Custom Race feed-back

Post/Author/DateTimePost
#1

zergrusher

Aug 11, 2009 13:03:33
I've created a custom race and I'm looking for some feed back, Now don't give me crap on the race i based it off of it came from an extended universe webcomic.

Nergal Devil

Born from the back of their Dark Lord,
They shall soon rise above us all.

RACIAL TRAITS
Average Height: 5'7" - 6'4"
Average Weight: 140 - 230

Ability Scores: +2 Dextarity +2 Wisdom
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Supernal, Choice of
one other
Skill Bonus: +2 Insight, +2 Perception
Resist Fire: You have resist 5 + one-half
level.
Devil's Cunning: You gain a +2 racial to
Will defense
powers (Sparp Talons, Tendrile Weapn, and Infernal Eyes
Dimensional Rift: You have the Dimensional Rift power.
Infernal Training: You do not take any Level 1 Class feats


Change Shape Power Nurgel Racial Power
You alter your form to look like another person.
At-Will • Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics in your
new form, and your clothing, armor, and possessions do not
change. The new form lasts until you change form again.

Sharp Talons Nurgel Racial Power
Through your infernal heritage you manifest dark magic that
morphs your hands into talons with which you render flesh
from bone.
At-Will • Polymorph, Radiant, Infernal
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. AC
Hit: 2d6 + Wisdom modifier damage,

Tendrile Weapon Nurgel Racial Power
Through the sheer force of your dark magic you manifest the
edge of cold steel into you hand.
Encounter • Conjuration, Infernal
Minor Action Personal
Effect: Conjure a Weapon you are proficient in
Special: As a minor action you can recall weapon to hand
(must be in line of sight), and Weapon deals Radiant damage

Infernal Eyes Nurgel Racial Power
Slits form across your body and from them rise the eyes of
Nergel Piercing all through all that they see
Encoumter Utility • Polymorph, Infernal
Standard Close Burst 2
Target: creatures in burst
Effect: targets are dazed until the end of your next turn
Special: You have +3 Insight, Perception, and dar-vision for three turns

Dimensional Rift Nurgel Racial Power
Using your tendriles you tear a dimensional rift moving through
the plains
Encoumter Utility • Teleportation
Move Action Personal
Effect: You can teleport up to 5 squares

Infernal Blast Nurgel Racial Power
By the power of Uncle Nergle you morph a tendriled cannon
from your chest firing an infernal, radiant blaze descimating all
in its path.
Daily • Polymorph, Radiant, Lightning, Infernal
Standard Action Blast 6
Target: All targets in blast
Attack: Wisdom +2 vs. Fort
Hit: 3d10 + Wisdom + Charisma modifier lightning damage,
and target(s) are dazed. (save ends)
Miss: Half Damage, and target(s) are dazed until
the end of your next tun.

Spawned from the back of the archdevil, Uncle Nergel. Nergal devils live in shadow and flame
The emmisaries of Fierna Nergals acted as spies, assassin and the progenitors of devilish
schemes. After centuries of existing in the human world, some nergals have intergrated into
the mortal planes, leaving their infernal masters behind.

Play a nergel if you want…

To be a rare breed of devil who has left his masters behind for what seems like a better life
To be good at stealth, utility, and controling the powers of hell.
To be a member of a race that favors the: Avenger, Ranger, Rogue or Cleric Class
#2

generalhenry

Aug 11, 2009 13:11:02
Infernal Training: You do not take any Level 1 Class feats

there are NO race or class flaws in 4E.

Change Shape: you have the Change Shape Power
Infernal Materialization: You Have the Infernal Materialization
powers (Sparp Talons, Tendrile Weapn, and Infernal Eyes
Dimensional Rift: You have the Dimensional Rift power.

pick one encounter power.

and implement the rest elsewhere. Some could work as feats, others are best put in a paragon path.
#3

ifritus

Aug 11, 2009 13:12:09
and just why do you have enough racial powers for 6 races?

all races in the PH's have ONE racial power.

other than that, good race.
#4

shadowguard

Aug 11, 2009 13:52:59
I've created a custom race and I'm looking for some feed back, Now don't give me crap on the race i based it off of it came from an extended universe webcomic.

This race is really over the top, and broken. I am going to break it down into parts and go over it step by step. You should check out this as it is what I use to balance off of.

Ability Scores: +2 Dextarity +2 Wisdom
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Supernal, Choice of
one other

You should drop Supernal; it is normally restricted from base races.

Skill Bonus: +2 Insight, +2 Perception
Resist Fire: You have resist 5 + one-half
level.
Devil's Cunning: You gain a +2 racial to
Will defense

Devil Cunning is bad for two reasons: 1 +2 to a NAD is too much for a race as a standard bonus. Normally a NAD bonus is just a +1 like Goliaths and Eladrians. 2 Your race bonuses go to Dex and Wis which do go to the same NAD so your race does not require a NAD boost to balance it. So Devil Cunning should be changed to something else or taken out completely.

powers (Sparp Talons, Tendrile Weapn, and Infernal Eyes
Dimensional Rift: You have the Dimensional Rift power.

