Homebrew races

tom.harden.2012

First Post
My parties healer got ate by two drakes (long story, but willing to share). She the player is wanting to play a bear shaman, and since I don't like the idea of pc's playing Wilden and they have a moral vendetta against dwarves I was wondering if anyone had a good homebrew race that gave con and wis bonus.

P.s I am nit good at the custom stuff so help a brother out! :]
 

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There are two races that can give a bonus to CON and WIS: Duergar (from the MM) and Svirfneblin. You could take the rules for any of these three races and just dress it up as another race.

For example, build the character with the wilden mechanics and say its a wild elf or gnome. Or change the language to dwarven and say its a wood dwarf.
 

Loxotaurs have human bodies, and elephant heads. They were magically engineered to be soldiers by an old decadent empire. They eventually rebelled, gained their freedom, and then split into two distinct cultures: the Trunks, and the Tusks. The Tusks hold to the old spartan way of life, and prize physical might and martial excellence above all else. The Trunks have rejected the spartan way of life that their race was born into. Trunks value skill and integrity, but don't favor any particular path. Either subrace has the option of Con/Wis:

Trunk Loxotaur
Size: Medium
Speed: 6 hexes
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Nature, +2 Perception
Ferocity: When you drop to 0 hit points or fewer, you can make a melee or ranged basic attack as an immediate interrupt.
Prehensile Trunk: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
Vitality: You have one additional healing surge.
Terrifying Trumpet: You can use terrifying trumpet as an encounter power.

Terrifying Trumpet
Encounter • Fear
Minor Action
Close blast 3
Targets: All creatures in area
Attack: Highest +3/6/9 vs. Will
Hit: The target takes a -2 penalty to all d20 rolls and is deafened until the end of its next turn.
Special: Deaf creatures are immune to this power.

Tusk Loxotaur *cough* minotaur
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Nature, +2 Perception
Vitality: You have one additional healing surge.
Ferocity: When you drop to 0 hit points or fewer, you can make a melee basic attack as an immediate interrupt.
Heedless Charge: You have a +2 racial bonus to AC against opportunity attacks you provoke during a charge.
Goring Charge: You can use goring charge as an encounter power.

Goring Charge
Encounter
Standard Action
Melee 1
Effect: You charge and make the following attack in place of a melee basic attack.
Target: One creature
Attack: Highest +5/8/11 vs. AC
Hit: 1d6 + Highest ability, and knock the target prone.
Increase to 2d6 at 11th level.
Increase to 3d6 at 21st level.
 

There are two races that can give a bonus to CON and WIS: Duergar (from the MM) and Svirfneblin. You could take the rules for any of these three races and just dress it up as another race.

For example, build the character with the wilden mechanics and say its a wild elf or gnome. Or change the language to dwarven and say its a wood dwarf.

Yep, a lot of my reflavoring of races, powers, and classes is simply based on "filing-off the serial numbers." A wilden can be reflavored into some sort of wood nymph, or anything that comes to mind. The mechanics stay mostly the same and the name gets changed. The player and DM get the best of both worlds, rich description and a mechanically appropriate game element.



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I Think I am going to reflavor and refluff the revenant race to give them more of a nature feel. What happens on them is that a primal sprite gets incarnated in a mortal body changing it to become a hybrids of nature and mortal, i.e a minotaur has suple bark like skin, horns and hooves made of bone hard wood and leaves and moss for hair.

Race name: the primal ones
Height: base races
Weight: base races
Size: base races
Speed base races
Vision: low light

Languages: common eleven, choice of one of base races
Skill bonuses +2, choice of base races
Fey origin: you are a primal spirte embodied in the shell of a mortal race, you are considered a fey creature for the purposes of effects that relate to origins.
 

I want to give thema racial ability based of of what kinda sPrite they have in them.

Examaples

A predator sprite gives them claws that count as daggers for there size, can not be enchanted without a perment loss of a healing surge per tier ( the strain of the enchantments are painful and draw on the bodies natural strenghth)

Prey spirit: +1 speed and +2 to defenses against OA due to part of you remembering what it was like to be forced to flee

Plant sprite: +1 ac while wearing light or no armor due to your skin being more bark like, ignores difficult plant based terrain, can go without food as long as they have water, can take an extended rest in direct sunlight with contact to fertile soil atleast once during a period of days equal to there con mod


Any advise or criticism, I'll gladly take
 

I have a few suggestions. One some "old-school" Eberron buisness, and two are from videogames.

Beasthide Shifter
A shifter of werebear descent.
Ability Scores: +2 Constitution, +2 Wisdom
Skill Bonuses: +2 Intimidate, +2 Endurance
Beasthide Shifting: You have the beasthide shifting power.

Beasthide Shifting
Encounter
Minor Action - Personal
Requirement: You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to AC and Fortitude.


Ancient
A long-lost tribe of humans with connection to the primal spirits. Occasionally the hidden bloodlines will appear among humans even to this day.
As a subrace of humans, ancients can sellect any, all, or none of the following racial features
Ability Scores - Ancients gain +2 Wisdom, and +2 to either Intelligence or Constitution. This replaces the normal human ability score bonus.
Skill Bonuses - Ancients gain a +2 racial bonus to both Nature and Religion. This feature replaces the human bonus class skill.
Voices of the Lifestream - Ancients can learn the voices of the lifestream power. This replaces the heroic effort power or bonus at-will power.

Voices of the Lifestream
You hear the voices of the spirits, who guide you with advice.
Encounter
Free Action - Personal
Trigger: You make a skill check and do not like the result.
Effect: Reroll the skill checkl. Use the second roll, even if it’s lower.


Saarebas
Among some goliath tribes, those who can speak with spirits are called "the dangerous ones." Such mages are not sent to schools, but beaten and chained, to die as slaves to regain honor lost a birth. Are you such a slave, or have you escaped to determine your own purpose?
As a subrace of goliath, saarebas can sellect any, all, or none of the following racial features.
Ability Scores - Saarebas gain +2 Constitution, and +2 to either Charisma or Wisdom. This replaces the normal goliath ability score bonus.
Zealot's Volition - You gain a +1 bonus to saving throws against the restrained or immobilized conditions. This replaces the mountain tenacity feature.
Horned Giant - You gain a +2 bonus to Intimidate checks. When you make an Intimidate check, you may roll twice and use either result. This replaces both the goliath racial bonus to athletics and the powerful athlete feature.
 
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