| Post/Author/DateTime | Post |
|---|---|
| #1RavinsildJul 16, 2008 0:34:54 | Feel free to tell me something is unbalanced either via under-powered or over powered. Viashino From Magic: The Gathering. Physical Description: The Viashino are a bipedal reptilian species hailing from the Great Desert of Jamuraa, a continent located on the massive plane of Dominaria. Their skin is most often a sandy or green colored, acting as camouflage in their natural environment. They range from 1 to 1.5 meters tall, and can weigh up to 67.5 kilograms. Each of their four-fingered hands sports small claws where most species have fingernails, as do their bird-like three-toed feet. These claws aid in climbing, and are truly effective in combat. They have a natural hunch to their wiry form, and a craning neck that gives their head nigh-360x360 degree rotation. Like the smaller reptiles they are related to, their eyes are slightly sunk into the sides of their ovular skulls, and they have no nose, simply nostrils at the front of their faces. The Viashino are naturally carnivorous, and sport a mouthful of razor-sharp teeth to prove it. Their keen senses and natural stealth, combined with their above-average agility, intelligence, and relentlessness, make them excellent hunters. A tip: When traveling the Great Desert, avoid wearing the scales of lizards, for the Viashino rule the sands and look poorly on the skinning of their cousins. Behavior/Personality: The Viashino are in general fairly somber and fatalistic, as the desert has claimed way too many of them over the millennia. They believe that all beings hold a great connection to nature and their ancestors, and thus respect reptiles and lizards, since they are their "fathers". They also believe the universe is a place where death could come at any time, so honor and accomplishment are extremely important. To a Viashino, one without honor might as well be dead. Society: The Viashino are nomads, wandering the desert, and forming temporary villages here and there. They are divided into several tribes, with various clans within these tribes. Supremacy is determined by trials of combat (similar trials are held when a Viashino male is to enter manhood), with the strongest male leading the tribe, assisted by a council of elders and 5 handpicked advisors. The Viashino live by strict codes of conduct, and the punishments for breaking their laws are but two: death and exile. Exile is held for the more serious crimes, such as murder and desertion, as the Viashino would rather die than live exiled in shame. The different tribes can be recognized by their weapons and the different patterns they paint upon their bodies. Over the millennia, there have been many different Viashino tribes, but the ones that exist today have been for over 500 years. The tribes are as follows: The Beast Smashers The Beast Smashers are the premiere hunters of the Viashino. They have mastered either the destruction or the subjugation of almost every known animal in the Jamuraan desert. They have even managed to tame several of the fierce Viashivan Dragons, which are, this researcher will tell you, some of the most awesome and destructive creatures I have ever had the misfortune to run across. The traditional weapons of the Beast Smashers are the whip and the pike. Favored Class: Ranger +2 wis, +2 dex The Thought Shapers The Thought Shapers are the artists and scholars of the Viashino. They have developed ways to transform sand, rock, and bone into figures of loveliness I am incapable of describing adequately. They keep the only written records of Viashino history and lore. It was with this tribe that I spent much of my time in the Great Desert. The traditional weapon of the Thought Shapers is the dagger. Favored Class: Wizard +2 Int, +2 Dex The Wind Riders If you look to explore the Great Desert, then the Wind Riders are the tribe you should seek. The Wind Riders are the Viashino's explorers, and supposedly have wandered so far as into the jungles and mountains that frame the Great Desert. They are forever moving, even more nomadic then the other tribes, so locating them may be slightly difficult. The traditional weapons of the Wind Riders are the Quarterstaff and the Spear. Favored Class: Rogue +2 dex, +2 con The Blood Eaters The soldiers of the Viashino are the Blood Eaters. Though all Viashino are trained in the ways of combat, the Blood Eaters focus on it. They are some of the fiercest and most disciplined