You have 4 racial powers, which is just too much.

Infernal Training: You do not take any Level 1 Class feats

Infernal Training: Like General Henry said there are NO race or class penalties in 4e

Change Shape Power Nurgel Racial Power
You alter your form to look like another person.
At-Will • Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics in your
new form, and your clothing, armor, and possessions do not
change. The new form lasts until you change form again.

Change Shape as you have made it has almost no mechanical impact. Really it looks like just some fluff ability, without some kind of bonus what is the point of this power?

Sharp Talons Nurgel Racial Power
Through your infernal heritage you manifest dark magic that
morphs your hands into talons with which you render flesh
from bone.
At-Will • Polymorph, Radiant, Infernal
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. AC
Hit: 2d6 + Wisdom modifier damage,

Sharp Talons is really off. As far as I know there is no infernal keyword and if you have the radiant keyword why doesn’t it do radiant damage? Also the damage is a little bit much for an at-will, but with no scaling attack bonus this attack will have a hard time hitting.

Tendrile Weapon Nurgel Racial Power
Through the sheer force of your dark magic you manifest the
edge of cold steel into you hand.
Encounter • Conjuration, Infernal
Minor Action Personal
Effect: Conjure a Weapon you are proficient in
Special: As a minor action you can recall weapon to hand
(must be in line of sight), and Weapon deals Radiant damage

Tendrile Weapon is confusing and lacks a lot of mechanics to back it up. Okay so it conjures a weapon? How powerful is the weapon? Does it have an enchantment bonus? How long does it last? Also if it’s going to deal radiant damage why do you not have the radiant keyword, and once again Infernal isn’t a keyword.

Infernal Eyes Nurgel Racial Power
Slits form across your body and from them rise the eyes of
Nergel Piercing all through all that they see
Encoumter Utility • Polymorph, Infernal
Standard Close Burst 2
Target: creatures in burst
Effect: targets are dazed until the end of your next turn
Special: You have +3 Insight, Perception, and dar-vision for three turns

Infernal Eyes it’s a ridiculously good power as a racial power. I just saw you edit in more stuff and now it’s just off the scale broken. Auto Daze? With all the other bonuses makes it just pure cheese

Dimensional Rift Nurgel Racial Power
Using your tendriles you tear a dimensional rift moving through
the plains
Encoumter Utility • Teleportation
Move Action Personal
Effect: You can teleport up to 5 squares

Dimensional Rift is a rip-off of the Eladrian power, and when you add in all the other racial powers its ridiculous.

Infernal Blast Nurgel Racial Power
By the power of Uncle Nergle you morph a tendriled cannon
from your chest firing an infernal, radiant blaze descimating all
in its path.
Daily • Polymorph, Radiant, Lightning, Infernal
Standard Action Blast 6
Target: All targets in blast
Attack: Wisdom +2 vs. Fort
Hit: 3d10 + Wisdom + Charisma modifier lightning damage,
and target(s) are dazed. (save ends)
Miss: Half Damage, and target(s) are dazed until
the end of your next tun.

Infernal Blast: How at all is this balanced with other races? Seriously?

It looks like you are trying to make a racial class and not a race.
#5

magus_stragus

Aug 11, 2009 13:57:28
Two words: Way overpowered. The have, like, 6 racial powers? Plus, the +2 to Will is really good. Also, Inferal Training makes no sense at all (I guess you meant the race didn't take any Level 1 class powers, but that, as well, is really unbalanced)

Geez, what were you thinking when you created this class? To create half-god creatures that can take care of anything single-handed? Try to balance things out, and turn all those powers into feats (and I believe that will still be overpowered, I mean, Teleportin 10 squares? That's just way overpowered) and give them some solid and balanced abilities.
#6

zergrusher

Aug 11, 2009 15:33:03
Oh woops i copied the wrong file this was the original file i'll post the more updated, less over powered one later tonight
#7

zergrusher

Aug 11, 2009 16:45:54
Okay i'm going to address each of Shadow guard critiques one by one, and give my explaination for them.
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Quote:
Ability Scores: +2 Dextarity +2 Wisdom
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Supernal, Choice of
one other
Ctritique:You should drop Supernal; it is normally restricted from base races.
Explaination: This is a race of Devils, not a race that formed an infernal pact in days long past (though that would be a good way to construct this race, i may consider that) So they would be fluent in Supernal, and why is Supernal restricted, any particlar reason?
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Quote:
Skill Bonus: +2 Insight, +2 Perception
Resist Fire: You have resist 5 + one-half
level.
Devil's Cunning: You gain a +2 racial to
Will defense
Crtique: Devil Cunning is bad for two reasons: 1 +2 to a NAD is too much for a race as a standard bonus. Normally a NAD bonus is just a +1 like Goliaths and Eladrians. 2 Your race bonuses go to Dex and Wis which do go to the same NAD so your race does not require a NAD boost to balance it. So Devil Cunning should be changed to something else or taken out completely.

