| Post/Author/DateTime | Post |
|---|---|
| #1shadowguardJun 01, 2009 20:11:55 | Well like the title said I have already tried to make the Marruspawn before, but as time has progressed so has my view on this race. I was no longer satisfied with the race as it was, so I went back and reworked it. Time has past and the standards for quality of races are as high as ever and I hope that this time I truly do the Marruspawn justice. Also my previous post is now lost in the Multi-class and paragon path board, so I thought it would be good to bring this homebrew race to the appropriate place. My English skills are horrible and if anything is confusing let me know so that I may clear it up. I posted this race in this forum and the race and monsters to hopefully get more feedback on it. ![]() Marrulurks and Marrusaults Marrulurks Marrulurks Creatures with the faces of jackals, these Obsidian black assassins were fashioned from a fallen race. Racial Traits Average Height: 3'11"-4'5" Average Weight: 85-100 lbs. Ability Scores: +2 Dex +2 Wis Size: Small Speed: 6 squares Vision: Darkvision Languages: Common and One other Skill Bonuses: +2 Stealth +2 Perception Child of the Spawncraft: You have resist fire 5 + one-half your level. In addition you gain a +5 to Perception checks to find tracks. Desert Stalker: You gain +4 to attack rolls instead of the normal +2 when you gain combat advantage against the target you attack. Nauseating Howl Race Racial Power A piercing screech nauseates one enemy, making it lose vitality. Encounter Minor Action Close Blast 2 Target: One creature in Blast Attack: Constitution + 2 vs. Fortitude, Dexterity +2 vs. Fortitude, Wisdom +2 vs. Fortitude (increase to +4 at 11th level, +6 at 21st level) Hit: The target is dazed until the end of your next turn Special: When you create you character, choose Constitution, Dexterity, or Wisdom as the ability score you use when making the attack rolls with this power. The choice remains throughout you characters life and do not change the powers other effects. Play Marrulurk race if you want... • To be a sneaky assassin type. • To play a desert oriented race. • To member of a race that favors the Fighter, Ranger, and Rogue. Physical Qualities: Marrulurks look like a standard humanoid, but with the head of a Jackal where its head should be. Of the three prominent Marruspawn races, the Marrulurks are the shortest. Slender in build, the Marrulurks were designed to be the most agile. They were crafted to be excel at tracking foes and finding their weak points. They have a light amount of fur that covers their skin that is usually jet black. For the most part Marrulurks look very similar to each other, preferring to use accessories to make them stand out from each other. Marrulurk attire is often light, to allow for maximum maneuverability, and usually with a weapon always at hand. Marrulurks, like other Marruspawns, can live for a very long time. Marrulurks were crafted not only to stand the intense heat of the desert but to survive flaming bombardment. Since they were made for battle, they mature early, around 15, so that they can be on the battlefield as soon as they can. Since these creatures were made to constantly battle, they would often die young, but if given the chance a Marrulurk could easily out live an elf or dwarf. Marrulurk Characteristics: Cold Hearted, Crafty, Cunning, Hardy, Loyal, Organized, Sly, Rooted in ancient history. |
| #2dalorbloodmaneJun 01, 2009 20:45:19 | Why is the Marrulurk (small size) slower (in speed) than the Marrusault and Marrutact (medium size)? Wouldnt something lighter be faster and nimbler? |
| #3shadowguardJun 01, 2009 20:51:24 | Why is the Marrulurk (small size) slower (in speed) than the Marrusault and Marrutact (medium size)? Wouldnt something lighter be faster and nimbler? Thanks for the reply. Well looking at the small races like the Gnome I thought it was the standard thing for small races, but now that I look at it the majority of small races have 6 squares so I will bring them up accordingly. |
| #4dalorbloodmaneJun 02, 2009 16:11:48 | Endless Ferocity: When you are reduced to 0 hit points or fewer you do not fall unconscious or get knocked prone, and in addition when you make a death saving throw you can take the better of your die roll or 10. You still die at the normal negative hit point total. Does this basically give you double hp? If so, you need to be at least weakened or something (when "unconscious"). |
| #5shadowguardJun 02, 2009 16:38:07 | Does this basically give you double hp? If so, you need to be at least weakened or something (when "unconscious"). Well it just allows the Marrusault to continue fighting until it drops dead. At most it’s an extra bloodied value of hit points. The reason for this power is that its 3.5 version of it did have the power but if it’s too powerful I am defiantly open for suggestions on how to tone it down. The second part of the power is the same thing that a Warforged gets, just without the other living construct benefits. If it others have the same feeling that it’s too powerful than the weakened could be a step to tone it down. Thanks for all the input and taking the time to read the races. |