warriors I have ever known. The traditional weapons of the Blood Eaters are the Battle Axe and the Sword. Favored Class: Fighter +2 str, +2 con The Sandstalkers The Sandstalkers are a special tribe. They are comprised of Viashino who share a common genetic variance; one which makes them holy figures to their people. Sandstalkers are born with dark green skin instead of sand colored, and are on average 1.5 to 2 meters tall and often weigh up to 112.5 kilos. Where most Viashino are wiry and sinewy, the Sandstalkers are stocky and muscular. Their heads are much more rectangular, and they have light spines which grow from the base of their skulls all the way down to their tails. The Sandstalkers are even more agile, strong, and stealthy than other Viashino, and have an amazing ability: they can blend into their surroundings instinctively, melting away so quickly they seem to vanish in plain sight. As far as is known, a female Sandstalker has never been born. When born, the Sandstalker is immediately taken from his parents, and brought to be raised and trained by the other Sandstalkers. The might and guile of the Sandstalkers have made them legends to the other sentient races of the continent. Some believe the Sandstalkers to be illusions; those with scars know better. The traditional weapons of the Sandstalkers is the Scimitar. Favored Class: Warlord +2 str, +2 cha History: It is not known if Viashinos migrated to Jamuraa, or if they were always there. Viashinos are also locked in eternal combat with there dragon kin, though some viashinos have been known to subdue and even command dragons. Leadership: A Viashio tribe is lead by a Patriarchal-Warlord, or Be'yyi in there language. This was mutated into Bey. Lizard-Folk native to the deserts of Jamuraa and Shiv, the Viashino are descendants of the lizards. Quick, agile, and skilled with metalworking they rule the sands. They are constantly skirmishing with the Goblins also native to Shiv, the Ghitu tribe of humans, and even the great Shivan Dragons themselves. They live in clan communities, each led by a bey. Viashino are also known to live within the city-plane Ravnica, in which most are members of the Gruul Clans or the Cult of Rakdos (and, on very rare occasion, the Boros Legion). An interesting fact about the Viashino presented in the book "The Prodigal Sorcerer" is that until adulthood, their gender cannot be determined (even by themselves.) Young Viashino choose to be called "he" or "she" according to personal preference. Racial Traits: Medium Size Base Land Speed: 7 squares. 2 square climbing speed. 2 square burrowing speed. Defenses: +2 natural armor Natural Weapons: 2 claws (1d6), 1 bite (1d4) Special Qualities: Low-light Vision Auto Language: Draconic, Common. Bonus: Any language (Except secret languages). Azerothian Orc Based on World of Warcraft Orcs Average Height: 6'0''-6'5'' Average Weight: 200-230 lbs Ability Scores: +2 Strength, +2 Constitution Size: Medium Speed: 6 Squares Vision: Low-Light Languages: Common, Giant Weapon Proficiency: Axes, when attacking with any Axe the Azerothian Orc gets a +1 racial Bonus to attack rolls. Skill Bonuses: +2 Intimidate, +2 Nature Bloodfury: You can use Bloodfury as an ecounter power. Bloodfury Azerothian Orc Racial Power When the going gets rough, the rough get going. Encounter * Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of the encounter, or until rendered unconscious, you gain a +4 to Damage rolls. In addition you gain a +2 bonus to Will saves, but because of your reckless rage you suffer a -2 penalty to your AC and all healing effects, whether it be a Healing Surge, Second Wind or the Paladin's Lay on Hands, made on you are reduced by ½. Zan Based on Monster Rancher 3, 4, and EVO In the beginning a small force, both male and female, were created. Their purpose was as a special task force, who fought with their natural ability, and cunning. Highly intelligent, and strong, with tremendously high speed, they were efficient and deadly. They outlived their creator, and having no purpose, became as wild animals. They found they were suitable to live in mountain ranges, travelling and hunting for survival. Though because they are made only for combat, they do not notice things that would inquire much deep thought, they are more calculation minded. They could not tell you why the river flows as it does, but could perhaps create it as a tactical advantage, incase it should be on a battle