Explaination:You are right i need to lower Will bonus to 1, second Eladrin have a bonus to both skills and NAD why can't this race, or am i missing something?
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Quote:
powers (Sparp Talons, Tendrile Weapn, and Infernal Eyes
Dimensional Rift: You have the Dimensional Rift power.
Critique: You have 4 racial powers, which is just too much.

Quote:
Infernal Training: You do not take any Level 1 Class feats
Critique: Infernal Training: Like General Henry said there are NO race or class penalties in 4e

Explaination: The idea between these racial traits is that, this race has the powers of devils, so the idea was to have a character have 6 racial powers, instead of 5 class powers, and a racial power. This was an expierimentation that i was trying out as a way to include more racial abilities but try to keep it balance, (which i apparently failed miserably at)
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Quote:
Change Shape Power Nurgel Racial Power
You alter your form to look like another person.
At-Will • Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics in your
new form, and your clothing, armor, and possessions do not
change. The new form lasts until you change form again.
Critique: Change Shape as you have made it has almost no mechanical impact. Really it looks like just some fluff ability, without some kind of bonus what is the point of this power?

Explaination: This was more of an out of battle power, like the changling racial power
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Quote:
Sharp Talons Nurgel Racial Power
Through your infernal heritage you manifest dark magic that
morphs your hands into talons with which you render flesh
from bone.
At-Will • Polymorph, Radiant, Infernal
Standard Action Melee 1
Target: One creature
Attack: Wisdom vs. AC
Hit: 2d6 + Wisdom modifier damage,
Critique: Sharp Talons is really off. As far as I know there is no infernal keyword and if you have the radiant keyword why doesn’t it do radiant damage? Also the damage is a little bit much for an at-will, but with no scaling attack bonus this attack will have a hard time hitting.

Explaination: you're right it makes little sense to have be radiant a keyword, and not have it do radiant damage, i'll change that. as for infernal that's a mistake, i was thinking of creating it as a keyword but decided not to. As for damage I'll change it to 1d6 + wisdom modifier radiant damage, and what is a scaling attack bonus, i'm not familiar with that term?
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Quote:
Tendrile Weapon Nurgel Racial Power
Through the sheer force of your dark magic you manifest the
edge of cold steel into you hand.
Encounter • Conjuration, Infernal
Minor Action Personal
Effect: Conjure a Weapon you are proficient in
Special: As a minor action you can recall weapon to hand
(must be in line of sight), and Weapon deals Radiant damage
Critique: Tendrile Weapon is confusing and lacks a lot of mechanics to back it up. Okay so it conjures a weapon? How powerful is the weapon? Does it have an enchantment bonus? How long does it last? Also if it’s going to deal radiant damage why do you not have the radiant keyword, and once again Infernal isn’t a keyword.

Explaination: The weapon is deals as much damage as the players guided says it should, the weapon would last till the end of the encounter, and again keywords will be fixed.
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Quote:
Infernal Eyes Nurgel Racial Power
Slits form across your body and from them rise the eyes of
Nergel Piercing all through all that they see
Encoumter Utility • Polymorph, Infernal
Standard Close Burst 2
Target: creatures in burst
Effect: targets are dazed until the end of your next turn
Special: You have +3 Insight, Perception, and dar-vision for three turns
Critique: Infernal Eyes it’s a ridiculously good power as a racial power. I just saw you edit in more stuff and now it’s just off the scale broken. Auto Daze? With all the other bonuses makes it just pure cheese

Explaination: Apparently i royaly screwed this up, i'm not sure what to say, so i'll take any suggestions as to what it should do rather than what is wrong with it.
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Quote:
Dimensional Rift Nurgel Racial Power
Using your tendriles you tear a dimensional rift moving through
the plains
Encoumter Utility • Teleportation
Move Action Personal
Effect: You can teleport up to 5 squares
Critique: Dimensional Rift is a rip-off of the Eladrian power, and when you add in all the other racial powers its ridiculous.

Explaination: Nergal Devils were supposed to be the children of a powerful achfiend of the the Fourth Hell, Uncle nergal, which I won't go into at this time, the idea was that they were the emissaries, and spies of Fierna, being able to move between the plain acting as her eyes and ears, in other words teleporting.
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Quote:
Infernal Blast Nurgel Racial Power
By the power of Uncle Nergle you morph a tendriled cannon
from your chest firing an infernal, radiant blaze descimating all
in its path.
Daily • Polymorph, Radiant, Lightning, Infernal
Standard Action Blast 6
Target: All targets in blast
Attack: Wisdom +2 vs. Fort
Hit: 3d10 + Wisdom + Charisma modifier lightning damage,
and target(s) are dazed. (save ends)
Miss: Half Damage, and target(s) are dazed until
the end of your next tun.
Critique:Infernal Blast: How at all is this balanced with other races? Seriously?

It looks like you are trying to make a racial class and not a race.

