Races 4e PHB 1

Started by Kazamatta, April 21, 2012, 10:10:12 AM

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Kazamatta

Races
Dragonborn
Dwarf
Eladrin
Elf
Half-Elf
Halfling
Thiefling

Description(Listed as above)

Dragonborn
[spoiler]Proud, honorable warriors,
born from the blood of an ancient dragon god
RACIAL TRAITS
Average Height: 6? 2??6? 8?
Average Weight: 220?320 lb.
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 History, +2 Intimidate
Dragonborn Fury: When you?re bloodied, you gain a +1
racial bonus to attack rolls.
Draconic Heritage: Your healing surge value is equal
to one-quarter of your maximum hit points + your
Constitution modifier.
Dragon Breath: You can use dragon breath as an
encounter power.
Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your
draconic kin blasts forth to engulf your foes.
Encounter ? Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or
Dexterity + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier
damage at 11th level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st level.
Special: When you create your character, choose Strength,
Constitution, or Dexterity as the ability score you use
when making attack rolls with this power. You also choose
the power?s damage type: acid, cold, fire, lightning, or
poison. These two choices remain throughout your character?s
life and do not change the power?s other effects.
Born to fight, dragonborn are a race of wandering
mercenaries, soldiers, and adventurers. Long ago, their
empire contended for worldwide dominion, but now
only a few rootless clans of these honorable warriors
remain to pass on their legends of ancient glory.
Play a dragonborn if you want . . .
? to look like a dragon.
? to be the proud heir of an ancient, fallen empire.
? to breathe acid, cold, fire, lightning, or poison.
? to be a member of a race that favors the warlord,
fighter, and paladin classes.[/spoiler]

Dwarf
[spoiler]Masters of stone and iron, dauntless
and unyielding in the face of adversity
RACIAL TRAITS
Average Height: 4? 3??4? 9?
Average Weight: 160?220 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws
against poison.
Dwarven Resilience: You can use your second wind as
a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency
with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed
even when it would normally be reduced by armor
or a heavy load. Other effects that limit speed (such
as difficult terrain or magical effects) affect you
normally.
Stand Your Ground: When an effect forces you to
move?through a pull, a push, or a slide?you can
move 1 square less than the effect specifies. This
means an effect that normally pulls, pushes, or slides
a target 1 square does not force you to move unless
you want to.
In addition, when an attack would knock you
prone, you can immediately make a saving throw to
avoid falling prone.
Carved from the bedrock of the universe, dwarves
endured an age of servitude to giants before winning
their freedom. Their mighty mountain fortress-cities
testify to the power of their ancient empires. Even
those who live in human cities are counted among the
staunchest defenders against the darkness that threatens
to engulf the world.
Play a dwarf if you want . . .
? to be tough, gruff, and strong as bedrock.
? to bring glory to your ancestors or serve as your
god?s right hand.
? to be able to take as much punishment as you
dish out.
? to be a member of a race that favors the paladin,
cleric, and fighter classes.[/spoiler]

Eladrin
[spoiler]Graceful warriors and wizards at home
in the eldritch twilight of the Feywild
RACIAL TRAITS
Average Height: 5? 5??6? 1?
Average Weight: 130?180 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History
Eladrin Education: You gain training in one additional
skill selected from the skill list in Chapter 5.
Eladrin Weapon Proficiency: You gain proficiency
with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will
defense.
In addition, you gain a +5 racial bonus to saving
throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative
state known as trance. You need to spend 4 hours in
this state to gain the same benefits other races gain
from taking a 6-hour extended rest. While in a trance,
you are fully aware of your surroundings and notice
approaching enemies and other events as normal.
Fey Step: You can use fey step as an encounter power.
Fey Step Eladrin Racial Power
With a step, you vanish from one place and appear in another.
Encounter ? Teleportation
Move Action Personal
Effect: Teleport up to 5 squares (see ?Teleportation,?
page 286).
Creatures of magic with strong ties to nature, eladrin
live in cities in the twilight realm of the Feywild. Their
cities lie close enough to the world that they sometimes
cross over, appearing briefly in mountain valleys or
deep forest glades before fading back into the Feywild.
Play an eladrin if you want . . .
? to be otherworldly and mysterious.
? to be graceful and intelligent.
? to teleport around the battlefield, cloaked in the
magic of the Feywild.
? to be a member of a race that favors the wizard,
rogue, and warlord classes.[/spoiler]

