin

Brought up on the botton of the ocean, you have the lookings of a primal beast, with the
bruteality to match. Unlike the free-spirited, mirthful folk of the high pools, you are
made for the battlefield. You're body has evolved to your surroundings, you have sharp teeth,
claws, and an anglerfish-like light extending from your forehead. Your skin is dark, allowing you to
conceal yourself

Deep Sea Fiend
Path Features
Brutal Action (11th level): When you spend an action point
to make an attack, make another basic melee attack.
Deep Sea Origin (11th level): You have a +2 endurance racial bonus,
and increase your racial bonus to Athletics to +4, increase your
swim speed by 2, and ignore difficult terrain while under water.
Shifting Hunter (16th level): When you hit a target with a power
after using your Slick Shift racial power, you knock the target prone.

Deep Sea Fiend
Powers
Angler Lantern Deep Sea Fiend Utility 11
Giving off a green glow you illuminate the area around you.
Encounter
Minor Action Personal
Effect: You give off a bright light with a radius of 4, lasts
until the end of the encounter.

Shark Bite Deep Sea Fiend Attack 12
Unhinging your jaw you take a bite out of your enemy
leaving him bleeding.
Encounter
Standard Action Melee 1
Target: One creature
Attack: Strength, Constitution, or Dextarity + 4 vs. AC
Level 21:S trength, Constitution, or Dextarity + 6 vs. AC
Hit: 2d6 + Strength, Constitution, or Dextarity modifier
Effect: until the end of your next turn treat target as if
the creature was bloodied.
Special: When you gain this power, choose Strength,
Constitution, or Dextarity as the ability you use when
making your attack, and damage rolls.

Stalk the Prey Deep Sea Fiend Attack 20
Daily ✦ Weapon
Standard Action Melee 1
Target: one creature
Attack: dextarity + 2 vs. Reflex
Hit: 3[W] + Dextarity modifier damage, ongoing 5
damage and is dazed (save ends)
Effect: Before or after the attack, you shift a number
of squares equal to your Charisma modifier +2.
#2

tcg_researcher

Aug 13, 2009 0:43:32
Spellcheck and grammar check would help...but we're here to critique the race.

Gills: You can breathe underwater

Free Water Breathing ritual, but since it only affects the Melorin I don't imagine it'll see much use. Helpful for underwater scouting, flanking, possibly cover.

Slick Skinned: bloodied creatures have -1 penaly to attack roll when attacking you

Nice synergy with the paragon path. More later.

Melorin Weapon Proficientcy: You gain proficientcy with spears

Pick one, maybe two, simple or military weapons. Not an entire group. PCs should not be getting Superior Weapon Proficiency for free.

Slick Shift Melorin Racial Power
You shift past your opponent, untouched
Encounter
Move Action Personal
Requirement: you are adjacent to an enemy
Effect: you can **** to any other square adjacent to that enemy.

You're missing an "f" there, but otherwise it seems pretty balanced. Ranged classes might find it pretty useless, though.

to be a member of a race that favors the Shawman, Bard, and Druid class

Your stats are +Dex/+Cha, which benefits the Ranger, Rogue, and Sorcerer classes. Druids are a Wis/con/dex class and Shamans are a Wis/con/int class, so Cha is pretty useless to both. Bards are a Cha/con/int/wis class.

Deep Sea Fiend
Path Features
Brutal Action (11th level): When you spend an action point
to make an attack, make another basic melee attack.

Why only a melee attack?

Deep Sea Origin (11th level): You have a +2 endurance racial bonus,
and increase your racial bonus to Athletics to +4, increase your
swim speed by 2, and ignore difficult terrain while under water.

Fine. Surprising they didn't already have a swim speed, since they can breathe water.

Shifting Hunter (16th level): When you hit a target with a power
after using your Slick Shift racial power, you knock the target prone.

Define "after".

Deep Sea Fiend
Powers
Angler Lantern Deep Sea Fiend Utility 11
Giving off a green glow you illuminate the area around you.
Encounter
Minor Action Personal
Effect: You give off a bright light with a radius of 4, lasts
until the end of the encounter.

This is strictly worse than the wizard cantrip, light. I'm sure you can think of a better level 11 power. Also, traditionally level 11 powers are attack powers, while level 12 powers are utility powers.

Shark Bite Deep Sea Fiend Attack 12
Unhinging your jaw you take a bite out of your enemy
leaving him bleeding.
Encounter
Standard Action Melee 1
Target: One creature
Attack: Strength, Constitution, or Dextarity + 4 vs. AC
Level 21:Strength, Constitution, or Dextarity + 6 vs. AC
Hit: 2d6 + Strength, Constitution, or Dextarity modifier
Effect: until the end of your next turn treat target as if the creature was bloodied.
Special: When you gain this power, choose Strength, Constitution, or Dextarity as the ability you use when making your attack, and damage rolls.

Why are the attack options Str, Con, and Dex when the race only has a Dex bonus? I don't see any builds using Con to attack, though Str and Dex are viable. "Flensing" on a hit is pretty weird (though I see what you're going for flavor-wise).

Stalk the Prey Deep Sea Fiend Attack 20
Daily ✦ Weapon
Standard Action Melee 1
Target: one creature
Attack: dextarity + 2 vs. Reflex
Hit: 3[W] + Dextarity modifier damage, ongoing 5 damage and is dazed (save ends)
Effect: Before or after the attack, you shift a number of squares equal to your Charisma modifier +2.

Again...was this paragon path designed specifically for the Artful Dodger rogue?