| #6RustmonsterJun 02, 2009 17:31:51 | Why is the Marrulurk (small size) slower (in speed) than the Marrusault and Marrutact (medium size)? Wouldnt something lighter be faster and nimbler? Shorter legs. I know that games usually have the whole "Small things are fast, large things are slow!" convention, that's not really the case. It's like how in 3E the Tarraque had a movement of 30ft. While being a 30ft monster. Basiclly, that would require that it takes around 2 seconds for it to take a single step. |
| #7dalorbloodmaneJun 03, 2009 16:58:51 | Any chance you could put up a picture(s) of these races? |
| #8shadowguardJun 03, 2009 19:00:38 | Any chance you could put up a picture(s) of these races? Well I found their pictures on the gallery, hopefully I will get some racial feats in soon. |
| #9bone_nagaJun 03, 2009 19:12:39 | Well it just allows the Marrusault to continue fighting until it drops dead. At most it’s an extra bloodied value of hit points. The reason for this power is that its 3.5 version of it did have the power but if it’s too powerful I am defiantly open for suggestions on how to tone it down. The second part of the power is the same thing that a Warforged gets, just without the other living construct benefits. If it others have the same feeling that it’s too powerful than the weakened could be a step to tone it down. Thanks for all the input and taking the time to read the races. I would say it is definitely too powerful. I think theres a daily power somewhere that allows something similar, but its high level and you're allowing it at will. At best, it should be 1/encounter and allow the character to fight an additional round before falling unconscious. Or maybe allow the character to fight as normal, but each round that he does so he auto-fails his death saving throw, so hes only got 3 rounds of it unless he gets healed. If auto-fail is too much, maybe give him a -5 penalty, but just do something to tone it down a bit. |
| #10shadowguardJun 03, 2009 19:33:35 | I would say it is definitely too powerful. I think theres a daily power somewhere that allows something similar, but its high level and you're allowing it at will. At best, it should be 1/encounter and allow the character to fight an additional round before falling unconscious. Or maybe allow the character to fight as normal, but each round that he does so he auto-fails his death saving throw, so hes only got 3 rounds of it unless he gets healed. If auto-fail is too much, maybe give him a -5 penalty, but just do something to tone it down a bit. So I will take out the second part of the power to allow him not to auto pass his death saving throw, and then maybe do the -5 to death saving throws. Then I will allow as an epic feat option to gain the second part of the power back. Does that sound good or do I need to still tone it down more? |
| #11bone_nagaJun 04, 2009 18:03:51 | Whenever you are creating new abilities, it is best to look at other abilities of the same level, as well as any that have the same or a similar effect. From the Avenger: Oath of the Final Strike Avenger Utility 22 Nothing can prevent you from completing the task set before you by the gods, not even death. Daily Divine Immediate Interrupt Personal Trigger: An attack reduces you to 0 hit points or fewer and doesn’t kill you Effect: You are dying but don’t fall unconscious. Until the end of your next turn, you don’t take any damage after the triggering attack, and you gain a +4 bonus to attack rolls. At the end of your next turn, you fall unconscious if you are still dying. From the Barbarian: Deny Death Barbarian Utility 10 The darkness will not swallow you until you have finished what you set out to do. Daily Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer and don’t die Effect: You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still dying. Last Stand Barbarian Utility 22 As death looms before you, you push yourself to battle on. Daily Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer and don’t die Effect: You are dying but don’t fall unconscious because of that condition. At the end of your next turn, you fall unconscious if you are still dying. Sustain Minor: You take 5 damage and don’t fall unconscious. From the Frenzied Berserker (Barbarian PP) Deathless Frenzy Frenzied Berserker Utility 12 For a time, your anger can stave off even death. Daily Primal Immediate Interrupt Personal Trigger: You drop to 0 hit points or fewer and don’t die Effect: Until you regain hit points, you are dying but don’t fall unconscious because of that condition. If you fail a death saving throw, you fall unconscious, and this effect ends. So a few things you notice is that these are all dailies, all at least paragon tier, and only 2 of those 4 allow you