Nephilim (my own take)

Monty24

First Post
So, I saw the Nephilim race in the OCC pdf, and I was inspired to develop my own take. I really wanted to move the race away from the goody-two-shoes Aasimar, and merely represent them as a divinely empowered race with the mercurial nature of man. Much like the tiefling has been moved in the same direction.

I am certainly open to any and all comments, though I hope for mainly constructive criticism. I am not done however, as I am still working on racial feats and paragon paths.

Below is the mechanical information, but a more detailed expose is contained in the doc:

Nephilim can excel in any role, but tend to gravitate to the paladin’s lot more often. Nephilim clerics or warlords are not beyond imagination either.

Average Height: 6’-6’6”
Average Weight: 145-205 lbs

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common + one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Angelic Grace: You gain a +5 bonus to saving throws versus Disease.
Wings: Nephilim are born with underdeveloped wings, which can be utilized as the individual matures. At creation a Nephilim character can utilize his wings to slow any fall. As such, they do not take falling damage when conscious and unhindered (i.e. not stunned, dazed, etc.)
Divine Inspiration: Nephilim can use divine inspiration as an encounter power.


Divine Inspiration Nephilim Racial Power
A light whisper in the back of your mind guides you to the right course of action.
Encounter
Free Action Personal

Effect: You can reroll any d20, before you know the result. You must accept the second roll.
 

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The main problem I see is that Angelic Grace is WAY too powerful. A Nephilim with a 20 wisdom getting a +5 to all saving throws is absurd. There is a human feat that only gives a +1 to saving throws.

A +5 at level one means they only fail saving throws on a 1-4. At level 30 they would never fail a save because they have a +9 on saves. (with a 28 wisdom).

Edit:

Yah... I should have given constructive criticism.

Might I suggest you either change it into a flat +1 like Human Perseverance or make it something situational like the dwarves +5 vs poison.
 
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dragon_eater said:
Edit:

Yah... I should have given constructive criticism.

Might I suggest you either change it into a flat +1 like Human Perseverance or make it something situational like the dwarves +5 vs poison.

Actually, your original post was fine :)

I thought about it and I agree, auto-saves on everything would be pretty overpowered, at the least.

I think the solution is to limit it to a +5 bonus on Disease saves. The point of the power was to demonstrate their divinely influenced health, and I believe this accomplishes that, without unbalancing them too much.
 


So, I promised racial feats, and here they are, lemme know what you think. I was also wondering what anyone thought of the flavor that went along with my mechanics?


Heroic Tier

Angelic Presence [Nephilim]
Prerequisite: Nephilim
Benefit: Until you become bloodied, foes take a -1 to attacks against you. This increases to a -2 at level 11.

Stalwart Aura [Nephilim]
Prerequisite: Nephilim, Con 15
Benefit: All squares adjacent to you are considered difficult terrain.

First Molting [Nephilim]
Prerequisite: Nephilim, Str 13
Benefit: After a period of intense training you are able to develop enough strength in your wings to manage basic flight. You gain the speed Fly 8 (clumsy), when wearing Chain or lighter armor and carrying a light load, otherwise you retain only the ability to glide as before.

Paragon Tier

Improved Stalwart Aura [Nephilim]
Prerequisite: Nephilim, Con 15
Benefit: Your Aura extends to a range of 2.

Angelic Resilience [Nephilim]
Prerequisite: Nephilim
Benefit: You gain resistance 5 radiant

Second Molting [Nephilim]
Prerequisite: Nephilim, Str 15
Benefit: With Further training you are able to develop enough strength in your wings to manage normal flight. You gain the speed Fly 10, when wearing Chain or lighter armor and carrying a light load, otherwise you gain only Fly 8 (clumsy).

Epic Tier

Third Molting [Nephilim]
Prerequisite: Nephilim, Str 17, Dex 13
Benefit: With Further training you are able to develop enough strength in your wings to manage advanced flight. You gain the speed Fly 12 (hover), when wearing Chain or lighter armor and carrying a light load, otherwise you gain only Fly 10.

