Difference between revisions of "4e:Golden Age - Races"

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| effect = You gain a +4 racial bonus to the attack roll or the saving throw.
 
| effect = You gain a +4 racial bonus to the attack roll or the saving throw.
 
}}}}
 
}}}}
 +
 +
Arising from the ashes of the ancient djinn empire, humans have inherited the drive of their former masters, but also the capacity for evil. They are a divided people, adaptable and resolute.
 +
 +
:'''Play a human if you want...'''
 +
:* to have unmatched versatility and determination.
 +
:* to become a shining example of your people.
 +
:* to be able to excel at any class you choose.
 +
 +
=== Physical Qualities ===
 +
Humans have a knack for survival in all situations, although the temptation to survive by wicked means is always there. They will face challenges head-on, regardless of climate. There are humans in the deepest jungles and upon the tallest mountains, making homes for themselves.
 +
 +
=== Background and History ===
 +
Humans were the favoured slaves of the ancient djinn empire, as their hardiness outweighed their stubborn nature.
 +
 +
=== Playing a Human ===
 +
 +
:'''Human Characteristics:'''
 +
 +
:'''Human Names:'''
  
 
=== Human Feats ===
 
=== Human Feats ===
 
+
{{4e/Feat Table}}
 
=== Human Utility Powers ===
 
=== Human Utility Powers ===
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a human utility power of the same level or lower.
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a human utility power of the same level or lower.
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| effect = You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
 
| effect = You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
 
}}}}
 
}}}}
 +
 +
Many ages ago, the Tree of Life bore fruit that learned to walk and talk in the radiance of the Divine. In the time since, the jedhu have become a tribe of wandering warrior-poets, bringing faith and life to the far-flung reaches of the world.
 +
 +
:'''Play a jedhu if you want...'''
 +
:* to be as adept with a pen as you are with a blade.
 +
:* to be a strong-rooted individual who binds your allies together.
 +
:* to be a member of a people that favours the cleric and wizard classes.
 +
 +
=== Physical Qualities ===
 +
=== Background and History ===
 +
=== Playing a Jedhu ===
 +
 +
:'''Jedhu Characteristics:'''
 +
 +
:'''Jedhu Names:'''
  
 
=== Jedhu Feats ===
 
=== Jedhu Feats ===
 
+
{{4e/Feat Table}}
 
=== Jedhu Utility Powers ===
 
=== Jedhu Utility Powers ===
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a jedhu utility power of the same level or lower.
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a jedhu utility power of the same level or lower.
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{{4e/Race Trait|Natural Leaper:|You are always considered to have a running start when jumping.}}
 
{{4e/Race Trait|Natural Leaper:|You are always considered to have a running start when jumping.}}
 
{{4e/Race Trait|On Your Feet:|You subtract 20 feet from the total distance fallen before determining damage after a fall.}}
 
{{4e/Race Trait|On Your Feet:|You subtract 20 feet from the total distance fallen before determining damage after a fall.}}
 +
| racial power =
 
}}
 
}}
 +
 +
:'''Play a kett if you want...'''
 +
:* to
 +
:* to
 +
:* to
 +
 +
=== Physical Qualities ===
 +
=== Background and History ===
 +
=== Playing a Kett ===
 +
 +
:'''Kett Characteristics:'''
 +
 +
:'''Kett Names:'''
  
 
=== Kett Feats ===
 
=== Kett Feats ===
 
 
{{4e/Feat Table|
 
{{4e/Feat Table|
 
{{4e/Feat Table Row|Can't Catch Cats|Kett|When you are grabbed by an enemy, you can make an escape attempt with a +2 feat bonus against that grab as an instant reaction.}}
 
{{4e/Feat Table Row|Can't Catch Cats|Kett|When you are grabbed by an enemy, you can make an escape attempt with a +2 feat bonus against that grab as an instant reaction.}}
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| effect = You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
 
| effect = You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.
 