Elf
[spoiler]Quick, wary archers who freely roam
the forests and wilds
RACIAL TRAITS
Average Height: 5? 4??6? 0?
Average Weight: 130?170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elven Weapon Proficiency: You gain proficiency with
the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Feywild,
so you are considered a fey creature for the purpose
of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within
5 squares of you a +1 racial bonus to Perception
checks.
Wild Step: You ignore difficult terrain when you shift
(even if you have a power that allows you to shift
multiple squares).
Elven Accuracy: You can use elven accuracy as an
encounter power.
Elven Accuracy Elf Racial Power
With an instant of focus, you take careful aim at your foe and
strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it?s
lower.
Wild and free, elves guard their forested lands using
stealth and deadly arrows from the trees. They build
their homes in close harmony with the forest, so perfectly
joined that travelers often fail to notice that they
have entered an elven community until it is too late.
Play an elf if you want . . .
? to be quick, quiet, and wild.
? to lead your companions through the deep woods
and pepper your enemies with arrows.
? to be a member of a race that favors the ranger,
rogue, and cleric classes.[/spoiler]

Half-Elf
[spoiler]Born heroes and leaders who combine
the best features of humans and elves
RACIAL TRAITS
Average Height: 5? 5??6? 2?
Average Weight: 130?190 lb.
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose an at-will power
from a class different from yours. You can use that
power as an encounter power.
Dual Heritage: You can take feats that have either elf
or human as a prerequisite (as well as those specifically
for half-elves), as long as you meet any other
requirements.
Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.
Descended from elves and humans, half-elves are
a vital race in which the best features of elves and
humans often appear.
Play a half-elf if you want . . .
? to be an outgoing, enthusiastic leader.
? to be a charismatic hero equally at home in two
different cultures.
? to be a member of a race that favors the warlord,
paladin, and warlock classes.[/spoiler]

Halfling
[spoiler]Quick and resourceful wanderers,
small in stature but great in courage
RACIAL TRAITS
Average Height: 3? 10??4? 2?
Average Weight: 75?85 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Thievery
Bold: You gain a +5 racial bonus to saving throws
against fear.
Nimble Reaction: You gain a +2 racial bonus to AC
against opportunity attacks.
Second Chance: You can use second chance as an
encounter power.
Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge
your enemy?s attack.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the
attack again. The enemy uses the second roll, even if it?s
lower.
Halflings are a small race known for their resourcefulness,
quick wits, and steady nerves. They are a
nomadic folk who roam waterways and marshlands.
No people travel farther or see more of what happens
in the world than halflings.
Play a halfling if you want . . .
? to be a plucky hero who is all too easy to
underestimate.
? to be likable, warm, and friendly.
? to be a member of a race that favors the rogue,
ranger, and warlock classes.
BEING SMALL
Small characters follow most of the same rules as Medium
ones, with the following exceptions.
? You can?t use two-handed weapons (page 215), such as
greatswords and halberds.
? When you use a versatile weapon (page 217), such as a
longsword, you must use it two-handed, but you don?t
deal additional damage for doing so.[/spoiler]

Human
[spoiler]Ambitious, driven, pragmatic?a race of heroes,
and also a race of villains
RACIAL TRAITS
Average Height: 5? 6??6? 2?
Average Weight: 135?220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat?s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.
Of all the civilized races, humans are the most adaptable
and diverse. Human settlements can be found
almost anywhere, and human morals, customs, and
interests vary greatly.
Play a human if you want . . .
? to be a decisive, resourceful hero with enough
determination to face any challenge.
? to have the most versatility and flexibility of
any race.
? to be able to excel at any class you choose.[/spoiler]

Thiefling
[spoiler]Heirs of a shattered empire who live in the shadows
and do not fear the dark
RACIAL TRAITS
Average Height: 5? 6??6? 2?
Average Weight: 140?230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls
against bloodied foes.
Fire Resistance: You have resist fire 5 + one-half your
level.
Infernal Wrath: You can use infernal wrath as an
encounter power.
Infernal Wrath Tiefling Racial Power
You call upon your furious nature to improve your odds of
harming your foe.
Encounter
Minor Action Personal
Effect: You can channel your fury to gain a +1 power bonus
to your next attack roll against an enemy that hit you since
your last turn. If your attack hits and deals damage, add
your Charisma modifier as extra damage.
Heirs to an ancient, infernal bloodline, tieflings have
no realms of their own but instead live within human
kingdoms and cities. They are descended from human
nobles who bargained with dark powers, and long
ago their empire subjugated half the world. But the
empire was cast down into ruin, and tieflings were left
to make their own way in a world that often fears and
resents them.
Play a tiefling if you want . . .
? to be a hero who has a dark side to overcome.
? to be good at tricking, intimidating, or persuading
others to do your will.
? to be a member of a race that favors the warlock,
warlord, and rogue classes.[/spoiler]