ground. Unfriendly, because they were not created to be social beings, most people find it hard to even relate to them, and thus they often have a hard time fitting in, outside of their own communities. Personality: They are very stoic, and rarely speak. They are not friendly, but they are not mean. They are simply what they are. Like a robot, they simply stand where they are and observe, and respond when interacted with. Otherwise, vary bland. Description: Very tall, with burning red eyes, and an insect like face, with no visible mouth, and horns that sprout upward about six inches from the dome like forehead. Massive claws that can slice through most anything, they preferre to use their natural weapons to manufactured weapons. They're generally all black, but can be sometimes green, or blue, or red, depending on their environment. Their exoskeleton will most likely change to reflect their environment, if they are exposed to it for long enough. Relations: They are individualistic, and keep to themselves, but in a community they hunt for the whole, and work together, for survival. Alone, they are often remote, and unfriendly. It is hard to become truly close friends with a Zan. Alignment: Almost always true nuetral. Then whichever job they take, to whoever they may be hired by, or if they strike out on their own, which often happens, and run into some people that may need a creature of their sort, they become like aligned. But when they are born they are true nuetral, and whatever sitution arises, they adapt. Zan Lands: The Zan generally live in high altitude places, and have small tribes. They generally hunt, and move on when game has run out. They are nomads and hunters. Often, if any other wild creatures are in their lands, like an Orcish settlement, they will conquer the settlement, and take whatever those people had for their own. Religeon: As a culture they worship no deity. But individuals may take up a faith based on whatever job they have, and that might be in correlation. An evil fighter may perhaps choose Erythnuul, God of Slaughter. Language: Common. Bonus Languages: Any, even secret languages. They are highly intelligent creatures. Names: They are often simply called by whatever they choose to be called. They often have titles based on deeds they have done, like Wolfbane for killing a pack of wolves in protection of their hirer, or Dawntreader if they go on many twilight operations that best use their evasive skills. Adventures: They adventure to serve their purpose. Combat, and killing. They generally take up jobs as body guards, or any sort of job that would see alot of action, and combat. Zan Racial Traits: +2 str, +2 int Medium SizeSpeed: 6 squares Skill Bonuses: +2 Stealth Natural Attacks: 2 claw attacks (one attack for each hand, three claws total per hand, about six inches in length), 1d6 each. Reverse Raid - Racial Power Encounter * Teleportation, Natural Weapon Move Action Personal Effect: Teleport directly behind an enemy, they provide Combat Advantage an make an attack with your claws for 1d6 + str damage, but only if the square behind them is unoccupied, and then reappear again in front of your enemy. Special: At 21st level increase damage to 2d4 + str modifier dmg. |
| #2RavinsildJul 16, 2008 0:35:31 | Azerothian Troll Based on World of Warcraft Trolls Average Height: 6'4''-7'2'' Average Weight: 170-210 lbs Ability Scores: +2 Dexterity, +2 Wisdom Size: Medium Speed: 6 Squares Vision: Low-Light Languages: Common, Giant Weapon Proficiency: Thrown, when attacking with any Thrown the Azerothian Troll gets a +1 racial Bonus to attack rolls. Weapon Proficiency: Bows, when attacking with any Bow the Azerothian Troll gets a +1 racial Bonus to attack rolls. Skill Bonuses: +2 Nature Beserk: You can use Beserk as an ecounter power. Beserk Azerothian Troll Racial Power Who j00 wan me keel? Encounter * Minor Action Personal Special: You must be bloodied to use this power. Effect: Until the end of the encounter, or until rendered unconscious, you gain a +2 bonus to damage. You also gain regeneration 2 until you recover maximum hit points, you cannot however, exceed maximum hit points. Shokan In the Mortal Kombat universe, Shokan is the name of a race of half-human, half-dragon warriors. They are tall, exceptionally strong, and have four arms. They live in a realm of Outworld known as Kuatan. Goro, King Gorbak, Queen Mai, Kintaro, and Sheeva belong to this race. They are mortal enemies of the