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Messages - Wretched

#1
What about elves whose forrests have been pretty much completely destroyed? It could be a cool spin on drow... making elves with dead forrests eventaully become twisted and vile. It would also give the monarchy prefrence a good reason because they would be so affraid of being Drow they would want a strong government that makes quick decisions protecting them.
#2
I was and still am seriously considering wisdom, because I myself didn't think it really fit. I just wasn't sure how the classes would fill out. But I suppose a few classes that fit them will fill under the wis score, and until I can get a shaman class worked out my shamans will just be clerics anyways.

 Also yea I was looking for a sort of gypsy type of race, since they don't really fit in in large numbers within cities. They aren't large enough of a race to really build cities so that kind of leaves them open too. I am thinking that most wouldn't wear clothing, but the rare wealthy Tenere might decorate himself with clothing. Those dwelling in the cities of other races might wear cloaks and other clothing to keep themselves concealed.
#3
Yea I had thought it was a general rule not to do so, but I noticed that Eladrin have 2 scores that contradict themselves. Dex and Int, still I am thinking about changing the int to cha because I think they would be better as warlocks than wizards... I havn't decided yet though.

edit: I ended up changing it.
#4
Hi there, i've been here awhile just observing, never really getting into making stuff of my own or even chimming in really. But i've decided to try and get something started, and I would like some critique if possible... The setting I am working on has a minor amount of oriental influence, and the religous system is an animism... The first race i've got down is a race of ratfolk.

Tenere  
Cunning scavengers who are quick on their feet, they know how to take advantage of a situation... and have no qualms with doing so.

[/i]  Racial Traits
 
 Average Height:
3'8"-4'0" Average Weight: 65-75 lb.

 ____________________
Ability Scores: +2 Dexterity, +2 Wis
Size: Small
Speed: 7
Vision: Low Light
____________________

Languages: Common, Any other
Skill Bonuses: +2 Thievery, +2 Bluff  

Children of a long forgotten spirit, these wayward creatures work hard to live in a world that shuns them.  

Great Ally Enemies that you have combat advantage over take a -2 penalty to their armor class.
Scavengers Fortitude You gain a +1 racial bonus to your fort saves. In addition you gain a +5 racial bonus to saving throws against diseases.
Careful Retreat You can use Careful retreat as an encounter power.
 
Careful Retreat
Tenere Racial Power
With a careful eye you sieze the perfect oppritunity to escape.
_______________________
Encounter Minor Action Personal
 _______________________
Special: You become immune to oppritunity attacks against one foe until the end of your next turn.  

Play a Tenere if you want...
'¢To try to overcome the adversity of the other common races.
'¢To be cautious and reserved, but having strong character and a pack mentality.
'¢To be a member of a race that favors the Rogue, Ranger, and Wizard classes.

Physical Qualities Tenere stand at almost 4 feet tall and weigh around seventy pounds. They are ratfolk, and have fur that ranges from dusk gray to chestnut brown. They have pink or black noses, and beady eyes that are black or red. They have short whiskers and long gray tails that are nearly as long as their stubby bodies. Females tend to be a little shorter and thinner.  

Playing a Tenere Each Tenere has to work hard for everything it has, so members of the race have all led hard lives. They are always looking for a way to feed themselves and their families as well as perhaps one day being more than what they are.  Almost every Tenere has stolen one thing or another in his life, and many steal every day. Tenere are always closely watched even in the most open minded cities, and few allow them to reside in their communities.

 Tenere adventurers are rare, most have families to feed and can not afford the formal training that most can. Tenere adventurers are usually exiles of their packs, kicked out for selfishly hording money and resources that should go to feed the pack. This extreme struggling to be more than what they are leads Tenere adventurers to be exemplars of their race...

   The origin of the Tenere is long forgotten, and no spirit claims to have formed them. At one time the Tenere were a united race, and lived peacefully with other races... but it is known that a devastating plauge whiped out nearly the entire species. Furthermore the survivors found themselves outcast and shunned by the other races, who feared the disease they brought with them.  Today they live a scattered race, now impervious to the disease that destroyed their ancestors. They have a bad reputation with the other races, associated with thievery and deception. Many still believe they are plauged, even though no known case has broken out since written history. Tenere are often barred entry into cities, but to find the back allies of a big city absent of at least one Tenere is an oddity.  Many Tenere do not revere the spirits, feeling abandoned and left out of the worlds affairs. However, just as many do, and form small shamanistic communities amongst themselves.  

Tenere Characteristics: Pessimistic, Careful, Oppritunistic, Quiet, Envious, Hopeful, Conservative.

EDIT: Fixed formatting issues.
#5
Campaign Elements and Design (Archived) / 4e DM's Toolkit
December 09, 2008, 07:25:58 PM
This looks interesting, maybe it will help me get all the homebrew stuff in my head onto the computer.