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Vespen
Average Weight: 130-170 lbs
Average Height: 5'4''-5'10''
Abilities: +2 Wisdom, +2 Constitution or +2 Charisma
Size: Medium
Vision: Normal
Speed: 6 squares
Languages: Common, Telepathy 5
Skills: +2 Intimidate +2 Perception
Swarm: You gain the Harrying Swarm, Defending Swarm, and Sting Barrage racial powers.

Harrying Swarm Vespen Racial Power
At Will *
Minor Action Close burst 5
Requirement: You cannot use or sustain this power if you are bloodied
Target: One enemy
Effect: The target suffers a -1 penalty to attack rolls until the end of your next turn. If the target goes out of range, this effect ends.
Sustain Free: The effect continues
Special: Only one target can be affected by your harrying swarm power at a time.

Defending Swarm Vespen Racial Power
At Will *
Minor Action Personal
Requirement: You cannot use this power if you have used or sustained your harrying swarm power this turn.
Effect: You gain a +1 racial bonus to all defences until the end of your next turn.

Sting Barrage Vespen Racial Power
Your swarm converges on your target and inject virulent poison.
Encounter * Poison, Acid
Minor Action Close Burst 5
Target: An Enemy affected by your Harrying Swarm
Attack: Primary ability +3 vs. fortitude, Primary ability +6 vs. Fortitude at level 11, Primary ability +9 vs. Fortitude at level 21.
Hit: 1d6 + primary ability modifier damage. The damage increases to 2d6 + primary ability score modifier at level 11, then to 3d6 + primary ability modifier at level 21.
Special: This power scores a critical hit on a roll of 18-20.
Special: On a critical hit the target takes 5 ongoing acid and poison damage (save ends). This Ongoing damage increases to 10 at level 11, and to 15 at level 21.




Vespen are a bipedal fusion of insect and mammal that surround themselves with swarms of tiny flying drones. Vespen skin comes in various shades of yellow ranging from almost orange, to an off-cream. Their limbs, torso and the backs of their heads are covered in plates of chitin armor with luxurious fur sprouting at the wrists, elbows, shoulders, ankles, knees, hips, and a large ruff around the neck. The armor ranges from black to brown, while the fur can some in a variety of colors. The color of a vespen's fur indicates its clan. Their eyes have multiple lenses and a uniform color that varies among individuals, this color fades with age and many old vespen go blind. Six-inch long segmented antenna emerge from their foreheads.

Vespen drones are telepathically linked to each other and to their Vespen, who is also their mother. Even male Vespen spawn drones at a constant rate, although in stressful situations Vespen drone production tends to increase. These drones aid, and protect their Vespen with their lives, harrying foes, and deflecting blows.

Vespen live primarily in secluded communities, preferring to keep their distance form other population centers. However they do maintain communication and some limited trade with nearby populations in order to have news and connections in times of need.

Vespen society espouses team work, and social status is determined by the number and strength of your allies, within the community, outside friends don't count.

Despite this tendency to cluster together some Vespen leave their nests and seek their fortunes in the outside world, amongst other races.

Play a vespen if you want ...
- To command a swarm of loyal insect followers
- To play an insightful and willful race
- To play a bee


Heroic Feats

Wicked Sting [General]
Requirements: Vespen, Sting Barrage racial power
Benefits: The damage dice of your Sting Barrage racial power increases from d6's to d10's.

Thick Chitin [General]
Requirements: Vespen
Benefits: As long as you are not bloodied, you gain damage resistance 1. This increases to resistance 2 at level 11, and to resistance 3 at level 21.

Ripping Swarm [General]
Requirements: Vespen, Harrying Swarm racial power
Benefits: Any enemy who starts its turn under the affect of your Harrying swarm takes 1 damage. This damage increases to 3 at level 11, and to 5 at level 21.

Whirling Swarm [General]
Requirements: Vespen, Defending swarm racial power
Benefits: At the start of your turn if you have Defending Swarm active you may push 1 creature adjacent to you 1 square.

Defender's Swarm [General]
Requirements: Vespen, Harrying Swarm racial power
Benefits: The target of your harrying swarm power is also marked by you.

Guiding Swarm [General]
Requirements: Vespen, Harrying Swarm racial power, Defending Swarm racial power
Benefits: Allies attacking the target of your harrying swarm gain a +1 to their attack roll, allies gain a +1 bonus to attack rolls against enemies adjacent to you while you have Defending swarm active.




Ok I need some help making sure this is playable, basic balance stuff
 
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This is a cool idea, but a little overpowered. The harrowing swarm and defending swarm powers are too constant, and sting barrage might be a bit too much damage for a minor action racial encounter power. My suggestion for racial traits would be:

Chitinous Skin: You have resistance to acid damage and poison damage equal to 5 + one-half your level.
Harrowing Swarm: You gain a +1 racial bonus to all defenses against attacks made by bloodied foes.
Sting Barrage: You gain the sting barrage power.

Sting Barrage - Vespen Racial Power
Encounter * Acid, Poison
Minor Action - Close burst 10
Target: One creature in burst
Attack: Constitution, Wisdom, or Charisma + 3 (6 at 11th level and 9 at 21st level) vs. AC
Hit: 1d8 + Constitution, Wisdom, or Charisma modifier acid and poison damage.
- Level 11: 2d8 + Constitution, Wisdom, or Charisma modifier acid and poison damage.
- Level 21: 3d8 + Constitution, Wisdom, or Charisma modifier acid and poison damage.

As for the feats, they are all a bit powerful. Try toning them each down a bit; for example, Wicked Swarm could add the 2/5/7 ongoing damage on to your sting barrage power.
 

What if I knocked harrowing down to a -1? Maybe even an encounter power that recharges when the target moves out of range, and cease being bloodied.

I'm really reluctant to lose out on the feel of controlling the swarm here.

Is ongoing damage really that potent? I mean compared to the D-born is the ongoing really worth more than multiple targets?

Edit: Toned down some numbers on the racial powers and feats.
 
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What if I knocked harrowing down to a -1? Maybe even an encounter power that recharges when the target moves out of range, and cease being bloodied.

I'm really reluctant to lose out on the feel of controlling the swarm here.

Is ongoing damage really that potent? I mean compared to the D-born is the ongoing really worth more than multiple targets?

Ongoing damage is usually reserved for daily powers at 1st level, but no other racial encounter power has it to compare it to. I suppose you could keep it at 2/5/7 and it wouldn't be too bad.

However, the constant penalty to attacks is definitely too much. If it was limited to only when they attack you, it would probably work.

Make sure you don't fall into the trap of falling in love with your homebrew. Everyone makes mistakes the first time, even the official material, so don't be afraid to heavily rework your own stuff. Happy gaming!
 



Now keep in mind the attack penalty only functions when your defensive swarm is off.

If it's still over powered I could reduce the Defensive swarm to only boosting AC.
 


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