Centaurian race, which includes Motaro, or at least they were until the events of Mortal Kombat Gold, when Kitana successfully negotiates an uneasy peace treaty between the two species. As part of the treaty, the Shokan also fought alongside Kitana and her armies against Shao Kahn's forces, until the untimely loss of Goro and a resurgence in Kahn's forces forced the Shokan and Edenian parties back. However, despite their preoccupation with the war against Kahn, this treaty was for some reason dissolved sometime prior to Mortal Kombat: Armageddon, when one or more Shokan cursed the Centaur race to become Minotaurs. Shokan Racial Traits: Ability Adjustments: +2 Strength, +2 Constitution (Shokan are exceptionally strong and durable) Speed: 6 squares Size: Medium Type: Humanoid Powerful Build (While technically Medium sized, Powerful Build gives them all of the side advantages of being Large sized, like when weilding weapons or making grapple checks, without the harder to balance things like reach and and AC adjustments) Multiple Arms (Which means they can hold up to 4 weapons at a time, however this does not grant them any more attacks than dictated by the power, however you can fluff a 2W dmg power attack by saying it used more than 1 arm to make the attack, and of course follow Ranger rules as normal) Vision: Low-light vision Languages: Common, Giant GARGOYLES AS CHARACTERS Gargoyle characters possess the following racial traits. Ability Scores: +2 Constitution, +2 Dexterity Size: Medium Speed: 7 squares Vision: Low-light vision Skills: +2 Perception, +2 Stealth* Defensdes: +1 natural armor bonus. Automatic Languages: Common. *when using the power of freeze, this bonus becomes a +8 against trying to see whether or not the gargoyle is a statue or a real threat. Freeze Gargoyle Racial Power Encounter * Healing Standard Action Melding from flesh to stone the gargoyle becomes like a living statue Effect: The Gargoyle shifts from flesh to stone and gains a +8 bonus to AC as well as to Fortitude, Will and Reflex Defenses, a resistance to poison and disease and Regeneration 10. It is considered immobilized and unconscious, it does not need to eat, drink, or breathe. It cannot take any action except to unfreeze and regain flesh form, and doing so causes it to lose all benefits of freezing. _________________________________________________________________ It's a new race I was thinking of just to see how good it would turn out. Let me know what you think, and as always, constructive criticism is the only way to make yourself better. Name: Xin'Douti Based on Bengi of the Vampire Hunter D: Bloodlust series Decription: Sometimes called shades, they are the creatures of the night. Living in the shadows, they can strike, then disappear without ever even being seen. Though they look humanoid in shape, their alienism is very apparent. They have large muscular arms, and a broad V shaped torsoe, with big shoulders, and usually very muscularly defined pectorals and abdominals. They also have big thick long legs, which makes them quite fast. Their hair looks like transparent blue/black flames, continuously burning on their heads, their eyes are a nike sign, with a slash through it down the middle, and are colored white. Their mouths appear to be stiched closed, with x shaped stiches along the opening of the mouth. Females tend to have small breasts, with a slightly less muscular build, and thinner legs. Though they are still quite strong, and fast. Their flesh is pitch black, the darkest of night. Strong sunlight deters their movements and everything, their eyes aren't as accustomed to bright light as a human or elf or orc's. They function better in the darkness, but are still lethal in daylight, unless there aren't any shadows around. Relations: The Xin'Douti are almost never seen, and thus no one knows what they are like, though if you ever meet one, it's probably going to kill you. They are not the nicest creatures around, but they also don't kill just for the hell of it, they are sent of mission by their leaders, and they think of themselves as the judges of other beings, slaying those they view as wrong. Alignment: They are neutral, straight and true. Hardly evil, or good, they simply exist to judge and execute those they view as wrong, or evil, and they tend not to appear to those they deem as good, never blessing, only purging the world of what they view as evil. Xin'Douti Lands: Are never seen by anyone from the