to remain conscious past 1 round. I'm not saying it's impossible to balance at heroic tier, but when a level 10 power only keeps you up for 1 round, then a level 1 equivalent of that power should also not exceed 1 round, and in addition to that it should bring some very steep penalties. I like the suggestion to make the character weakened. Its a big hit, but at the same time it doesn't completely invalidate the power. Also, even if you balance out the individual power, the entire group of powers for that race is way too much. You are granting a level 1 equivalent to a paragon tier power, plus fire resistance, plus a Reflex bonus, plus the actual racial power. It just seems like a bit much with all of that. Maybe make the fire resistance or endurance ability into a racial feat or something, and nix the Reflex bonus. Of course, I'm saying this with the current version still in mind, depending on how you tweak the endurance ability, maybe it will all work out fine, although I think I would still nix the Reflex bonus, as the only race I can think of that grants a direct bonus to NADs is Human. In fact, the more I think about it, the more I think it would be ok if you balance out that one ability a little more and ditch the +1 Reflex. |
| #12bone_nagaJun 04, 2009 18:06:28 | On another note, I should take a moment to mention that I haven't seen any glaring balance issues with the other races. In fact I really like some of those abilities. |
| #13shadowguardJun 04, 2009 19:16:38 | So a few things you notice is that these are all dailies, all at least paragon tier, and only 2 of those 4 allow you to remain conscious past 1 round. I'm not saying it's impossible to balance at heroic tier, but when a level 10 power only keeps you up for 1 round, then a level 1 equivalent of that power should also not exceed 1 round, and in addition to that it should bring some very steep penalties. I like the suggestion to make the character weakened. Its a big hit, but at the same time it doesn't completely invalidate the power So if I add the weakend, should the -5 penalty stay or go? Also, even if you balance out the individual power, the entire group of powers for that race is way too much. You are granting a level 1 equivalent to a paragon tier power, plus fire resistance, plus a Reflex bonus, plus the actual racial power. It just seems like a bit much with all of that. Maybe make the fire resistance or endurance ability into a racial feat or something, and nix the Reflex bonus. Actually the Reflex bonus is standard for races that have their two stat bonuses to one defense. Eladrin have a bonus to will defense and Goliaths, who have the same stats as the Marrusault, also have a bonus to the will defense. So I think the Reflex bonus is justified. Bone Naga, I really happy to have you helping out in making the Marrusaults more viable as a race and anymore input you can add is gladly appreciated. On another note, I should take a moment to mention that I haven't seen any glaring balance issues with the other races. In fact I really like some of those abilities. Well 2 out of 3 isn't so bad ![]() |
| #14bone_nagaJun 04, 2009 19:33:45 | So if I add the weakend, should the -5 penalty stay or go? Hmmmm, you know I'm not entirely sure. I'm leaning towards keeping it, but I tend to be an evil bastard as a DM, and I'm always wary of giving the players something too powerful. I think that if you add weakened, and reduce the duration to 1 round, it should be ok, but I'd like some other people to chime in on this as I'm not entirely sure. Actually the Reflex bonus is standard for races that have their two stat bonuses to one defense. Eladrin have a bonus to will defense and Goliaths, who have the same stats as the Marrusault, also have a bonus to the will defense. So I think the Reflex bonus is justified. So it is. I don't know how the hell I missed that, but I stand corrected. Disregard my earlier comment then. Bone Naga, I really happy to have you helping out in making the Marrusaults more viable as a race and anymore input you can add is gladly appreciated. Absolutely, I love checking out people's house rules. I've gotten a lot of good ideas off of this board. In fact, even though I won't be using this race, I like some of the mechanics you've introduced, and I might steal them for other applications. Besides, I know from experience how something might seem great in your mind but be horribly under or overpowered on paper. Sometimes it just takes another set of eyes to spot some of those things. Well 2 out of 3 isn't so bad I feel about the same (see my earlier comment on Reflex). |