}}}}
 
}}}}
 +
 +
:'''Play a myrmidon if you want...'''
 +
:* to
 +
:* to
 +
:* to
 +
 +
=== Physical Qualities ===
 +
=== Background and History ===
 +
=== Playing a Myrmidon ===
 +
 +
:'''Myrmidon Characteristics:'''
 +
 +
:'''Myrmidon Names:'''
  
 
=== Myrmidon Feats ===
 
=== Myrmidon Feats ===
 
+
{{4e/Feat Table}}
 
=== Myrmidon Utility Powers ===
 
=== Myrmidon Utility Powers ===
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a myrmidon utility power of the same level or lower.
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a myrmidon utility power of the same level or lower.
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}}}}
 
}}}}
  
=== Pari Feats ===
+
:'''Play a pari if you want...'''
 +
:* to
 +
:* to
 +
:* to
  
{{4e/Feat
+
=== Physical Qualities ===
| name of feat = Protection of the Winds
+
=== Background and History ===
| type of feat = Pari Racial Feat
+
=== Playing a Pari ===
| prerequisites =  
 
| benefits = The first time you are bloodied during an encounter, you can use your ''command the winds'' racial power as an immediate reaction, even if you had already used it during this encounter.
 
| special =  
 
}}
 
  
{{4e/Feat
+
:'''Pari Characteristics:'''
| name of feat = Stormdancer
 
| type of feat = Pari Racial Feat
 
| prerequisites =
 
| benefits = Your ''command the winds'' racial power becomes a burst 2 instead of a burst 1.
 
| special =
 
}}
 
  
{{4e/Feat
+
:'''Pari Names:'''
| name of feat = Upon the Winds
 
| type of feat = Pari Racial Feat
 
| prerequisites = 11th level
 
| benefits = After using your ''command the winds'' racial power, you gain flying until the end of your turn.
 
| special =
 
}}
 
  
{{4e/Feat
+
=== Pari Feats ===
| name of feat = Whirlwind Escape
+
{{4e/Feat Table|
| type of feat = Pari Racial Feat
+
{{4e/Feat Table Row|Protection of the Winds|Pari, ''command the winds'' racial power|The first time you are bloodied during an encounter, you can use your ''command the winds'' racial power as an immediate reaction, even if you had already used it during this encounter.}}
| prerequisites =
+
{{4e/Feat Table Row|Stormdancer|Pari, ''command the winds'' racial power|Your ''command the winds'' racial power becomes a burst 2 instead of a burst 1.}}
| benefits = You can use your ''command the winds'' racial power as an immediate reaction when grabbed, immobilized, or restrained.
+
{{4e/Feat Table Row|Upon the Winds|Pari, ''command the winds'' racial power, 11th level|After using your ''command the winds'' racial power, you gain flying until the end of your turn.}}
| special =
+
{{4e/Feat Table Row|Whirlwind Escape|Pari, ''command the winds'' racial power|You can use your ''command the winds'' racial power as an immediate reaction when grabbed, immobilized, or restrained.}}
 
}}
 
}}
  
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}}}}
 
}}}}
  
 +
:'''Play a salamander if you want...'''
 +
:* to
 +
:* to
 +
:* to
  
=== Salamander Feats ===
+
=== Physical Qualities ===
 
+
=== Background and History ===
{{4e/Feat
+
=== Playing a Salamander ===
| name of feat = Dragontongue
 
| type of feat = Salamander Racial Feat
 
| prerequisites =  
 
| benefits = Any target grabbed by your ''tonguelash'' racial power takes poison damage at the start of its turn equal to half your level.
 
| special =  
 
}}
 
  
{{4e/Feat
+
:'''Salamander Characteristics:'''
| name of feat = Longtongue
 
| type of feat = Salamander Racial Feat
 
| prerequisites =
 
| benefits = Your ''tonguelash'' racial power becomes melee 2 instead of melee 1. Additionally, when you grab the target, you pull it into an adjacent space.
 
| special =
 
}}
 
  
{{4e/Feat
+
:'''Salamander Names:'''
| name of feat = Stronglash
 
| type of feat = Salamander Racial Feat
 
| prerequisites = Str 15
 
| benefits = You can sustain any grab made using your ''tonguelash'' racial power as a free action.
 