Explaination: The idea was that a Nergal demon would get these powers and would have, what i thought was 2 attack powers (Sharp talon and infernal blast, a weak at-will and a powerful daily, then powers that would allow utility, change shape, infernal eyes, and tendrile weapon). The balnce beingunable to recieve the characters level 1 class powers (not including class features). So if you all could tell me what a reasonable amount of damage, and effects would be, I would appreciate it, and what is a racial class, that sound interesting and might be closer to what I am trying to achieve.
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And Shadow Guard, thanks for the in depth cirtique I appreciate it and I'll give more finished, less unbalnced version tonight.
#8

generalhenry

Aug 11, 2009 17:05:19
Explaination: This is a race of Devils, not a race that formed an infernal pact in days long past (though that would be a good way to construct this race, i may consider that) So they would be fluent in Supernal, and why is Supernal restricted, any particlar reason?

to make feats like linguist and items/rituals that let you understand languages useful.

Which isn't to say you can't give them Supernal, it's too say do not give it too them lightly. It's like giving them a bonus feat.

Explaination:You are right i need to lower Will bonus to 1, second Eladrin have a bonus to both skills and NAD why can't this race, or am i missing something?

most races have bonuses in two abilities that add to two different NADs.

eg dwarves have con and wis that add to fort and will.

eladrin have dex and int, both add to ref. To make up for it they get +1 will.



your race has +2 dex and +2 wis that gives them +1 ref and +1 will. It would be excessive to give them an additional bonus to will.


again, not that you can't, just that you shouldn't do it lightly.

this race has the powers of devils

it's fine for the race to have the power, it's not ok for 1st level characters to have that kind of power.

put the powers into a race exclusive paragon path.

and what is a scaling attack bonus, i'm not familiar with that term?

take a closer look at how the dragon born breath works.

The weapon is deals as much damage as the players guided says it should, the weapon would last till the end of the encounter, and again keywords will be fixed.

if so, it's worthless once you get a +1 weapon. Racial powers need to work from level 1 to level 30

Nergal Devils were supposed to be the children of a powerful achfiend of the the Fourth Hell, Uncle nergal, which I won't go into at this time, the idea was that they were the emissaries, and spies of Fierna, being able to move between the plain acting as her eyes and ears, in other words teleporting.

so give the paragon path a teleportation ritual.

the devils in the comic are clearly more powerful than any 1st level character should be. They seem to have the power of a 15th level character, so build the race around that.

simply put your concept doesn't fit well in the heroic tier.
#9

shadowguard

Aug 11, 2009 17:22:27
Okay i'm going to address each of Shadow guard critiques one by one, and give my explaination for them.

Explaination:You are right i need to lower Will bonus to 1, second Eladrin have a bonus to both skills and NAD why can't this race, or am i missing something?.

I get why they should have it, it’s just on Page 25 of the PHB it states that 1st level characters don’t have access to Abyssal or Supernal.

Explaination: The idea between these racial traits is that, this race has the powers of devils, so the idea was to have a character have 6 racial powers, instead of 5 class powers, and a racial power. This was an expierimentation that i was trying out as a way to include more racial abilities but try to keep it balance, (which i apparently failed miserably at)

Oops my English caused the mix up in the explanation. Your race gets a +2 to Dex and a +2 Wis which means it receives a bonus to the Reflex and Will NAD. So that means your race doesn’t require a NAD bonus to compensate like the Eladrian. The Eladrian have a +2 bonus to Dex and Int, which means both of its bonuses go to the same Reflex NAD. That’s why Eladrian get a +1 bonus.

Explaination: This was more of an out of battle power, like the changling racial power

Ah but your power doesn’t give a mechanical bonus like the Changeling racial power. The changeling gets a +5 to bluff to impersonate some other race because of the Change shape racial, while your version lacks any bonus and is just fluff saying you can disguise yourself.

Explaination: you're right it makes little sense to have be radiant a keyword, and not have it do radiant damage, i'll change that. as for infernal that's a mistake, i was thinking of creating it as a keyword but decided not to. As for damage I'll change it to 1d6 + wisdom modifier radiant damage, and what is a scaling attack bonus, i'm not familiar with that term?

It is described better in the link I had in my previous post, but attacks that don’t have the weapon keyword or the implement keyword need a scaling attack bonus to keep up with the enchantment bonuses of weapons and implements. So it should be +2 at heroic, +4 at Paragon and +6 at Epic, a good example of this is the Dragonborn racial that scales in this manner.

Explaination: The weapon is deals as much damage as the players guided says it should, the weapon would last till the end of the encounter, and again keywords will be fixed.

Ah okay, well the reason I asked is because if you leave it as a general, “any weapon your proficient with” players might ask to conjure a crazy powerful weapon that they technically are proficient with. Random spawning Holy Avengers might be a scary thing.

Explaination: Nergal Devils were supposed to be the children of a powerful achfiend of the the Fourth Hell, Uncle nergal, which I won't go into at this time, the idea was that they were the emissaries, and spies of Fierna, being able to move between the plain acting as her eyes and ears, in other words teleporting.

