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| #1jimmygrooveFeb 20, 2009 6:18:02 | I had an idea for a race of creatures which slowly dream new forms for themselves over the course of their lives, almost like a sort of mystical genetic engineering. So far, I have the first couple of levels done for the idea, which was loosely inspired by the sci-fi novel Fallen Dragon. ________ Durathen (Race) Strange, beautiful creatures who dream themselves into a variety of forms RACIAL TRAITS Average Height: 4'4-5'6 Average Weight: 90-150lbs Ability Scores: +2 Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common, Undercommon Skill Bonuses: +2 Athletics +2 Nature Mutable Form: All Durathen are born in a small, furry humanoid form. As they grow older, they dream of new shapes to take. A village of them may have no two members who appear to be even the same species. Mechanically, this ability means that they are always of the Durathen class (although they may multiclass as normal) and that each power they select has a permanent effect on their form and abilities. Living a simple life in the deep woods on Durathal, your people are born in a simple shape resembling a small, furry human. As they grow, they dream of the various animals in the world, and take on aspects of them as permant alterations of their form. The only thing about them that never changes are their eyes; pitch black with a blood-red sunburst in the middle. Play a durathen if you want . . . ✦ to be a bestial but noble warrior. ✦ to have a strange, mythical appearance. ✦ to be at home in the wilderness ✦ to pursue a class option that no other race can. Durathen (Class) You know the wonder you feel when you see a gazelle leap, or a bird fly? I feel the same sense of awe, and one day I will enjoy the sensations firsthand. CLASS TRAITS Role: Striker. Durathen are first and foremost mobile combatants. They can occupy a number of different secondary roles, based on the powers they pick up. role. Power Source: Primal. Their abilities are natural outgrowths of their formdreaming. Key Abilities: Constitution and Wisdom. Strength and Dexterity are also important for many of their powers. Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple ranged, (note: They don't tend to use them, though) Bonus to Defense: +1 Fort, +1 Reflex Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 8 + Constitution modifier Trained Skills: Athletics and Perception From the class skills listed below, choose threee more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance(Con), Heal(Wis), Nature(Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex) Class Features: Body Plan: At first level, you may choose one of three body plans. Each one provides you with a +2 to one stat and another ability. You may retrain this at every level in addition to any other retraining you do. Biped - +2 Dexterity. You may shift as a minor action. You may use and carry items in your hands freely. Knuckle-Walker - +2 Strength. You gain a climb speed equal to one half your land speed when your hands are free. When your hands are occupied, you lose your climb speed and your movement speed is reduced by one. Quadruped - +2 Constitution. Your movement speed increases by two, and your carrying capacity is 50% greater than others with your strength. You still have hands, but you are slowed when rearing back on your hind legs, and you have a -2 on all rolls involving items held in your hands. You can still make claw attacks (if you have claws) without a penalty. Philosophy: At first level, you choose a general view of life. This view grants you certain abilities, and it can affect some powers. Predatory Dominance – You are straightforward and deliberate, roaring loudly and charging into battle, dealing with one foe at a time. You may, as a minor action, choose the closest foe as your prey. Your prey is marked by you (taking a -2 to attack rolls on attacks that don't include you as a target) and you deal +1d6 damage per tier to the foe you mark. This ability is the same as Hunter's Quarry for the purpose of feats that modify it. Cunning Stalker – Whenever you move more than three squares, you may make a stealth check if you have concealment, and you take no penalty on the stealth check for the spaces you move. Once per round, if you hit a foe that you have combat advantage against, you deal an extra +2d6 damage at heroic tier, +3d6 damage at paragon tier, and +5d6 damage at epic tier This ability is the same as Sneak Attack for the purpose of feats that modify it. Herd Runner – Whenever an adjacent ally shifts, you may shift the same number of spaces. You must stay adjacent to that ally. As a minor action, you may choose a foe that both you and an ally are adjacent to. You distract that foe, granting a single ally +2 to AC against it and a damage to bonus against it equal to 1d6 per tier. Attack Types: The at-will powers Quick Claw, Vicious Bite, and Body Slam each grant you an attack type: claw, bite, and slam respectively. All Durathen have the weapon attack type automatically. Other powers have type modes, and often have more than one listed. In order to use an attack, you have to have at least one of the modes for that attack. The mode you use determines your proficiency bonus, damage die, and the abilities that modify attack and damage rolls. Example: Vargo picked Body Slam and Feral Attack at first level for his at-will powers. This gives him access to a slam attack (in addition to the weapon attack that all Durathen get). If he selects Raging Advance as his first-level encounter, he can use a slam or weapon attack with it. If he selects Double Attack, on the other hand, he may only use a weapon attack with it, since he has no claw attack. Finally, if he selected Seize