| special =
 
}}
 
  
{{4e/Feat
+
=== Salamander Feats ===
| name of feat = Hot to the Touch
+
{{4e/Feat Table|
| type of feat = Salamander Racial Feat
+
{{4e/Feat Table Row|Dragontongue|Salamander, ''tonguelash'' racial power|Any target grabbed by your ''tonguelash'' racial power takes poison damage at the start of its turn equal to half your level.}}
| prerequisites =
+
{{4e/Feat Table Row|Longtongue|Salamander, ''tonguelash'' racial power|Your ''tonguelash'' racial power becomes melee 2 instead of melee 1. Additionally, when you grab the target, you pull it into an adjacent space.}}
| benefits = Any creature that grabs you takes fire damage at the start of its turn equal to half your level.
+
{{4e/Feat Table Row|Stronglash|Salamander, ''tonguelash'' racial power|You can sustain any grab made using your ''tonguelash'' racial power as a free action.}}
| special =
+
{{4e/Feat Table Row|Hot to the Touch|Salamander|Any creature that grabs you takes fire damage at the start of its turn equal to half your level.}}
 
}}
 
}}
  
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{{4e/Race Trait|Mimicry:|You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.}}
 
{{4e/Race Trait|Mimicry:|You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.}}
 
{{4e/Race Trait|Wild Step:|You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).}}
 
{{4e/Race Trait|Wild Step:|You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).}}
 +
| racial power =
 
}}
 
}}
 +
 +
:'''Play a vanara if you want...'''
 +
:* to
 +
:* to
 +
:* to
 +
 +
=== Physical Qualities ===
 +
=== Background and History ===
 +
=== Playing a Vanara ===
 +
 +
:'''Vanara Characteristics:'''
 +
 +
:'''Vanara Names:'''
  
 
=== Vanara Feats ===
 
=== Vanara Feats ===
 
+
{{4e/Feat Table}}
 
=== Vanara Utility Powers ===
 
=== Vanara Utility Powers ===
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a vanara utility power of the same level or lower.
 
When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a vanara utility power of the same level or lower.
  
[[Category:Golden Age|Races]]
+
[[Category:Golden Age|Races]][[Category:4e Races| ]]

Latest revision as of 16:57, 25 August 2021

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HumanJedhuKettMyrmidonPariSalamanderVanara

Human

Human
Ambitious explorers, driven leaders, eager to master the world

RACIAL TRAITS
Average Height: 5' 6" – 6' 2"
Average Weight: 135 – 220lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
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 skills list.
Human Defense Bonus: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Heroic Effort: You have the heroic effort power.
Heroic Effort Human Racial Utility Power
Your grim focus and unbridled energy means that failure is not an option.
Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.


Arising from the ashes of the ancient djinn empire, humans have inherited the drive of their former masters, but also the capacity for evil. They are a divided people, adaptable and resolute.

Play a human if you want...
  • to have unmatched versatility and determination.
  • to become a shining example of your people.
  • to be able to excel at any class you choose.

Physical Qualities

Humans have a knack for survival in all situations, although the temptation to survive by wicked means is always there. They will face challenges head-on, regardless of climate. There are humans in the deepest jungles and upon the tallest mountains, making homes for themselves.

Background and History

Humans were the favoured slaves of the ancient djinn empire, as their hardiness outweighed their stubborn nature.

Playing a Human

Human Characteristics:
Human Names:

Human Feats

Name Prerequisites Benefit
Action Surge Human +3 to attacks when you spend an action point.
Alertness - No combat advantage when surprised, +2 to Perception.

Human Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a human utility power of the same level or lower.

Jedhu

Jedhu
Offshoots of the Tree of Life, blessed with both compassion and righteousness

RACIAL TRAITS
Average Height: 5' 10" – 6' 6"
Average Weight: 170 – 240lb.
Ability Scores: +2 Constitution; +2 Intelligence or Wisdom
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Healing, +2 Nature
Strong Timber: You have a +1 racial bonus to Fortitude.
Verdant Vigor: You have one additional healing surge.
Well-Rooted: 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.

Blossom Balm: You have the blossom balm power.
Blossom Balm Jedhu Racial Utility Power
The soothing nature of your efflorescence lightens a weary spirit.
Encounter ✦ Healing
Minor Action Melee touch
Target: One creature
Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.