material plane. Existing in the shadows, they build extensively elaborate castles, like the ones of middle ages, and live in a similar style. Their government in monarchy, and they have classes such as Peasant, Assasin (Knight), King, Duke, and all of the like. Those who have seen a Xin'Douti see only the Knights, or rather, the puppets of their Judicators. Religion: They worship noone. Names: The Xin'Douti name their children slimy, gross, shadowy names, much like the race themselves. While they mean nothing, a name is the only way to distinguish them from another, because they tend to look alike as far as looks go. Females looks nearly like males, and thus names are used for telling one another apart. Male Names: Xlith, Del'tathei, Grishna, Ulkglar, Drax, Daggethora, Nea'shra. Female Names: Xaethia, Delatia, Gashra, Ulivine, Debeth, Dae'staoria, Na'shaline. Racial Traits: Ability Scores: +2 Strength, +2 Dexterity: They are trained to strike quickly, silently, swiftly, and precisely, jumping from shadow world and back in a split second, without ever being noticed. But they are rarely seen by daylight races, and are hardly sociable creatures, with a semi-frightening appearance. The Xin'Douti are also trained in being quick, and precise, so they have incredible speed, or at least greater than a normal humans. Size: Medium Speed: 6 squares Languages: Common, Celestial. Bonus Languages: Any. (Except secret ones such as Druidic, etc...) Vision: Darkvision 60 ft. Shadow Walk: The Xin'Douti are able to meld into shadows and become a part of it, that means they can live in your shadow and you would never know it. They are able to move in shadows as normally as a silver dragon walks on cloud, or you walking on the ground, or a fish swimming, they can shift from shadowrealm to real world in one fluid motion. Racial Powers: Shadow Strike Xin'Douti Racial Power The Xin'Douti appears behind you in your shadow, and stabs your shadow to cause massive damage to you Encounter * Shadow, Weapon Standard Action Target: One adjacent creature Attack: Strength vs. Reflex Effect: If the Xin'Douti is in a persons shadow, you can make a normal attack that deals 2d6 + Str dmg and ongoing 5 dmg (Fort Save DC = X'D's Con Score + 1/2 lvl save ends). But the foe recives a Reflex Save equal to their reflex defense. The target recieves a +2 bonus to the Reflex Save if target is warned before the blow can be dealt. Miss: Half Damage, and target is stunned. Special: At 11th level increase the damage to 3d8 and again at 21st level increase it to 4d12. : Shadow Jump Feat Racial Power Sliding into the shadows, the Xin'Douti reappears on the opposite side of the room Shadow Jump Xin'Douti Racial Power Encounter * Teleportation Move Action Personal Effect: Teleport up to 5 squares (see "Teleportation", page 286 of the Player's Handbook) Shadowgraft Feat Racial Power Becoming as one with the shadows, the Xin'Douti seems to disappear Shadowgraft Xin'Douti Racial Power At-Will * Stealth Minor Action Personal Effect: Hide in a shadow granting +10 to Stealth checks, and granting you Combat Advantage against any adjacent creatures. |
| #3RavinsildJul 16, 2008 20:15:15 | Bump thread |
| #4elven_warriorxxJul 16, 2008 23:06:39 | Okay I Like the conversions of the MtG, fits nicely. I would gladly use it over a Dragonborn. As for the other ones (never seen Monster Rancher) I like the Xin'Douti (also never seen Vampire Hunter :P) just because shadow/rogue races are awesome and the ability is nice, maybe alitttttttle OP but still I would game test it to be sure. As for the WoW ones I like them, very nice conversion, the powers for the troll are really well |
| #5RavinsildJul 16, 2008 23:07:53 | Thank you. I actually amde the troll and orc up on the spot. The other I had originally made for the 3.5 game. What about the Shokan? Mortal Kombat's very own GORO. Could you tell me how the playtesting for the Xin'Douti goes? |
| #6elven_warriorxxJul 16, 2008 23:10:32 | Again not really a Mortal Kombat fan (played the first one at a friends house like many eons ago) But the four arms thing is cool, and I like how well it can be handled in 4.0. In 3.5 four would be a nightmare, but it seems balanced and a cool character flare. Over all I like them a lot. |
| #7RavinsildJul 16, 2008 23:12:30 | Thank you, I'm glad they seemed to be right first off, instead of unbalanced and requiring tons of redoes. That was all I was looking for, so I could okay them with my DM. |