the Prey, he couldn't make an attack with it at all (and thus it would be a very poor choice!) since he has no claw or bite attack. Woads: Magical woads, or painting symbols, can be aquired by Durathen. These add their enhancement bonus to attack and damage rolls for Durathen attack powers that are not weapon powers, and to basic attacks with claw, bite, or slam attacks. First Level At-will Powers Quick Claw Durathen Attack 1 You lash out with a quick claw, which may resemble the paw of a lion or the talons of an eagle. At-Will Primal Claw Standard Action Melee Target: One creature Attack: Dexterity +2 vs AC Hit: 1d6 + Dexterity modifier damage. This increases to 2d6 + Dexterity modifier damage at 21st level. Special: This power counts as a standard melee attack. Acquiring this ability means you have claws. You may decide what they look like. When you use a power with the claw option, you have a +3 proficiency bonus, your damage die is d6, and the ability modifier for attack and damage is Dexterity. Vicious Bite Durathen Attack 1 You take a wicked bite out of your foe, with a wolf's muzzle or a crocodile's jaws. At-Will Primal Bite Standard Action Melee Target: One creature Attack: Strength vs AC Hit: 1d8 + Strength modifier damage. This increases to 2d8 + Strength modifier damage at 21st level. Effect: If you score a critical hit or do maximum damage with this power, the target is knocked prone. Special: This power counts as a standard melee attack. Acquiring this ability means you have a bite attack. Decide what this looks like on your character (but it should be obvious to anyone looking.) When using a power with the bite option, you have a +2 proficiency bonus, the damage die is d8, and the ability modifier for attack and damage is Strength. Body Slam Durathen Attack 1 You rush forward at your foe at hit him with your weight. At-Will Primal Slam Standard Action Melee Target: One creature Attack: Constitution vs AC Hit: 1d6 + Strength modifier damage. This increases to 2d6 + Strength modifier damage at 21st level. Effect: You push the foe one square. If you charged, you instead push the foe a number of squares equal to your Con modifier. Special: This power counts as a standard melee attack. Aquiring this ability means you have a slam attack and makes you either have horns like a ram, a thick skull, or greater-than-normal mass. When you use an attack with the slam option, your proficiency bonus is +2, your damage die is d6, and your attacks are modified by Constitution and your damage by Strength. Feral Attack Durathen Attack 1 You throw a weapon or lash out with one. At-Will Primal Weapon Standard Action Melee or Ranged Target: One creature Attack: Dexterity vs AC or Strength vs AC Hit: 1W + Dexterity or Strength modifier damage. This increases to 2W + Dexterity or Strength modifier damage at 21st level. Effect: You may shift 1 square after the attack if you hit. Special: If this attack is with a light melee or ranged weapon, it uses Dexterity. If it is with a heavy melee or thrown weapon, it uses Strength. You use these same modifiers for attacks with the weapon option. Keen Eye Durathen Attack 1 Your bestial senses let you find a weak point with an attack you have mastered. At-Will Primal Bite, Claw, Slam, or Weapon Standard Action Melee or Ranged Target: One creature Attack: Wisdom vs Reflex Hit: 1W + Ability modifier damage. This increases to 2W + Ability modifier damage at 21st level. Special: This attack replaces your normal attack mode's attack ability modifier with Wisdom, but does not change the damage modifier. You must have the mode you want to use for this power. First Level Encounter Powers Raging Advance Durathen Attack 1 You charge forward at the foe, bellowing with all your might. Encounter Primal Bite, Claw, Slam, or Weapon (Melee only) Standard Action Melee Target: One creature Attack: Ability Modifier vs AC Hit: 2W + Ability Modifier damage. Effect: The enemy takes a -2 to defenses until the end of your next turn. Miss: You grant combat advantage to that enemy, but if he hits you with an attack he takes damage equal to the ability modifier used for damage on the mode of this attack. Special: The damage die on a slam using this power is d8 rather than the usual d6. Double Attack Durathen Attack 1 You inflict a pair of light wounds with deadly accuracy. Encounter Primal Claw or Weapon (Melee or Ranged) Standard Action Melee or Ranged Target: One or two creatures Attack: Ability Modifier vs AC Hit: 1W + Ability Modifier damage. Miss: If you miss with both attacks, you may make one more basic attack with the mode you used (claw or weapon.) Seize the Prey Durathen Attack 1 You grab the foe in your claws or jaws and refuse to let go. Encounter Primal Bite or Claw Standard Action Melee Target: One creature Attack: Ability Modifier vs AC Hit: 2W + Ability Modifier damage. Effect: The opponent is grabbed. Take Advantage Durathen Attack 1 When the enemy raises his blade for a deadly attack, you jump in against. Encounter Primal Slam or Weapon (Melee only) Immediate Reaction Melee Trigger: An enemy makes a melee attack against you. Attack: You shift into the enemy's square, push the enemy 1 space, then make a basic melee attack with a slam or weapon. Hit: 1W + Ability Modifier damage. First Level Daily Powers Fierce Rend Durathen Attack 1 Hitting your foe with two attacks, you rip them apart. Daily Primal Claw, Weapon, or Bite Standard Action Melee Target: One creature Attack: Two attacks - Ability Modifier vs AC Hit: 1W + Ability Modifier damage for each attack. Effect: If you hit with both attacks, you deal an extra 2d6 damage. Venomous Assault Durathen Attack 1 Hitting your foe with two attacks, you rip them apart. Daily Primal Stance Bite or Claw Standard Action Melee Target: One creature Attack: Ability Modifier vs AC Hit: 2W + Ability Modifier damage +1d6 poison damage. Effect: Your bite attacks do 2 extra poison damage for the duration of the stance. Special: If you take this power, you have venom glands. Durathen with this power often have bright colors. Power Through Durathen Attack 1 You rush forward, plowing through one enemy on the way to another. Daily Primal Slam or Weapon (Melee Only) Standard Action Melee Target: Two creatures Attack: Move up to your speed. You may move through the space occupied by the first creature without provoking an attack of opportunity. Hit: 1W + Ability Modifier damage for the first creature, 2W + Ability Modifier damage for the second. Special: If you use this ability with a Slam, you may push your both opponents one square.. Quill Shot Durathen Attack 1 With a flick of tail or arm you send sharp projectiles at your enemy. Daily Primal Standard Action Area Burst 1 within 5 squares Target: Each creature in burst. Attack: Wisdom vs Reflex Hit: 1d6 + Constitution Modifier damage. Special: If you take this power, you are covered in quills, spikes, or other sharp pointy things. Enemies hitting you with unarmed or natural attacks take damage equal to your Constitution modifier if you have not yet used this power. This day. Second Level Utility Powers Tunnel Rat Durathen Utility 2 You slide through tight spaces with ease. At-Will Primal Move Action Effect: You may squeeze while moving at your normal move rate, and you don't take penalties to your defense to do so, but you still grant combat advantage while squeezing. Special: Taking this ability makes you a strong burrower. You can, with a standard action, create a 1-square tunnel through soil (but not stone) and move into the space you just cleared. This ability might be represented by strong forearms like a mole or a sinuous body like a worm. Frog's Leap Durathen Utility 2 You jump over your foes, landing behind them. At-Will Primal Move Action Effect: Determine the distance on a jump as if you had a running start. You can jump farther than your AC. If you did have a running start, instead add +5 to the Athletics check. Special: Taking this ability gives your character an incredible jumping ability, and can be visualized as powerful back legs like a frog, four graceful legs like a gazelle, or even feathery, powerful forelimbs that assist the jump with a very limited and awkward form of flight like a chicken. Strong Swimmer Durathen Utility 2 You swim through water as easily as you run across land. At-Will Primal Move Action Effect: Ypu swim a number of squares equal to your move rate. Special: Taking this ability makes you at home in water. You get a +5 bonus to Endurance checks to hold your breath, and you do not need to make Endurance checks to tread water. Your character likely has fins or flippers, and might be smooth and hairless or covered in light scales. Ironhide Durathen Utility 2 You bring your armoured spots up just in time to take the hit and reduce the damage. Encounter Primal Immediate Interrupt Trigger: An attack hits you. Effect: Gain Resist 5 against all damage from this attack. Special: Taking this ability gives your character a number of armored spots on its hide. Gain a +1 shield bonus to AC and Reflex. If you carry a shield, use only the better of this shield bonus or the bonus from that shield. |
| #2pilgrim_shadowFeb 21, 2009 0:07:31 | This idea won't work. I hate to say this, because it's one of the most imaginative ideas for a race I've seen in a long, long time. In another game it might be really something. In this game, though, it's going to be a mess. The core concept is flawed. Races as character classes were dropped back when AD&D 1st Edition was created. Racial limitations on character classes went out with 3rd. It's an unfair limitation which no other race has to suffer under. Then there's the implementation. They have a bonus to Wisdom, and Wisdom is listed as a key ability for the class, yet only Keen Eye and Quill Shot use it for anything. Constitution is also listed as a key ability yet is only used for attack roll modifiers for a handful of powers, rarely for damage (save for the passive damage from Quill Shot, which is badly broken to the point where it's better not to use it). You can retrain body plans, but there's no mechanical advantage to doing so and in fact you're better off sticking with a single body plan for life. Again, please don't think that I'm being harsh here. I like this race, I really do. But it's going to be difficult to impossible to make it work within the existing framework of the game. If you're dead-set on trying to implement this idea...good for you. I'd suggest a different game system, preferably one with less of a linear character progression. However, if D&D 4e is really your thing, here are a few thoughts that might help: Firstly, this is a race. Don't tie it up with a class. Classes are much, much harder to ballance than races anyway, you're doing yourself a huge disservice by amalgamating the two. If you want the race to change or grow, a better way to do it might be to make a list of racial features and allow players to pick, say, 3 or 4. Make some restricted to higher tiers to simulate growth or adaptation. Allow players to retrain racial features once per level. Don't tie them into attributes if you can avoid it, or make them flexable (ie, the player can pick from one of three different attributes to use). That should at least get you off on a better footing. I really do think you should continue to refine this idea, because it has the potential to be a unique and very fun race. As it is, though, if someone asked me if they could play this in one of my games, I'd give them an apologetic but emphatic no. |