Improved Angelic Resilience [Nephilim]
Prerequisite: Nephilim, Angelic Resilience
Benefit: Your resistance improves to 10 radiant
 

Monty24 said:
Angelic Presence [Nephilim]
Prerequisite: Nephilim
Benefit: Until you become bloodied, foes take a -1 to attacks against you. This increases to a -2 at level 11.

This don't seem bad, though I would either remove the -2 penalty or move it to level 21.

Monty24 said:
Stalwart Aura [Nephilim]
Prerequisite: Nephilim, Con 15
Benefit: All squares adjacent to you are considered difficult terrain.

Improved Stalwart Aura [Nephilim]
Prerequisite: Nephilim, Con 15
Benefit: Your Aura extends to a range of 2.

Since difficult terrain makes it impossible for most enemies to shift. Combined with a fighters Combat Challenge means that every Fighter nephilim will have this feat which is a good sign that it is too powerful.

Not certain what a better mechanic would be.

Monty24 said:
First Molting [Nephilim]
Prerequisite: Nephilim, Str 13
Benefit: After a period of intense training you are able to develop enough strength in your wings to manage basic flight. You gain the speed Fly 8 (clumsy), when wearing Chain or lighter armor and carrying a light load, otherwise you retain only the ability to glide as before.

Second Molting [Nephilim]
Prerequisite: Nephilim, Str 15
Benefit: With Further training you are able to develop enough strength in your wings to manage normal flight. You gain the speed Fly 10, when wearing Chain or lighter armor and carrying a light load, otherwise you gain only Fly 8 (clumsy)

Third Molting [Nephilim]
Prerequisite: Nephilim, Str 17, Dex 13
Benefit: With Further training you are able to develop enough strength in your wings to manage advanced flight. You gain the speed Fly 12 (hover), when wearing Chain or lighter armor and carrying a light load, otherwise you gain only Fly 10.

These feat seem a little bit powerful. They seem very well suited to Rangers and other ranged strikers. It would mean that the DM would have to make sure there are plenty of ranged enemies to stop the Nephilim. I think I would add a balancing factor like having the flight movement require a standard action.

Monty24 said:
Angelic Resilience [Nephilim]
Prerequisite: Nephilim
Benefit: You gain resistance 5 radiant

Improved Angelic Resilience [Nephilim]
Prerequisite: Nephilim, Angelic Resilience
Benefit: Your resistance improves to 10 radiant

No problem with these.
 

I would suggest against the flight in the race. Wizards removed most flight for a reason, and I hope they keep it that way. Perhaps something like this:

Unhindered Moment
With a flash you see things as they truly are, malleable and easily circumvented.
Encounter
Minor Action, Personal, Teleportation
Effect: You may teleport 3 squares.


I hope this helps. Thanks so much for the good write up! I'll be using most of what you wrote...


Apparently somebody else found a few things...

Why not have to where only entering a square next to him counts as difficult terrain?
 
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I only really talked about Angelic Grace and the feats. Here are a couple of other ideas.

Monty24 said:
Wings: Nephilim are born with underdeveloped wings, which can be utilized as the individual matures. At creation a Nephilim character can utilize his wings to slow any fall. As such, they do not take falling damage when conscious and unhindered (i.e. not stunned, dazed, etc.)

Divine Inspiration Nephilim Racial Power
A light whisper in the back of your mind guides you to the right course of action.
Encounter
Free Action Personal

Effect: You can reroll any d20, before you know the result. You must accept the second roll.

The combination of wings and Divine Inspiration seems to put the default racial abilities above that of other races.

Divine Inspiration: While you don't know the result of your d20 before you reroll usually a Player will have a general idea of how well they do even if they don't know the DC. Maybe change it to allow a reroll of any Skill Check.

Wings: Acrobatics allow you to reduce falling damage. Maybe allow them to use reduce falling damage without being trained and give them a +5 bonus to the roll.

However if change both of them I recommend giving them some other minor bonus like +1 to fort defense.
 

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