Many ages ago, the Tree of Life bore fruit that learned to walk and talk in the radiance of the Divine. In the time since, the jedhu have become a tribe of wandering warrior-poets, bringing faith and life to the far-flung reaches of the world.

Play a jedhu if you want...
  • to be as adept with a pen as you are with a blade.
  • to be a strong-rooted individual who binds your allies together.
  • to be a member of a people that favours the cleric and wizard classes.

Physical Qualities

Background and History

Playing a Jedhu

Jedhu Characteristics:
Jedhu Names:

Jedhu Feats

Name Prerequisites Benefit
Action Surge Human +3 to attacks when you spend an action point.
Alertness - No combat advantage when surprised, +2 to Perception.

Jedhu Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a jedhu utility power of the same level or lower.

Kett

Kett
Hunters of the desert sands, scrappy and often underestimated

RACIAL TRAITS
Average Height: 3' 0" – 3' 8"
Average Weight: 45 – 80lb.
Ability Scores: +2 Dexterity; +2 Wisdom or Charisma
Size: Small
Speed: 7 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Stealth
Cat's Grace: You have a +1 racial bonus to Reflex.
Claw Fighter: You possess vicious claws, which you can use as weapons with a +3 proficiency bonus and 1d6 damage. For purpose of powers and feats, you can treat your claws as light blades, and you are considered to have a weapon in each hand. You may enchant and disenchant your claws. When you disenchant your claws, they do not turn to dust.
Natural Leaper: You are always considered to have a running start when jumping.
On Your Feet: You subtract 20 feet from the total distance fallen before determining damage after a fall.


Play a kett if you want...
  • to
  • to
  • to

Physical Qualities

Background and History

Playing a Kett

Kett Characteristics:
Kett Names:

Kett Feats

Name Prerequisites Benefit
Can't Catch Cats Kett When you are grabbed by an enemy, you can make an escape attempt with a +2 feat bonus against that grab as an instant reaction.
Longclaw Kett Your claws increase from 1d6 damage to 1d8 damage. In addition, for purpose of powers and feats, you can choose to treat your claws as a heavy blade, instead of a light blade.
Scamper Kett, 11th level You can move through the space of a creature two or more sizes larger than you (Large or larger) without provoking opportunity attacks from that creature. You don't provoke when you leave an adjacent square to enter the target creature's space, or when you leave the target creature's space to enter an adjacent square. You still provoke attacks from other creatures. You can't end your move in another creature's space.

Kett Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a kett utility power of the same level or lower.

Myrmidon

Myrmidon
Wayward creations of brass and black iron, fiercely loyal to the bitter end

RACIAL TRAITS
Average Height: 6'8 – 7'2
Average Weight: 300 – 350lb.
Ability Scores: +2 Strength; +2 Constitution or Wisdom
Size: Medium
Speed: 5 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Intimidate, +2 Perception
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.
Living Construct: You are a living construct. You do not need to eat, drink, breathe or sleep. You never make Endurance checks to resist the effect of starvation, thirst or suffocation. All other conditions and effects affect you normally.
Multiple Arms: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
Resolute Construction: You have the resolute construction power.
Resolute Construction Myrmidon Racial Utility Power
Through sheer physical resilience, you shrug off an effect that would daunt a softer creature.
Encounter
No Action Personal
Trigger: You start your turn.
Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.


Play a myrmidon if you want...
  • to
  • to
  • to

Physical Qualities

Background and History

Playing a Myrmidon

Myrmidon Characteristics:
Myrmidon Names:

Myrmidon Feats

Name Prerequisites Benefit
Action Surge Human +3 to attacks when you spend an action point.
Alertness - No combat advantage when surprised, +2 to Perception.

Myrmidon Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a myrmidon utility power of the same level or lower.