Eh well the racial isn’t bad, it’s just with everything else it’s a little bit much.

xplaination: The idea was that a Nergal demon would get these powers and would have, what i thought was 2 attack powers (Sharp talon and infernal blast, a weak at-will and a powerful daily, then powers that would allow utility, change shape, infernal eyes, and tendrile weapon). The balnce beingunable to recieve the characters level 1 class powers (not including class features). So if you all could tell me what a reasonable amount of damage, and effects would be, I would appreciate it, and what is a racial class, that sound interesting and might be closer to what I am trying to achieve.

Well technically there is no “Racial Class” it’s just when I saw all those power ranging from At-will to Daily it looked more like a Class than a race. Most races just have one racial power and that’s it. Maybe it would be better if you made the extra powers as racial feats or part of a paragon path. Another crazy idea is if you made a generic “Devil” class that is only accessible by certain races. That way you could use you current powers as part of the Devil class and just have the Nergal as a standard race that just happen to have the ability to become a stronger devil instead of the typical fighter or wizard.

Ninjad by General Henry
#10

pyromancer999

Aug 11, 2009 17:23:22
Just give them one of the encounter powers as the racial power. Then incorporate the rest into a racial paragon path, and a few feats. You could also give them the option of replacing an at-will power that they get at first level with Sharp Claws.
#11

generalhenry

Aug 11, 2009 17:27:58
Nergal Devil

Born from the back of their Dark Lord,
They shall soon rise above us all.

RACIAL TRAITS
Average Height: 5'7" - 6'4"
Average Weight: 140 - 230

Ability Scores: +2 Dexterity +2 Wisdom
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Choice of
one other
Skill Bonus: +2 Insight, +2 Perception
Resist Fire: You have resist 5 + one-half
level.

Change Shape Power Nurgel Racial Power
You alter your form to look like another person.
At-Will • Polymorph
Minor Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics in your
new form, and your clothing, armor, and possessions do not
change. The new form lasts until you change form again.

Tendrile Weapon Nurgel Racial Power
Through the sheer force of your dark magic you manifest the
edge of cold steel into you hand.
Encounter • Conjuration
Minor Action Personal
Effect: Conjure a Magic Weapon of your level you are proficient in
Special: As a minor action you can recall weapon to hand
(must be in line of sight)

Spawned from the back of the archdevil, Uncle Nergel. Nergal devils live in shadow and flame.
After centuries of existing in the human world, some nergals have intergrated into
the mortal planes, leaving their infernal masters behind.

Play a nergel if you want…

To be a rare breed of devil who has left his masters behind for what seems like a better life
To be good at stealth, utility, and controling the powers of hell.
To be a member of a race that favors the: Avenger, Ranger, Rogue or Cleric Class





PLUS



Emmisarie of Fierna
“I serve Nergel.”
Prerequisite: Nergal Devil
The emmisaries of Fierna act as spies, assassin and the progenitors of devilish
schemes.
Emmisarie of Fierna Path Features
Devilish Action (11th level): When you spend an
action point to take an extra action, you also gain a +4
bonus to attack rolls until the start of your next turn.
Sharp Talons (16th level): Through your infernal heritage you manifest dark magic that
morphs your hands into talons with which you render flesh
from bone. Your unarmed attacks gain +2 proficiency and deal 1d10 damage, also your unarmed attacks may be enchanted with the magic item ritual
Devil's Cunning (11th level): You gain a +2 racial to

Infernal Eyes Emmisarie of Fierna Attack 11
Slits form across your body and from them rise the eyes of
Nergel Piercing all through all that they see
Encoumter Utility • Polymorph
Standard Close Burst 2
Target: creatures in burst
Attack: Wisdom +4 vs. Will
Hit: targets are dazed until the end of your next turn
Special: You have +3 Insight, Perception, and darkvision for the rest of the encounter

Dimensional Rift Emmisarie of Fierna Utility 12
Using your tendriles you tear a dimensional rift moving through
the plains
Encoumter Utility • Teleportation
Move Action Personal
Effect: You can teleport up to 5 squares

Infernal Blast Emmisarie of Fierna Attack 20
By the power of Uncle Nergle you morph a tendriled cannon
from your chest firing an infernal, radiant blaze descimating all
in its path.
Daily • Polymorph, Lightning
Standard Action Close Blast 6
Target: All targets in blast
Attack: Wisdom +2 vs. Fort
Hit: 3d10 + Wisdom + Charisma modifier lightning damage,
and target(s) are dazed. (save ends)
Miss: Half Damage, and target(s) are dazed until
the end of your next tun.
#12

zergrusher

Aug 11, 2009 17:29:43
Quote:
Explaination: This is a race of Devils, not a race that formed an infernal pact in days long past (though that would be a good way to construct this race, i may consider that) So they would be fluent in Supernal, and why is Supernal restricted, any particlar reason?
to make feats like linguist and items/rituals that let you understand languages useful.

Which isn't to say you can't give them Supernal, it's too say do not give it too them lightly. It's like giving them a bonus feat.

