Difference between revisions of "4e:Corgi"

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{{Race
+
{{4e/Race
 
| name = Corgi
 
| name = Corgi
 
| flavor = Courageous and capable canines with hearts of gold and a taste for adventure
 
| flavor = Courageous and capable canines with hearts of gold and a taste for adventure
Line 13: Line 13:
 
| skill bonuses = +2 Perception, +2 Nature
 
| skill bonuses = +2 Perception, +2 Nature
 
| racial traits =
 
| racial traits =
{{Race Trait|Dogged Determination:|You gain a +5 racial bonus to saving throws against fear.}}
+
{{4e/Race Trait|Good Dog:|You gain a +5 racial bonus to saving throws against fear.}}
{{Race Trait|Corgi Cuteness:|You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.}}
+
{{4e/Race Trait|Corgi Cuteness:|You grant allies within 5 squares of you a +1 racial bonus to Bluff and Diplomacy checks.}}
{{Race Trait|Valiant Bark:|Once per encounter, you can use the ''valiant bark'' power. }}
+
{{4e/Race Trait|Valiant Bark:|Once per encounter, you can use the ''valiant bark'' power. }}
}}
+
| racial power =
 
+
{{4e/Power|
{{Power|
 
 
| frequency = Encounter
 
| frequency = Encounter
 
| name = Valiant Bark
 
| name = Valiant Bark
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| miss =
 
| miss =
 
}}
 
}}
{{Power Extra
+
{{4e/Power Extra
 
| background = white
 
| background = white
 
| section =  
 
| section =  
 
| details = Increase to +4 bonus and -2 penalty at 11th level, and to +6 bonus and -3 penalty at 21st level.
 
| details = Increase to +4 bonus and -2 penalty at 11th level, and to +6 bonus and -3 penalty at 21st level.
 
}}
 
}}
{{Power Extra
+
{{4e/Power Extra
 
| background = grey
 
| background = grey
 
| section = Special:
 
| section = Special:
 
| details = When you create your character, choose Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.
 
| details = When you create your character, choose Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.
 
}}
 
}}
 +
}}
 +
 +
Corgis are energetic, fun loving free spirits, found almost anywhere there are people and settlements. Wandering corgis are friendly and helpful, and fellow travelers take them as a sign of good luck. Depending on the individual, corgis can be extremely hard-working or lackadaisical vagabonds who wish nothing more than to sleep under a shady tree. Above all corgis are caring, loyal, and curious to a fault.
  
 +
Corgis stand around 2 to 2-and-a-half feet tall, sometimes even as high as 3 feet tall for rare individuals. They have a glossy coat of fur that comes in an assortment of colors, though most common is the white-and-tan mix. With a foxlike shape to their features, and a regal tuft of thick fur on their chest, they have a proud and noble bearing that belies their affable nature. They wear little clothing, if any, due to their comfortable fur coat. However they will dabble in hats, vests, boots, and scarves to show off their flamboyant side. A corgi reaches adulthood at the age of 14 and generally lives half a century.
  
 +
Corgis find enjoyment in the simplest of things, chief of all the companionship of others, regardless of race or disposition. They consider elves, humans, gnomes, halflings, dwarves, and more besides to be perfect friend material. While open and charming, corgis can still be distrustful and aggressive on occasion, most usually when defending their newfound friends against enemies real or perceived.
  
Corgis are energetic, fun loving free spirits, found almost anywhere there are people and settlements. Wandering corgis are friendly and helpful, and fellow travelers take them as a sign of good luck. Depending on the individual, corgis can be extremely hard-working or lackadaisical vagabonds who wish nothing more than to sleep under a shady tree. Above all corgis are caring, loyal, and curious to a fault.
+
Corgis are most often of a cheerful, upbeat disposition. Negative emotions come rarely, but when they do, they come full-force. It takes relatively little to earn the trust of a corgi, but once that trust is broken it is hard to regain. A hardy if somewhat diminutive people, corgis prize faithfulness and friendship above most everything else, except possibly the acquisition and consumption of the finest meats and cheeses the world has to offer.
 +
 
 +
Wherever there are other races forming settlements, you will find corgis establishing themselves as a part of that settlement, whether or not anyone planned for it. Generally a kennel is a low but sturdy wooden construction that serves as something midway between an inn and a meeting hall, for those corgis who have not yet adopted themselves into the company of another. Being small and generally helpful, corgis frequently wind up becoming a part of the settlement in due time.
  