Pari

Pari
Beguiling scions of an ancient arcane dynasty, imbued with the elemental powers of air

RACIAL TRAITS
Average Height: 4' 10" – 5' 8"
Average Weight: 130 – 180lb.
Ability Scores: +2 Charisma; +2 Dexterity or Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Arcana, +2 Insight
Defiant Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
Djinnblood: Your ancestors were kin to the djinn, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Whispers on the Wind: You can communicate silently with any creature within 5 squares of you that shares a language with you.
Command the Winds: You have the command the winds power.
Command the Winds Pari Racial Attack Power
The winds whip up around you, and send everything surrounding you spinning away.
Encounter
Minor Action Close burst 1
Target: Each creature in burst
Attack: Charisma +2 vs. Reflex
Hit: You slide the target 1 square.
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.


Play a pari if you want...
  • to
  • to
  • to

Physical Qualities

Background and History

Playing a Pari

Pari Characteristics:
Pari Names:

Pari Feats

Name Prerequisites Benefit
Protection of the Winds Pari, command the winds racial power The first time you are bloodied during an encounter, you can use your command the winds racial power as an immediate reaction, even if you had already used it during this encounter.
Stormdancer Pari, command the winds racial power Your command the winds racial power becomes a burst 2 instead of a burst 1.
Upon the Winds Pari, command the winds racial power, 11th level After using your command the winds racial power, you gain flying until the end of your turn.
Whirlwind Escape Pari, command the winds racial power You can use your command the winds racial power as an immediate reaction when grabbed, immobilized, or restrained.

Pari Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a pari utility power of the same level or lower.

Salamander

Salamander
Stout and sturdy, the inheritors of flame

RACIAL TRAITS
Average Height: 4' 2" – 4' 10"
Average Weight: 110 – 170lb.
Ability Scores: +2 Constitution; +2 Strength or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, choice of one other
Skill Bonuses: +2 Athletics, +2 Perception
Fire Resistance: You have resist fire 5 + one-half your level.
Inner Flame: You can use your second wind as a minor action instead of a standard action.
Torpor: Rather than sleep, salamanders enter a torpid state. 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 torpor, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Tonguelash: You have the tonguelash power.
Tonguelash Salamander Racial Attack Power
Your prehensile, sticky tongue entangles around your opponent's limb and holds them fast.
Encounter
Minor Action Melee 1
Target: One creature
Attack: Constitution +2 vs. Reflex
Hit: You grab the target.
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
Special: You do not need to have a hand free.


Play a salamander if you want...
  • to
  • to
  • to

Physical Qualities

Background and History

Playing a Salamander

Salamander Characteristics:
Salamander Names:

Salamander Feats

Name Prerequisites Benefit
Dragontongue Salamander, tonguelash racial power Any target grabbed by your tonguelash racial power takes poison damage at the start of its turn equal to half your level.
Longtongue Salamander, tonguelash racial power Your tonguelash racial power becomes melee 2 instead of melee 1. Additionally, when you grab the target, you pull it into an adjacent space.
Stronglash Salamander, tonguelash racial power You can sustain any grab made using your tonguelash racial power as a free action.
Hot to the Touch Salamander Any creature that grabs you takes fire damage at the start of its turn equal to half your level.

Salamander Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a salamander utility power of the same level or lower.

Vanara

Vanara
Free-spirited primates who match curiosity with pride

RACIAL TRAITS
Average Height: 5' 2" – 5' 10"
Average Weight: 140 – 200lb.
Ability Scores: +2 Wisdom; +2 Dexterity or Strength
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Athletics
Ape Grip: When you make an Athletics check to climb, you climb your speed.
Prehensile Tail: Once per round, you can spend a free action to use your tail to draw or stow an object weighing up to 1 pound. This does not give you the ability to make attacks with your tail. You can use your tail to make Thievery checks when your hands are otherwise occupied. Your tail can even use thieves' tools.
Mimicry: You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).


Play a vanara if you want...
  • to
  • to
  • to

Physical Qualities

Background and History

Playing a Vanara

Vanara Characteristics:
Vanara Names:

Vanara Feats

Name Prerequisites Benefit
Action Surge Human +3 to attacks when you spend an action point.
Alertness - No combat advantage when surprised, +2 to Perception.

Vanara Utility Powers

When your class grants you a utility power after 1st level, you can forgo taking that power. Instead you can take a vanara utility power of the same level or lower.