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Help with my homebrew races (v.1.1)
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<blockquote data-quote="ff6shadow" data-source="post: 4385251" data-attributes="member: 61179"><p>A bit weak, but similar to the eldarin, it has a +1 to another defense to compensate.</p><p></p><p>The discount on crafting is probably overpowered. The encounter powers don't have a duration and most of the skill bonuses are wierd. A +4 and 4 +1s? Additionally, I feel that your handing out weapon proficiencies and a bonus to a defense to much. Maybe I'm missing some peice of their history that helps these factors make sense, but I'll give it a shot myself to help.</p><p></p><p></p><p>[sblock=Zamini]Zamini</p><p></p><p><strong>Ability Scores</strong>: +2 Str, +2 Con</p><p><strong>Size</strong>: Medium</p><p><strong>Speed</strong>: 5 Squares</p><p><strong>Visionj</strong>: Low-light</p><p></p><p><strong>Skills Bonuses</strong>- +2 Endurance, +2 Insight</p><p><strong>Earthen Stability</strong>: When an attack forces you to move - either through a push, pull or slide - you may move 1 less than the effect specifies. An effect that would move you 1 doesn't move you at all unless you want to. In addition, if an effect would knoc you prone, you may make an immediate saving throw to avoid falling prone.</p><p><strong>Earthen Resilence</strong>: You may add your Constitution modifier to the amount healed by your healing surges.</p><p></p><p><strong>Shape Stone</strong></p><p>Encounter * Racial, Zone</p><p><em>Using the magic inherent within you, you turn the ground around you into your ally.</em></p><p>Standard Action * Close Burst 2</p><p><strong>Effect</strong>: The area in the burst becomes difficult terrain. You are unhindered by this terrain. This lasts untl the end of your next turn.</p><p><strong>Sustain Minor</strong>: The zone persists.[/sblock]</p><p></p><p>[sblock=Aatashi]Aatashi</p><p></p><p><strong>Ability Scores</strong>: +2 Int, +2 Dex</p><p><strong>Size</strong>: Medium</p><p><strong>Speed</strong>: 6 Squares</p><p><strong>Visionj</strong>: Normal</p><p></p><p><strong>Skills Bonuses</strong>- +2 Perception, +2 Arcana</p><p><strong>Comprehend Languages</strong>: You have mastered the Comprehend Language ritual and are able to cast it even if you don't have the Ritual Caster feat. If you have the Ritual Caster feat, you may use this ritual 5 minutes instead of the usual 10.</p><p><strong>Light</strong>: YOu may use the Light cantrip from the wizard class as an at-will power.</p><p><strong>Fire Resistance</strong>: You have fire resistance 5 + 1/2 your level.</p><p></p><p><strong>Inner Flames</strong></p><p>Encounter * Racial, Fire</p><p><em>Using the magic inherent within you, you turn your inner passion into flames to scorch your foes.</em></p><p>Standard Action * Close Burst 1</p><p><strong>Target</strong>: All enemies in the burst.</p><p><strong>Attack</strong>: Strength +2 vs. Reflex, Dexterity +2 vs. Reflex, or Constitution +2 vs. Reflex</p><p><strong>Hit</strong>: 1d6 + Constitution modifier damage.</p><p>-----Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and +6 and 3d6 + Constitution modifier at 21st level.</p><p><strong>Special</strong>: When you create your character, choose Strength, Dexteirty, or Constitution as the ability score you use when attacking with this power. This choice cannot be changed later.[/sblock]</p><p></p><p>[sblock=Sukuni]Sukuni</p><p></p><p><strong>Ability Scores</strong>: +2 Con, +2 Cha</p><p><strong>Size</strong>: Medium</p><p><strong>Speed</strong>: 5 Squares, Swim 4 squares</p><p><strong>Visionj</strong>: Low-light</p><p></p><p><strong>Skills Bonuses</strong>- +2 Athetics, +2 Diplomacy</p><p><strong>Underwater Breathing</strong>: You can breather normally underwater</p><p></p><p><strong>Fluid Dodge</strong></p><p>Encounter * Racial</p><p><em>Moving like water, you defly move out of the way of an incoming attack.</em></p><p>Immedite Interrupt * Personal</p><p><strong>Effect</strong>: When an attac hits you, you force the attack to reroll the attack.[/sblock]</p><p></p><p>[sblock=Tuguyani]Tuguyani</p><p></p><p><strong>Ability Scores</strong>: +2 Dex, +2 Cha</p><p><strong>Size</strong>: Medium</p><p><strong>Speed</strong>: 7 Squares</p><p><strong>Visionj</strong>: Normal</p><p></p><p><strong>Skills Bonuses</strong>- +2 Acrobatics, +2 Athletics</p><p><strong>Light Build</strong>: When you fall, the fall is considered to be 10ft shorter than it really was.</p><p><strong>Mage Hand</strong>: You may use the Mage Hand cantrip at-will.</p><p></p><p><strong>Tae to the Air</strong></p><p>Encounter * Racial</p><p><em>Using the magic inherent within you, you lift yourself into the air.</em></p><p>Minor Action * Personal</p><p><strong>Effect</strong>: You gain a seed of fly 7 until the end of this turn.[/sblock]</p></blockquote><p></p>