 +
The principle deity of the corgis is Lilibet, the Fairy Queen. She is the caretaker of all good corgis after their deaths, and she keeps a watchful eye over her subjects to ensure they deserve a place by her side.
  
 +
A corgi's name is most usually given to them by a close friend or family member, or sometimes ""discovered"" on their own on the way to maturity. Sometimes young corgis can remain nameless for a number of years before they finally settle on a name, or have one thrust upon them.
 +
 +
Corgis have little to no use for family or clan names, as they consider themselves to be all part of one big family. While they can tell each other apart with ease, sometimes for the sake of others less skilled, they will temporarily "adopt" an identifying name, usually one belonging to a close non-corgi friend, or the town they live in.
 +
 +
:''Male Names:'' Aled, Beckett, Corin, Cornelius, Dougal, Duncan, Ferris, Garret, Jack, Parthus, Pháidín, Nevan, Otis, Ronan
 +
:''Female Names:'' Arya, Astrid, Bronwyn, Caitlinn, Eira, Gwyn, Hazel, Lian, Olwyn, Oswin, Skye, Tegan, Zelda
  
 
'''Play a corgi if you want...'''
 
'''Play a corgi if you want...'''
 
* to be ''adorable''.
 
* to be ''adorable''.
  
 +
= Racial Feats =
 +
 +
== Heroic Tier ==
 +
====Ankle Biter====
 +
'''Prerequisite:''' Corgi, rogue, Sneak Attack class feature<br>
 +
'''Benefit:''' When you hit a Large or larger enemy and would deal Sneak Attack damage against that target, you can forgo rolling Sneak Attack damage and instead cause the target to be slowed until the end of your next turn. Using this option counts as using Sneak Attack for the round.
  
 +
====Beastkind====
 +
'''Prerequisite:''' Corgi, ranger, Beast Mastery class feature, ''valiant bark'' racial power<br>
 +
'''Benefit:''' Your beast companion can act as the origin square for your ''valiant bark'' racial power.
  
== Physical Qualities ==
+
====Big Bark====
 +
'''Prerequisite:''' Corgi, ''valiant bark'' racial power<br>
 +
'''Benefit:''' Your ''valiant bark'' racial power becomes close burst 2. This increases to close burst 3 at 11th level, and close burst 4 at 21st level.
  
Corgis stand around 2 to 2-and-a-half feet tall, sometimes even as high as 3 feet tall for rare individuals. They have a glossy coat of fur that comes in an assortment of colors, though most common is the white-and-tan mix. With a foxlike shape to their features, and a regal tuft of thick fur on their chest, they have a proud and noble bearing that belies their affable nature. They wear little clothing, if any, due to their comfortable fur coat. However they will dabble in hats, vests, boots, and scarves to show off their flamboyant side. A corgi reaches adulthood at the age of 14 and generally lives half a century.
+
====Claw Fighter====
 +
'''Prerequisite:''' Corgi<br>
 +
'''Benefit:''' 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.
  
Corgis find enjoyment in the simplest of things, chief of all the companionship of others, regardless of race or disposition. They consider elves, humans, gnomes, halflings, dwarves, and more besides to be perfect friend material. While open and charming, corgis can still be distrustful and aggressive on occasion, most usually when defending their newfound friends against enemies real or perceived.
+
====Dog Caster====
 +
'''Prerequisite:''' Corgi, any arcane class<br>
 +
'''Benefit:''' When you use an arcane encounter attack power, you can shift 2 squares before or after the action.
  
== Playing a Corgi ==
+
====Dogged Determination====
 +
'''Prerequisite:''' Corgi, any martial class<br>
 +
'''Benefit:''' You gain a +1 feat bonus to attack rolls if all your martial encounter attack powers are expended.
  
Corgis are most often of a cheerful, upbeat disposition. Negative emotions come rarely, but when they do, they come full-force. It takes relatively little to earn the trust of a corgi, but once that trust is broken it is hard to regain. A hardy if somewhat diminutive people, corgis prize faithfulness and friendship above most everything else, except possibly the acquisition and consumption of the finest meats and cheeses the world has to offer.
+
====Faithful Hound====
 +
'''Prerequisite:''' Corgi, any divine class<br>
 +
'''Benefit:''' When you use your ''valiant bark'' racial power, you may spend a healing surge.
  
Wherever there are other races forming settlements, you will find corgis establishing themselves as a part of that settlement, whether or not anyone planned for it. Generally a kennel is a low but sturdy wooden construction that serves as something midway between an inn and a meeting hall, for those corgis who have not yet adopted themselves into the company of another. Being small and generally helpful, corgis frequently wind up becoming a part of the settlement in due time.
+
====Harmonious Howling====
 +
'''Prerequisite:''' Corgi, bard<br>
 +
'''Benefit:''' You gain a +1 bonus to attack rolls for bard powers when not using an implement.
  