| #15shadowguardJun 04, 2009 19:54:08 | Hmmmm, you know I'm not entirely sure. I'm leaning towards keeping it, but I tend to be an evil bastard as a DM, and I'm always wary of giving the players something too powerful. I think that if you add weakened, and reduce the duration to 1 round, it should be ok, but I'd like some other people to chime in on this as I'm not entirely sure. Hmm I see your point, I too would love to see some others weigh in on the feature. So it is. I don't know how the hell I missed that, but I stand corrected. Disregard my earlier comment then. Its all good man. Absolutely, I love checking out people's house rules. I've gotten a lot of good ideas off of this board. In fact, even though I won't be using this race, I like some of the mechanics you've introduced, and I might steal them for other applications. Besides, I know from experience how something might seem great in your mind but be horribly under or overpowered on paper. Sometimes it just takes another set of eyes to spot some of those things. Ya it’s always nice to get feedback and see your work in someone else’s perspective Well I got the Heroic tier feats done, and added some flavor in them as well. Heroic Tier Feats Enhanced Howl [Racial] Experience in battle helps carry your howl to more foes or friends. Perquisite: Marruspawn Benefit: You may add one additional target to your Nauseating Howl, Howl of Defiance, or Howl of Vigor racial power. Sand fighter [Racial] Life in the harsh wastes have trained you to fighter harder when the land gets tougher. Perquisite: Marruspawn Benefit: +2 to damage rolls when you are attacking in difficult terrain. Blessing of the Desert [Racial] The Desert is a powerful ally for those born in the wastes and it is wise to learn to live with it then against it. Perquisite: Marruspawn Benefit: +5 to Endurance checks to ignore hunger, thirst and to endure extreme weather. |
| #16bone_nagaJun 04, 2009 20:09:30 | I like those feats, especially the Sand Fighter. Lots of flavor there, the +2 bonus for the specific circumstance required is perfect, and I gives the player yet another reason to pay attention to the terrain. I absolutely love it. |
| #17shadowguardJun 10, 2009 12:54:43 | Sorry for the lack of updates, I had some stuff to do first, but I think should add some stuff soon. I edited the Marrusaults Endless Ferocity power; hopefully the power is not as unbalanced as it was before. So please take a look at it and see if it’s okay. I have some more feats, but I am worried about the power level of them, and I still need learn to do feats that grant racial powers too finish one up so I will post it later. Paragon tier feats Adaptive Genetics [Racial] After training you gain access to the untapped potential in your spawned-crafted body. Perquisite: Marruspawn Benefit: After any extended rest you may change the Resistance gained by Child of the Spawncraft to another damage type. Discriminating Hearing [Racial] Perquisite: Marruspawn Benefit:The Discriminating Hearing racial utility power replaces one of your utility powers. The power it replaces must be 12th level or higher. If you do not yet have a 12th level or higher power, you can replace the appropriate power when you gain it. Discriminating Hearing Feat Power You focus your hearing to listen to beat of your foes heart or the subtleties of change in the air. Encounter Minor action Personal Effect: You gain blindsight 6 until the end of you next turn. |
| #18bone_nagaJun 10, 2009 15:31:10 | I think Endless Ferocity is much better now (balance-wise), and still keeps to the original flavor. I'm not as good at checking paragon and epic stuff, but I'll take a closer look at the feats later on. |
| #19shadowguardJun 10, 2009 22:01:07 | I think Endless Ferocity is much better now (balance-wise), and still keeps to the original flavor. I'm not as good at checking paragon and epic stuff, but I'll take a closer look at the feats later on. Whew, I am glad that I found a way to make it more reasonable for a base race to have. Well after racial feats are looked over I have a lot of Paragon path ideas for the Marruspawn races. Marruspawn inspired. Jackal’s Shadow (Ranger): Merciless stalkers who perfect a fighting style reminiscent of a jackal’s underhanded tactics. Pinnacle of the Ancients (Wizard): Your studies bring you powers that can make even the greatest of civilizations fall to their knees. Avatar of the Waste (Warden): You channel desert into your form transforming you into a tempest of the sands. Marruspawn required. Howling Harbinger: Your Howls echo across the waste land, you are a beacon for the triumph of the Marruspawn race and the harbinger for the fall of others. Well for now their just ideas but hopefully I should churn them out soon enough. To be honest I am happy I got any feedback at all, but I would love to hear anything from anyone about the races and the feats. Any ideas for fluff or critiques on anything I have posted so far would be more than welcome, so any lurkers or people browsing races drop a post and I would be honored to reply. ![]() |
| #20shadowguardJun 13, 2009 7:50:38 | Well I updated the paragon feats so that they hopefully balanced and I will edit into the OP the Paragon paths and Feats so they can be peached all in one place. So guys like Crimson, Fireclave or anyone please PEACH this. |