I understand, I think i'm going to leave it, but i see where you are coming from.
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Quote:
Explaination:You are right i need to lower Will bonus to 1, second Eladrin have a bonus to both skills and NAD why can't this race, or am i missing something?
most races have bonuses in two abilities that add to two different NADs.

eg dwarves have con and wis that add to fort and will.

eladrin have dex and int, both add to ref. To make up for it they get +1 will.



your race has +2 dex and +2 wis that gives them +1 ref and +1 will. It would be excessive to give them an additional bonus to will.


again, not that you can't, just that you shouldn't do it lightly.

oh now i get it, by giving them +2 to wisdom i have already given them a +1 to Will, okay that will be removed.
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Quote:
this race has the powers of devils
it's fine for the race to have the power, it's not ok for 1st level characters to have that kind of power.

put the powers into a race exclusive paragon path.

I'll do that, probally remove the teleportation, infernal blast, and infernal eyes and put them in a racial paragon., then the rest i'll put in feats like the Channel Divinity Feats. that would be a good solution,
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Quote:
and what is a scaling attack bonus, i'm not familiar with that term?
take a closer look at how the dragon born breath works.

ah okay, so i need to add increase as the character levels upto 11 and 21. ok i'll use the breath weapon as a guide
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Quote:
The weapon is deals as much damage as the players guided says it should, the weapon would last till the end of the encounter, and again keywords will be fixed.
if so, it's worthless once you get a +1 weapon. Racial powers need to work from level 1 to level 30

again i'll add some scaling attack bonuses.
------------------------------------------------------------------------------------
Quote:
Nergal Devils were supposed to be the children of a powerful achfiend of the the Fourth Hell, Uncle nergal, which I won't go into at this time, the idea was that they were the emissaries, and spies of Fierna, being able to move between the plain acting as her eyes and ears, in other words teleporting.
so give the paragon path a teleportation ritual.

the devils in the comic are clearly more powerful than any 1st level character should be. They seem to have the power of a 15th level character, so build the race around that.

simply put your concept doesn't fit well in the heroic tier.

so in lamemans terms i need to make everything weaker, and make it to where the character would get more powers as they grow in level.
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Again thanks.
#13

generalhenry

Aug 11, 2009 17:32:41
Again thanks.

#14

magus_stragus

Aug 11, 2009 20:34:49
zergrusher, if this is really your first time creating a race, you should first try to understand how races work. Read the sticky in this forum about race creation. You'll save yourself (and maybe us too) a lot of time.
#15

zergrusher

Aug 12, 2009 0:50:02
Nergal Devil

By the power of Uncle Nergal
You are born again

RACIAL TRAITS
Average Height: 5'7" -6'4"
Average Weight: 145-200lb.

Ability Scores: +2 Wisdom, +2 Dexterity
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Supernal
Skill Bonuses: +2 Perception, +2 Insight
Fire Resistance: You have resist fire 5 + one-half your level.
Eye of Nergal: You gain a +3 racial bonus to saving throws
against Blind effects
Infernal Origin: Your ancestors were native to the Nine Hells.
so you are considered an immortal creature for the purpose
of effects that relate to creature origin.
Infernal Heritage: you can use Infernal Talons as an at-will
power, and Materialise Weapon as an Encounter power

Morph Form Emissary of Fierna Utility
You alter your form to look like another person
At-Will • Polymorph
Movement Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics
in your new form, and your clothing, armor, and possessions
do not change. The new form lasts until you change
form again
Increase damage to 3d6 at 21st level

Materialise Weapon Nergal Racial Power
By the power of Uncle Nergal, you conjure a weapon fueled by
the power of hell
Encounter • Conjuration
Minor Action Personal
Effect: Conjure a Magic Weapon of your level you are proficient in,
Special: Weapon deals Radiant damage. As a minor action you can
recall weapon to hand, (must be in line of sight)

Born for infernal fire, Nergal devils acting as Fiernas eyes and ears
in the mortal realms, after many centuries some nergals
intergrated in the mortal realms hiding in plain sight slowly
spreading across the world, rising in numbers, but not in power
only wishing for normal lives, but are capable of so much more.

Play a nergal devil if you want…
• to be the child of the archdevil, Uncle Nergal.
• to be a hero who has the will to live in a world where you must hide what you are
what you are what you are
• to unleash the power of hell on all that appose you.
• to be a race that favors the rogue, avenger, and paladin classes

Physical Qualities
Nergal devils are of human height. They have slim, athletic builds, with very little muscle tone
In their natural form Nergals have skin tones ranging from night black to dim grays. Their eyes
are a luminescent, acid green. Nergals have no hair, their heads moving back a curled point
which moves, changing with whichever emotion their face is expressing. Nergal children are
taught ate a young age to master their morphing ability before they are aloud to leave their
homes. Nergal devils live for about two centuries, aging at about half the speed of humans
remaining strong until the end.

Nergal Devil Characteristics: Adaptable, Creative, Cunning, Manipulative, Resousceful,
Sly, Charming.