The principle deity of the corgis is Lilibet, the Fairy Queen. She is the caretaker of all good corgis after their deaths, and she keeps a watchful eye over her subjects to ensure they deserve a place by her side.
+
====Keen Senses====
 +
'''Prerequisite:''' Corgi<br>
 +
'''Benefit:''' You gain darkvision.<br>
 +
You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.
  
A corgi's name is most usually given to them by a close friend or family member, or sometimes ""discovered"" on their own on the way to maturity. Sometimes young corgis can remain nameless for a number of years before they finally settle on a name, or have one thrust upon them.
+
====Pack Leader====
 +
'''Prerequisite:''' Corgi, any leader class<br>
 +
'''Benefit:''' Adjacent allies gain a +1 bonus to attack rolls.
  
Corgis have little to no use for family or clan names, as they consider themselves to be all part of one big family. While they can tell each other apart with ease, sometimes for the sake of others less skilled, they will temporarily ""adopt"" an identifying name, usually one belonging to a close non-corgi friend, or the town they live in.
+
====Thick Coat====
 +
'''Prerequisite:''' Corgi<br>
 +
'''Benefit:''' You have resist cold 5 + one-half your level.
  
:''Male Names:'' Aled, Beckett, Corin, Cornelius, Dougal, Duncan, Ferris, Garret, Jack, Parthus, Pháidín, Nevan, Otis, Ronan
+
====Underdog====
:''Female Names:'' Arya, Astrid, Bronwyn, Caitlinn, Eira, Gwyn, Hazel, Lian, Olwyn, Oswin, Skye, Tegan, Zelda
+
'''Prerequisite:''' Corgi<br>
 +
'''Benefit:''' You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.
  
= Racial Feats =
+
====Wild Nature====
 +
'''Prerequisite:''' Corgi, druid<br>
 +
'''Benefit:''' When you hit an enemy within 3 squares of you with a druid encounter or daily power, you gain a +2 feat bonus to Will until the start of your next turn.
  
== Heroic Tier ==
+
====Wolf Lineage====
 +
'''Prerequisite:''' Corgi, any primal class<br>
 +
'''Benefit:''' You gain a +2 feat bonus to damage rolls against bloodied enemies. This increases to +4 at 11th level, and +6 at 21st level.
  
 
== Paragon Tier ==
 
== Paragon Tier ==
 +
 +
====Dashing Chaser====
 +
'''Prerequisite:''' 11th level, corgi, Dex 16<br>
 +
'''Benefit:''' You gain a +1 racial bonus to your speed.
 +
 +
====Hounding Their Heels====
 +
'''Prerequisite:''' 11th level, corgi<br>
 +
'''Benefit:''' When you bloody an adjacent foe, you can choose to deal an extra 1d6 + Strength modifier damage against the target.
 +
 +
====Underfoot====
 +
'''Prerequisite:''' 11th level, corgi<br>
 +
'''Benefit:''' 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.
 +
 +
====Valiant Heart====
 +
'''Prerequisite:''' 11th level, corgi, cleric<br>
 +
'''Benefit:''' If you have not yet used your racial power in an encounter, as a free action you can expend ''valiant bark'' to regain one use of your ''healing word'' power. If you do so, you don't gain the normal effect of ''valiant bark''.
  
 
== Epic Tier ==
 
== Epic Tier ==
 +
 +
====Perfect Senses====
 +
'''Prerequisite:''' 21st level, corgi, trained in Perception<br>
 +
'''Benefit:''' You ignore concealment and total concealment when attacking creatures that are within 2 squares of you. You also don't need to make Perception checks to determine the location of invisible creatures that are within 2 squares of you.
 +
 +
====Scrapper====
 +
'''Prerequisite:''' 21st level, corgi, Con 17<br>
 +
'''Benefit:''' You can use your second wind as a minor action.
 +
 +
====Unstoppable Dashing====
 +
'''Prerequisite:''' 21st level, corgi, any martial class<br>
 +
'''Benefit:''' When you charge, you can choose to make an encounter melee attack power instead of a melee basic attack.
 +
 +
====Valiant Warrior====
 +
'''Prerequisite:''' 21st level, corgi, Cha 17<br>
 +
'''Benefit:''' When you are first bloodied in an encounter, you regain the use of the ''valiant bark'' racial power if you have used it during this encounter.
  
