Enderman race d&d
Posted: Sat Mar 07, 2015 3:23 pm
I am going to try a d&d micro adventure on these boards. It will probably be very house ruled, including but not limited to the addition of an Enderman as a playable race. So I just wanted to get some feed back on a prototype race entry that I have worked on. please say (constructively) whether you think this is balanced or not, whether its a race people would want to be and any other advice u want.
Enderman:
Medium size (no bonus)
+2 CON, +2 STR,-4CHA. Physically sound but visually disturbing.
Speed 6
-Hydrophobic: takes 2d4 of damage for every round in contact with water or other liquid
-Natural Teleporter: Gain dimension points (dp). 100dp cap at 1st level, +10 for every level gained. Full regeneration at level change, such that total dp = 90+ (level*10). Can be restored using Eyes of Ender, End portals (active) or being in The End.
-Reactive warp: +4 ref defence. If enemy ranged attack misses by 5 or less, enderman teleports 1d4 spaces away in a 1d4 (1=N, 2=E, 3=S, 4=W) direction
-‘Someone is watching’: when an unexpected sentient creature is observing any party member, the enderman automatically makes a spot/perception check at +2 bonus as if xe was actively looking for him/her/it.
End Teleport Move action ♦At-will power
“In a scatter of purple flecks the Enderman disappears and reappears somewhere else”
Target: self
Teleport to any space 10 squares away with line of sight. Distance is measured as though walking there, e.g. a space 5 diagonal would count as 10 (5 WE direction, 5 NS direction).
Cost:
10 dp
+5 for each extra kg carried
+10 for another medium sized willing creature
Notes:
Cannot teleport into liquid or occupied space
Does not invoke attacks of opportunity.
Skill Bonuses: -2 Stealth, +2 Endurance, -5 swim, +2 Initiative, +5 Intimidate
Low-light vision
Automatic Languages: Common, Endish
Enderman:
Medium size (no bonus)
+2 CON, +2 STR,-4CHA. Physically sound but visually disturbing.
Speed 6
-Hydrophobic: takes 2d4 of damage for every round in contact with water or other liquid
-Natural Teleporter: Gain dimension points (dp). 100dp cap at 1st level, +10 for every level gained. Full regeneration at level change, such that total dp = 90+ (level*10). Can be restored using Eyes of Ender, End portals (active) or being in The End.
-Reactive warp: +4 ref defence. If enemy ranged attack misses by 5 or less, enderman teleports 1d4 spaces away in a 1d4 (1=N, 2=E, 3=S, 4=W) direction
-‘Someone is watching’: when an unexpected sentient creature is observing any party member, the enderman automatically makes a spot/perception check at +2 bonus as if xe was actively looking for him/her/it.
End Teleport Move action ♦At-will power
“In a scatter of purple flecks the Enderman disappears and reappears somewhere else”
Target: self
Teleport to any space 10 squares away with line of sight. Distance is measured as though walking there, e.g. a space 5 diagonal would count as 10 (5 WE direction, 5 NS direction).
Cost:
10 dp
+5 for each extra kg carried
+10 for another medium sized willing creature
Notes:
Cannot teleport into liquid or occupied space
Does not invoke attacks of opportunity.
Skill Bonuses: -2 Stealth, +2 Endurance, -5 swim, +2 Initiative, +5 Intimidate
Low-light vision
Automatic Languages: Common, Endish