Difference between revisions of "Acrozatarim/New Races"

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(Created page with " ==Genasi== My take on the genasi. I'm only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You'll also note that I've not bothered ...")
 
 
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==Genasi==
 
==Genasi==
  
My take on the genasi. I'm only going for the core 4 elemental types - weirder ones would be viable as an OUT in my game. You'll also note that I've not bothered with elemental resistances as part of the package; that's for several reasons, including the wild variance in usefulness of the different elements' associated damage types.
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All genasi possess Resistance (mundane cold, fire, lightning and thunder) 2.
  
  
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''Power - Swift as the Winds''<br>
 
''Power - Swift as the Winds''<br>
Once per battle, you may make an additional Move action during your turn. This action doesn't have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you're back on solid ground!<br>
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Once per battle, you may make an additional Move action during your turn. This action doesn't have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you're back on solid ground! If the Escalation Die is at 3 or higher, you gain an additional Standard action instead of Move action.<br>
 
''Champion Feat'': You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.<br>
 
''Champion Feat'': You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.<br>
  
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''Power - Bones of the Earth''<br>
 
''Power - Bones of the Earth''<br>
Once per battle, as a quick action, you may gain Resistance (Physical) equal to 13 + half your level (rounding up) until the beginning of your next turn.<br>
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Once per battle, as a quick action, you may gain Resistance (Physical) 14 until the beginning of your next turn. If the Escalation Die is at 3 or higher, you gain Resistance (Physical) 18 until the beginning of your next turn instead.<br>
 
''Champion Feat'': You may also shake off one source of ongoing damage or one condition, ending it immediately.<br>
 
''Champion Feat'': You may also shake off one source of ongoing damage or one condition, ending it immediately.<br>
  
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''Power - Soul Ignition''<br>
 
''Power - Soul Ignition''<br>
Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level.<br>
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Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level. If the Escalation Die is at 3 or higher, damage is equal to three times your level instead.<br>
 
''Champion Feat'': Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.<br>
 
''Champion Feat'': Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.<br>
  
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''Power - Flowing Tide''<br>
 
''Power - Flowing Tide''<br>
Once per battle, you may pop free from one engaged enemy as a quick action. If the Escalation Die is at 3 or higher, you may also pop free from all engaged enemies, or may inflict the hampered condition on the one enemy until the beginning of your next turn.<br>
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Once per battle, you may pop free from a number of engaged enemies equal to the current Escalation Die value as a quick action.<br>
''Champion Feat'': When you pop free of one engaged enemy, you may then drag them with you for the distance of one move action, and then re-engage them if you desire. You may do this to one engaged enemy even if you are popping free from several at the same time.<br>
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''Champion Feat'': When you pop free, you may pick one enemy and drag them with you for the distance of one move action, and then re-engage them if you desire.<br>
  
  
 
==Gnoll==
 
==Gnoll==
 
So gnolls in my setting are a viable player character race. They can still be pretty savage, but do not have a culture with demonic links. They're a major source of military manpower for the druid-equivalent organisation in the setting. This left me with a bit of a quandary - go for a typical rip-stuff-apart power or something more spiritual/primal? In the end I went for something that's a bit down the middle.
 
  
 
''Bonus'': +2 Str OR +2 Wis
 
''Bonus'': +2 Str OR +2 Wis
  
''Power - War Form''<br>
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''Power - Primal Blood''<br>
Once per battle, you may channel the power of your war-aspect as a quick action; until the beginning of your next turn, you gain temporary hit points equal to twice your level and a +1 bonus to your attack rolls. If you manage to make an enemy staggered or reduce them to 0 hit points during this time, this power automatically refreshes and activates itself at the beginning of your next turn, giving you a fresh batch of temporary hit points to work from and keeping the attack bonus; this continues on until you fail to stagger or fell an enemy during a turn.<br>
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Once per battle, when you stagger an enemy or reduce an enemy to 0 hit points, you may roll your recovery dice and gain temporary hit points equal to half the result. If the Escalation Die is at 3 or higher, you may also trigger this ability when you become staggered. As long as any of these temporary hit points remain, you treat all 1s rolled on damage dice for your attacks or spells as 2s instead.<br>
''Champion Feat'': If you use this power when the Escalation Die shows an even number, double the amount of temporary hit points that it gives you.<br>
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''Champion Feat'': Gain the full value rolled on your recovery dice as temporary hit points, instead of half.<br>
  
  

Latest revision as of 07:12, 16 October 2013

Genasi[edit]

All genasi possess Resistance (mundane cold, fire, lightning and thunder) 2.


Air Genasi

Bonus: +2 Dex OR +2 Cha

Power - Swift as the Winds
Once per battle, you may make an additional Move action during your turn. This action doesn't have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you're back on solid ground! If the Escalation Die is at 3 or higher, you gain an additional Standard action instead of Move action.
Champion Feat: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.


Earth Genasi

Bonus: +2 Con OR +2 Cha

Power - Bones of the Earth
Once per battle, as a quick action, you may gain Resistance (Physical) 14 until the beginning of your next turn. If the Escalation Die is at 3 or higher, you gain Resistance (Physical) 18 until the beginning of your next turn instead.
Champion Feat: You may also shake off one source of ongoing damage or one condition, ending it immediately.


Fire Genasi

Bonus: +2 Int OR +2 Cha

Power - Soul Ignition
Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level. If the Escalation Die is at 3 or higher, damage is equal to three times your level instead.
Champion Feat: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.


Water Genasi

Bonus: +2 Wis OR +2 Cha

Power - Flowing Tide
Once per battle, you may pop free from a number of engaged enemies equal to the current Escalation Die value as a quick action.
Champion Feat: When you pop free, you may pick one enemy and drag them with you for the distance of one move action, and then re-engage them if you desire.


Gnoll[edit]

Bonus: +2 Str OR +2 Wis

Power - Primal Blood
Once per battle, when you stagger an enemy or reduce an enemy to 0 hit points, you may roll your recovery dice and gain temporary hit points equal to half the result. If the Escalation Die is at 3 or higher, you may also trigger this ability when you become staggered. As long as any of these temporary hit points remain, you treat all 1s rolled on damage dice for your attacks or spells as 2s instead.
Champion Feat: Gain the full value rolled on your recovery dice as temporary hit points, instead of half.


Verman[edit]

Vermen are a rat-man style race, albeit playing with a few of the usual tropes and cliches - they are fastidiously tidy and lovers of fine things, they are not fast breeding, and they are not hunched little creatures prone to mad schemes but rather the proud and scattered remnants of a fading species. I'm still hammering out all the details of their role in the setting, but suffice to say they're rare to meet and they see humans as a dirty, fast-spawning species. The power runs off the idea that they are extremely swift to react and move, and that they are damn hard to get the drop on.

Bonus: +2 Dex OR +2 Int

Power - Lightning Reflexes
Once per battle, you may make a normal (11+) save against an attack that hits you. If successful, you simply avoid the blow. You may, if you wish, do something appropriately smug like pluck the incoming arrow out of the air or catch the blade between your palms and twist it aside.
Champion Feat: During the first round of combat, you may use this power any number of times without expending it against enemies who have a higher Initiative than you do.


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