 
= Racial Backgrounds =
 
= Racial Backgrounds =

Latest revision as of 14:42, 25 August 2021

Corgi
Courageous and capable canines with hearts of gold and a taste for adventure

RACIAL TRAITS
Average Height: 2' 8" – 3' 2"
Average Weight: 25 – 38lb.
Ability Scores: +2 Charisma, +2 Dexterity or +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Perception, +2 Nature
Good Dog: You gain a +5 racial bonus to saving throws against fear.
Corgi Cuteness: You grant allies within 5 squares of you a +1 racial bonus to Bluff and Diplomacy checks.
Valiant Bark: Once per encounter, you can use the valiant bark power.
Valiant Bark Corgi Racial Attack
Your bark is worse than your bite, but they don't know that.
Encounter ✦ Fear
Minor Action Close burst 1
Target: Each enemy in burst
Attack: Wisdom + 2 vs. Will, or Charisma + 2 vs. Will
Hit: The target takes a -1 penalty to attack rolls until the end of the encounter.
Increase to +4 bonus and -2 penalty at 11th level, and to +6 bonus and -3 penalty at 21st level.
Special: When you create your character, choose Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.


Corgis are energetic, fun loving free spirits, found almost anywhere there are people and settlements. Wandering corgis are friendly and helpful, and fellow travelers take them as a sign of good luck. Depending on the individual, corgis can be extremely hard-working or lackadaisical vagabonds who wish nothing more than to sleep under a shady tree. Above all corgis are caring, loyal, and curious to a fault.

Corgis stand around 2 to 2-and-a-half feet tall, sometimes even as high as 3 feet tall for rare individuals. They have a glossy coat of fur that comes in an assortment of colors, though most common is the white-and-tan mix. With a foxlike shape to their features, and a regal tuft of thick fur on their chest, they have a proud and noble bearing that belies their affable nature. They wear little clothing, if any, due to their comfortable fur coat. However they will dabble in hats, vests, boots, and scarves to show off their flamboyant side. A corgi reaches adulthood at the age of 14 and generally lives half a century.

Corgis find enjoyment in the simplest of things, chief of all the companionship of others, regardless of race or disposition. They consider elves, humans, gnomes, halflings, dwarves, and more besides to be perfect friend material. While open and charming, corgis can still be distrustful and aggressive on occasion, most usually when defending their newfound friends against enemies real or perceived.

Corgis are most often of a cheerful, upbeat disposition. Negative emotions come rarely, but when they do, they come full-force. It takes relatively little to earn the trust of a corgi, but once that trust is broken it is hard to regain. A hardy if somewhat diminutive people, corgis prize faithfulness and friendship above most everything else, except possibly the acquisition and consumption of the finest meats and cheeses the world has to offer.

Wherever there are other races forming settlements, you will find corgis establishing themselves as a part of that settlement, whether or not anyone planned for it. Generally a kennel is a low but sturdy wooden construction that serves as something midway between an inn and a meeting hall, for those corgis who have not yet adopted themselves into the company of another. Being small and generally helpful, corgis frequently wind up becoming a part of the settlement in due time.

The principle deity of the corgis is Lilibet, the Fairy Queen. She is the caretaker of all good corgis after their deaths, and she keeps a watchful eye over her subjects to ensure they deserve a place by her side.

A corgi's name is most usually given to them by a close friend or family member, or sometimes ""discovered"" on their own on the way to maturity. Sometimes young corgis can remain nameless for a number of years before they finally settle on a name, or have one thrust upon them.

Corgis have little to no use for family or clan names, as they consider themselves to be all part of one big family. While they can tell each other apart with ease, sometimes for the sake of others less skilled, they will temporarily "adopt" an identifying name, usually one belonging to a close non-corgi friend, or the town they live in.

Male Names: Aled, Beckett, Corin, Cornelius, Dougal, Duncan, Ferris, Garret, Jack, Parthus, Pháidín, Nevan, Otis, Ronan
Female Names: Arya, Astrid, Bronwyn, Caitlinn, Eira, Gwyn, Hazel, Lian, Olwyn, Oswin, Skye, Tegan, Zelda

Play a corgi if you want...

  • to be adorable.

Racial Feats

Heroic Tier

Ankle Biter

Prerequisite: Corgi, rogue, Sneak Attack class feature
Benefit: When you hit a Large or larger enemy and would deal Sneak Attack damage against that target, you can forgo rolling Sneak Attack damage and instead cause the target to be slowed until the end of your next turn. Using this option counts as using Sneak Attack for the round.