Nergal Devil Names: Arche, Bruzzair, Druek, Ecliptis, Iscar, Kraige, Luef, Meleche, Orria, Prask, Prog,

Modern Names: Nergal Devils often take on Aliases belonging to which ever race they are disguised as

Paragon Path

Emisaries of Fierna
“I Serve Fierna! Her will be done!"
Prerequisite: Nergal Devil
The Emmisaries of Fierna act out the interworkings of devilish schemes on the mortal plain, putting gears into motion
making sure all the pawns are in the right place, and you're not afraid to get your hands dirty.
Emmisarie of Fierna Path Features

Emisaries of Fierna
Path Features
Devilish Action (11th level): When you spend an
action point to take an extra action, you also gain a +4
bonus to attack rolls until the start of your next turn.
Fierna's Charm (11th level): When you make a Bluff or
Diplomacy check, you can roll twice and use either result.
Wrath of Fierna (16th level): when ever you use the Infernal
Talons Racial power deal an extra damage equal to 5 + your
Charisma modifier fire damage.

Emisaries of Fierna
Powers
Dimensional Rift Emissary of Fierna Utility
You open a portal and travel to another plain
Encounter • Teleportation
Movement Action Personal
Effect: Teleport 5 squares

Dimensional Dodge Emissary of Fierna Attack
Dodging your opponent, by falling through a rip in the plains,
reappearing elsewhere in a burst of flames, smiting down your foe
Encounter • Teleportation
Immediate interupt Melee 1
Attack: Wisdom +4 vs. AC
Trigger: An enemy makes an attack against you
Effect: You teleport into an adjacent square of creature that made
the attack.
Hit: 2[W] +Wisdom modifier, and target is knocked prone
until the end of your next turn.

Infernal Blast Emissary of Fierna Attack
A dimensional opening appears on your chest, and releases the
infernal wrath of hell.
Daily • Lightning, Radiant
Standard Action Close Blast 5
Attack: Wisdom vs. Fort
Hit: 4d6 + Wisdom modifier damage, targets take ongoing 5
lightning damage, and targets are dazed (save ends)
Miss: half damage + 5 lightning damage, and target is dazed until
the end of your next turn.

Epic Destinies

Right Eye of Nergal
Born from the right eye of Uncle Nergal, it is your destiny to enter
the mortal realm and destroy the vassals of the other Archdevils of
the other Nine Hells.

Prerequisite: 21st-level Nergal devil

Right Eye of Nergal Features
All Right Eyes of Nergal have the following class features:
Devil's Bane (21st level): You know the weaknesses of devils.
When fighting devils you deal an extra 10 + Wisdom modifier dmg,
a bonus to attack rolls equal to your Dextarity modifier, and you
have +10 to religion checks when dealing with devils.
Will of Nergal (24th level): The first time you are reduced to 0
heal hit points equal to half your maximum hit points + Wisdom
modifier.
Fire of Nergal (30th level): When you deal damage with
powers that have the keywords Fire or Radiant, target(s) take
ongoing radiant, fire damage equal to 10 +Wisdom Modifier,
negating any resistances, or immunities.

Right Eye of Nergal Power
Gaze of Nergal Right Eye of Nergal Power 24
Slits form across your body and from them rise the eyes of
Uncle Nergel piercing all that they see, devouring their souls
and essence whole.
Daily • Radiant, Fire, Lightning
Minor Action Close burst 2
Targets: creatures in bursts
Effect: Until the end of the encounter all targets are weakened
and takes 5 fire and lightning damage whenever it misses.
#16

generalhenry

Aug 12, 2009 1:21:59
I could nit pick more, but I'd say you've pretty much got it.

Infernal Talons is the only big flaw at the moment, but it's still nothing gamebreaking
#17

zergrusher

Aug 12, 2009 7:57:34
I thought i got rid of infernal talons? i'll double check,
#18

zergrusher

Aug 12, 2009 8:35:59
Okay, I'm done this is what i'm sticking with, and is by far way better than when i started, if you see any other mistakes let me know,

Nergal Devil

By the power of Uncle Nergal
You shall rise.

RACIAL TRAITS
Average Height: 5'7" -6'4"
Average Weight: 145-200lb.

Ability Scores: +2 Wisdom, +2 Dexterity
Size: Medium
Speed: 6
Vision: Low-Light

Languages: Common, Supernal
Skill Bonuses: +2 Perception, +2 Insight
Fire Resistance: You have resist fire 5 + one-half your level.
Eye of Nergal: You gain a +3 racial bonus to saving throws
against Blind effects
Infernal Origin: Your ancestors were native to the Nine Hells.
so you are considered an immortal creature for the purpose
of effects that relate to creature origin.
Infernal Heritage: you can use Infernal Talons as an at-will
power, and Materialise Weapon as an Encounter power

Morph Form Nergal Racial Power
You alter your form to look like another person
At-Will • Polymorph
Movement Action Personal
Effect: You alter your physical form to take on the appearance
of any Medium humanoid. You retain your statistics
in your new form, and your clothing, armor, and possessions
do not change. The new form lasts until you change
form again


Infernal Talons Nergal Devil Racial Power
Focusing your dark power into you hands you manifest talons
with which you will wrench flesh from bone.
Encounter • Polymorph
Standard Action Melee 1
Requirement: You must have an empty hand.
Target: One creature
Attack: Wisdom +2 vs. AC
Hit: 1d6 + Wisdom modifier
Special: at level 11, increase attack bonus to +4, and damange to 2d6 + Wisdon
modifier; at level 21, increase attack bonus to +6, and damange to 3d6 + Wisdon
modifier

Born from infernal fire, Nergal devils act as Fiernas eyes and ears
in the mortal realms, but after many centuries some nergals
intergrated in the mortal realms hiding in plain sight slowly
spreading across the world, rising in numbers, but not in power
only wishing for normal lives, but are capable of so much more.