[QUOTE="ff6shadow, post: 4385251, member: 61179"] A bit weak, but similar to the eldarin, it has a +1 to another defense to compensate. The discount on crafting is probably overpowered. The encounter powers don't have a duration and most of the skill bonuses are wierd. A +4 and 4 +1s? Additionally, I feel that your handing out weapon proficiencies and a bonus to a defense to much. Maybe I'm missing some peice of their history that helps these factors make sense, but I'll give it a shot myself to help. [sblock=Zamini]Zamini [B]Ability Scores[/B]: +2 Str, +2 Con [B]Size[/B]: Medium [B]Speed[/B]: 5 Squares [B]Visionj[/B]: Low-light [B]Skills Bonuses[/B]- +2 Endurance, +2 Insight [B]Earthen Stability[/B]: When an attack forces you to move - either through a push, pull or slide - you may move 1 less than the effect specifies. An effect that would move you 1 doesn't move you at all unless you want to. In addition, if an effect would knoc you prone, you may make an immediate saving throw to avoid falling prone. [B]Earthen Resilence[/B]: You may add your Constitution modifier to the amount healed by your healing surges. [B]Shape Stone[/B] Encounter * Racial, Zone [I]Using the magic inherent within you, you turn the ground around you into your ally.[/I] Standard Action * Close Burst 2 [B]Effect[/B]: The area in the burst becomes difficult terrain. You are unhindered by this terrain. This lasts untl the end of your next turn. [B]Sustain Minor[/B]: The zone persists.[/sblock] [sblock=Aatashi]Aatashi [B]Ability Scores[/B]: +2 Int, +2 Dex [B]Size[/B]: Medium [B]Speed[/B]: 6 Squares [B]Visionj[/B]: Normal [B]Skills Bonuses[/B]- +2 Perception, +2 Arcana [B]Comprehend Languages[/B]: You have mastered the Comprehend Language ritual and are able to cast it even if you don't have the Ritual Caster feat. If you have the Ritual Caster feat, you may use this ritual 5 minutes instead of the usual 10. [B]Light[/B]: YOu may use the Light cantrip from the wizard class as an at-will power. [B]Fire Resistance[/B]: You have fire resistance 5 + 1/2 your level. [B]Inner Flames[/B] Encounter * Racial, Fire [I]Using the magic inherent within you, you turn your inner passion into flames to scorch your foes.[/I] Standard Action * Close Burst 1 [B]Target[/B]: All enemies in the burst. [B]Attack[/B]: Strength +2 vs. Reflex, Dexterity +2 vs. Reflex, or Constitution +2 vs. Reflex [B]Hit[/B]: 1d6 + Constitution modifier damage. -----Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and +6 and 3d6 + Constitution modifier at 21st level. [B]Special[/B]: When you create your character, choose Strength, Dexteirty, or Constitution as the ability score you use when attacking with this power. This choice cannot be changed later.[/sblock] [sblock=Sukuni]Sukuni [B]Ability Scores[/B]: +2 Con, +2 Cha [B]Size[/B]: Medium [B]Speed[/B]: 5 Squares, Swim 4 squares [B]Visionj[/B]: Low-light [B]Skills Bonuses[/B]- +2 Athetics, +2 Diplomacy [B]Underwater Breathing[/B]: You can breather normally underwater [B]Fluid Dodge[/B] Encounter * Racial [I]Moving like water, you defly move out of the way of an incoming attack.[/I] Immedite Interrupt * Personal [B]Effect[/B]: When an attac hits you, you force the attack to reroll the attack.[/sblock] [sblock=Tuguyani]Tuguyani [B]Ability Scores[/B]: +2 Dex, +2 Cha [B]Size[/B]: Medium [B]Speed[/B]: 7 Squares [B]Visionj[/B]: Normal [B]Skills Bonuses[/B]- +2 Acrobatics, +2 Athletics [B]Light Build[/B]: When you fall, the fall is considered to be 10ft shorter than it really was. [B]Mage Hand[/B]: You may use the Mage Hand cantrip at-will. [B]Tae to the Air[/B] Encounter * Racial [I]Using the magic inherent within you, you lift yourself into the air.[/I] Minor Action * Personal [B]Effect[/B]: You gain a seed of fly 7 until the end of this turn.[/sblock] [/QUOTE]
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