Beastkind

Prerequisite: Corgi, ranger, Beast Mastery class feature, valiant bark racial power
Benefit: Your beast companion can act as the origin square for your valiant bark racial power.

Big Bark

Prerequisite: Corgi, valiant bark racial power
Benefit: Your valiant bark racial power becomes close burst 2. This increases to close burst 3 at 11th level, and close burst 4 at 21st level.

Claw Fighter

Prerequisite: Corgi
Benefit: 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.

Dog Caster

Prerequisite: Corgi, any arcane class
Benefit: When you use an arcane encounter attack power, you can shift 2 squares before or after the action.

Dogged Determination

Prerequisite: Corgi, any martial class
Benefit: You gain a +1 feat bonus to attack rolls if all your martial encounter attack powers are expended.

Faithful Hound

Prerequisite: Corgi, any divine class
Benefit: When you use your valiant bark racial power, you may spend a healing surge.

Harmonious Howling

Prerequisite: Corgi, bard
Benefit: You gain a +1 bonus to attack rolls for bard powers when not using an implement.

Keen Senses

Prerequisite: Corgi
Benefit: You gain darkvision.
You gain a +5 feat bonus to Perception checks made to track and to Insight checks made to penetrate an illusion or disguise. You can use this bonus during a skill challenge if you can convince the DM that scent is relevant to the check.

Pack Leader

Prerequisite: Corgi, any leader class
Benefit: Adjacent allies gain a +1 bonus to attack rolls.

Thick Coat

Prerequisite: Corgi
Benefit: You have resist cold 5 + one-half your level.

Underdog

Prerequisite: Corgi
Benefit: You gain a +1 bonus to AC and Reflex defense against the attacks of Large or larger foes.

Wild Nature

Prerequisite: Corgi, druid
Benefit: When you hit an enemy within 3 squares of you with a druid encounter or daily power, you gain a +2 feat bonus to Will until the start of your next turn.

Wolf Lineage

Prerequisite: Corgi, any primal class
Benefit: You gain a +2 feat bonus to damage rolls against bloodied enemies. This increases to +4 at 11th level, and +6 at 21st level.

Paragon Tier

Dashing Chaser

Prerequisite: 11th level, corgi, Dex 16
Benefit: You gain a +1 racial bonus to your speed.

Hounding Their Heels

Prerequisite: 11th level, corgi
Benefit: When you bloody an adjacent foe, you can choose to deal an extra 1d6 + Strength modifier damage against the target.

Underfoot

Prerequisite: 11th level, corgi
Benefit: 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.

Valiant Heart

Prerequisite: 11th level, corgi, cleric
Benefit: If you have not yet used your racial power in an encounter, as a free action you can expend valiant bark to regain one use of your healing word power. If you do so, you don't gain the normal effect of valiant bark.

Epic Tier

Perfect Senses

Prerequisite: 21st level, corgi, trained in Perception
Benefit: You ignore concealment and total concealment when attacking creatures that are within 2 squares of you. You also don't need to make Perception checks to determine the location of invisible creatures that are within 2 squares of you.

Scrapper

Prerequisite: 21st level, corgi, Con 17
Benefit: You can use your second wind as a minor action.

Unstoppable Dashing

Prerequisite: 21st level, corgi, any martial class
Benefit: When you charge, you can choose to make an encounter melee attack power instead of a melee basic attack.

Valiant Warrior

Prerequisite: 21st level, corgi, Cha 17
Benefit: When you are first bloodied in an encounter, you regain the use of the valiant bark racial power if you have used it during this encounter.

Racial Backgrounds

Faithful Retainer

You were born into service as a squire or servant to a noble house. Did you like working for your master? Were you a good dog? Did you dream of greater things? Perhaps you were taught what you know by your doting patron. Or were your studies or your training done in secret?

Associated Skills: Diplomacy, Endurance, Insight

Feral and Free

You were born out in the wilderness, and so you are more in tune with your animal nature. Is this your first time among civilised people? Do you dislike cities, or find them fascinating? Perhaps you were born in the Feywild itself, and have an understanding of the fey races. You might get on exceptionally well with primal classes, even if you are not one yourself.

Associated Skills: Nature, Perception
Associated Languages: Giant, Goblin

Stray Dog

You raised yourself on the streets of a bustling city. Did you have to steal food to survive? Are you naturally good at slipping through packed crowds? Did you make enemies during your time as a stray? Did your life on the streets give you the skills you needed to become who you are?

Associated Skills: Streetwise, Thievery