Races 4e PHB 3

Started by Kazamatta, April 24, 2012, 04:33:48 PM

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Kazamatta

Githzerai
Minotaur
Shardmind
Wilden


Githzerai

[spoiler]
RACIAL TRAITS
Average Height: 6' 0"-6' 5"
Average Weight: 160-190 lb.
Ability Scores: 2 Wisdom: +2 Dexterity or
Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
languages: Common, Deep Speech
Skill Bonuses: +2 Acrobatics. +2 Athletics
Danger Sense: You have a ?2 racial bonus to initiative
checks.
Defended Mind: You have a +2 racial bonus to saving
throws against effects that daze. dominate. or stun.
Shifting Fortunes: When you use your second wind,
you can shift 3 squares as a free action.
Iron Mind: You have the iron mind power.
Iron Mind Githzerai Racial Powcr
I'ndl'r In ... brUIit of lUI mlacl1. you USI' In .. 1'00\\'t of )uur mimi ro
fortify yourself asainsl JIIlTm.
Encounter
Immediate Interrupt Personal
Trigger. You are hit by an attack
Effect: You gain a +2 bonus to all defenses until the end of
your next turn.
Playa githzerai if you want ...
+ to be a character who has strong planar ties.
+ to avoid attacks and stay one step ahead of your
enemies.
+ to be a  member of a race that favors the avenger,
monk. ranger. and seeker classes.[/spoiler]

Minotaur

[spoiler]
RACIAL TRAITS
Average Height: 7' r -7' 5"
Average Weight: 320-350 lb.
Ability Scores: +2 Strength: +2 Constitution or
Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common. choice of one other
Skill Bonuses: +2 Nature. +2 Perception
Vitality: You have one additional healing surge.
Ferocity: When you drop to 0 hit points or fewer. you
can make a melee basic attack as an immediate
interrupt.
Heedless Charge: You have a"'2 racial bonus to AC
against opportunity attacks you provoke during a
charge.
Goring Charge: You have the Going Charge power.
Going Charge
Encounter
Standard Action Melee 1
Effect: You charge and make the following attack in place of
a melee bask attack.
Target: One creature
Attack: Strength. Constitution, or Dexterity + 4 (6 at 11th
level and 8 at 21st level) vs. AC
Hit: 1 d6 + Strength. Constitution. or Dexterity medifier
damage. and you knock the target prone.
lewl 11: 2d6 + Strength. Constitution. or Dexterity
modifier damage.
level 21: 3d6 + Strength. (onstitutlon. or Dexterity
modifier damage.
Play as a Minitaur if you want...
to be a mighty warrior who has amazing strength
and endurance.
? to be a monstrous adventurer struggling against
villainous tendencies.
? to be a member of a race that favors the barbarian.
fighter. and warden classes.[/spoiler]

Shardmind

[spoiler]
RACIAL TRAITS
Ave rage He ight: 5' 9 -6' 0
Average Weight: 180-230 Ib,
Ability Scores: +2 Intelligence: +2 Wisdom or
Charisma
Size: Medium
Speed: 6 squares
Visio n: Normal
l anguages: Common, Deep Speech. choice of one
other
Skill Bonuses: +2 Arcana, +2 Endurance, +2 to one
other skill
Te le pathy: You can communicate telepathically with
any creature within 5 squares of you that has a
language.
Crystalline Mind: You have resist 5 psychic. The resistance
increases to 10 at 11th level and 15 at 21st
level.
Living Construct: You are a living construct. You don't
need to eat, drink. breathe. or sleep. You never have
to make Endurance checks to resist the effects of
starvation, thirst, or suffocation.
Immortal Origin: You are native to the Astral Sea. so
you are considered an immortal creature for the
purpose of effects that relate to creature origin.
Shard Swarm: You have the shard swarm power.
Shard Swarm
Encounter + Teleportation
Move Action Close burst 1
Target: Each enemy In burst
Effect: Eacn target grants combat advantage to you until
tne end of your next turn. You then teleport half your
speed.
a Shardmind if you want...
+ to play as a strange, intellectual character who has a
strong psionic flavor.
? to emhody an ancient history that makes you an
enemy of the Far Realm and Its denizens.
? to be a member of a race that favors the psion.
wizard. and Invoker classes.[/spoiler]


Wilden

[spoiler]
RACIAL TRAITS
Average Height: 5' 6".5' 9 N
Average Weight: 140-170 lb.
Ability Scores: ~2 Wisdom: +2 Constitution or
Dexterity
Size: Medium
Speed: 6 squares
Vision: low-light
languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Stealth
Fey Origin: You are native to the Feywild, so you are
considered a fey creature for the purpose of effects
that relate to creature origin,
Hardy Form: Choose Fortitude, Reflex. or Will. You
gain a +1 racial bonus to that defense.
Nature's Aspect: Whenever you complete an
extended res!. choose one of the following aspects
of nature to manifest.
Aspect of the Ancients: You can use the voyoae of
the oncienls power while you are in this aspecl.
Aspect of the Destroyer: You can use the wrath of
the destroyer power while you are in this aspect.
Aspect of the Hunter: You can use the pursuit of
the hunter power while you are in this aspect.

Wrath of the Ancients
Encounter + Teleportation
Free Action Personal
Trigger: You hit an enemy with an area or a dose attack
Effect: You teleport 3 squares. Choose a single enemy you
hit with the attack. You and one ally you can see gain
combat advantage against that enemy until the end of
your next turn.

Wrath of the Destroyer
Encounter
Immediate Reaction Personal
Trigger: A bloodied enemy attacks you or your ally adjacent
to you
Effect: You either make a melee basic attack against the
triggering enemy or charge it. If your attack hits the enemy
is also dazed until the end of your next turn.

Persuit of the Hunter
Encounter
Immediate Reaction Personal
Trigger: An enemy within 1 squares of you moves on its turn
Effect: You shift 3 squares. Until the end of your next turn,
you deal 1 d6 extra damage to the triggering enemy
when you hit it, and you Ignore the -1 penalty to attack
rolls for anacking it when It has cover or concealment.[/spoiler]