Play a nergal devil if you want…
• to be the child of the archdevil, Uncle Nergal.
• to be a hero who has the will to live in a world where you must hide what you are
what you are what you are
• to unleash the power of hell on all that appose you.
• to be a race that favors the rogue, avenger, and paladin classes

Physical Qualities
Nergal devils are of human height. They have slim, athletic builds, with very little muscle tone
In their natural form Nergals have skin tones ranging from night black to dim grays. Their eyes
are a luminescent, acid green. Nergals have no hair, their heads moving back a curled point
which moves, changing with whichever emotion their face is expressing. Nergal children are
taught ate a young age to master their morphing ability before they are aloud to leave their
homes. Nergal devils live for about two centuries, aging at about half the speed of humans
remaining strong until the end.

Nergal Devil Characteristics: Adaptable, Creative, Cunning, Manipulative, Resousceful,
Sly, Charming.

Nergal Devil Names: Arche, Bruzzair, Druek, Ecliptis, Iscar, Kraige, Luef, Meleche, Orria, Prask, Prog,

Modern Names: Nergal Devils often take on Aliases belonging to which ever race they are disguised as

Paragon Path

Emisaries of Fierna
“I Serve Fierna! Her will be done!"
Prerequisite: Nergal Devil
The Emmisaries of Fierna act out the interworkings of devilish schemes on the mortal plain, putting gears into motion
making sure all the pawns are in the right place, and you're not afraid to get your hands dirty.


Emisaries of Fierna
Path Features
Devilish Action (11th level): When you spend an
action point to take an extra action, you also gain a +4
bonus to attack rolls until the start of your next turn.
Fierna's Charm (11th level): When you make a Bluff or
Diplomacy check, you can roll twice and use either result.
Wrath of Fierna (16th level): when ever you use the Infernal
Talons Racial power deal an extra damage equal to 5 + your
Charisma modifier fire damage.

Emisaries of Fierna
Powers
Dimensional Rift Emissary of Fierna Attack
With a step a void opens and you disappear reappearing
elsewhere in a burst of flames
Encounter • Teleportation
Movement Action Personal
Effect: Teleport up to 5 squares

Dimensional Dodge Emissary of Fierna Attack
Dodging your opponent, by falling through a rip in the plains,
reappearing elsewhere in a burst of flames, smiting down your foe
Encounter • Teleportation
Immediate interupt Melee 1
Attack: Wisdom +4 vs. AC
Trigger: An enemy makes an attack against you
Effect: You teleport into an adjacent square of creature that made
the attack.
Hit: 2[W] +Wisdom modifier, and target is knocked prone
until the end of your next turn.

Infernal Blast Emissary of Fierna Attack
A dimensional opening appears on your chest, and releases the
infernal wrath of hell.
Daily • Lightning, Radiant
Standard Action Close Blast 5
Attack: Wisdom vs. Fort
Hit: 4d6 + Wisdom modifier damage, targets take ongoing 5
lightning damage, and targets are dazed (save ends)
Miss: half damage + 5 lightning damage, and target is dazed until
the end of your next turn.

Epic Destinies

Right Eye of Nergal
Born from the right eye of Uncle Nergal, it is your destiny to enter
the mortal realm and destroy the vassals of the other Archdevils of
the other Nine Hells.

Prerequisite: 21st-level Nergal devil

Right Eye of Nergal Features
All Right Eyes of Nergal have the following class features:
Devil's Bane (21st level): You know the weaknesses of devils.
When fighting devils you deal an extra 10 + Wisdom modifier dmg,
a bonus to attack rolls equal to your Dextarity modifier, and you
have +10 to religion checks when dealing with devils.
Will of Nergal (24th level): The first time you are reduced to 0
hit points equal to half your maximum hit points + Wisdom
modifier.
Fire of Nergal (30th level): When you deal damage with
powers that have the keywords Fire or Radiant, target(s) take
ongoing radiant, fire damage equal to 10 +Wisdom Modifier,
negating any resistances, or immunities.

Right Eye of Nergal Power
Gaze of Nergal Right Eye of Nergal Power 24
Slits form across your body and from them rise the eyes of
Uncle Nergel piercing all that they see, devouring their souls
and essence whole.
Daily • Radiant, Fire, Lightning
Minor Action Close burst 2
Targets: creatures in bursts
Effect: Until the end of the encounter all targets are weakened
and takes 5 fire and lightning damage whenever it misses.