Difference between revisions of "4e:Golden Age - Races"
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{{4e/Race Trait|Human Defense Bonus:|You gain a +1 racial bonus to Fortitude, Reflex, and Will.}} | {{4e/Race Trait|Human Defense Bonus:|You gain a +1 racial bonus to Fortitude, Reflex, and Will.}} | ||
{{4e/Race Trait|Heroic Effort:|You have the ''heroic effort'' power.}} | {{4e/Race Trait|Heroic Effort:|You have the ''heroic effort'' power.}} | ||
− | + | | racial power = | |
− | |||
{{4e/Power | {{4e/Power | ||
| frequency = Encounter | | frequency = Encounter | ||
Line 36: | Line 35: | ||
| trigger = You miss with an attack or fail a saving throw. | | trigger = You miss with an attack or fail a saving throw. | ||
| target = | | target = | ||
− | | 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. | ||
== Jedhu == | == Jedhu == | ||
Line 63: | Line 82: | ||
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.}} | In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.}} | ||
{{4e/Race Trait|Blossom Balm:|You have the ''blossom balm'' power.}} | {{4e/Race Trait|Blossom Balm:|You have the ''blossom balm'' power.}} | ||
− | + | | racial power = | |
− | |||
{{4e/Power | {{4e/Power | ||
| frequency = Encounter | | frequency = Encounter | ||
Line 78: | Line 96: | ||
| target = One creature | | 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. | | 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. | ||
== Kett == | == Kett == | ||
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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 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|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.}} | ||
+ | {{4e/Feat Table Row|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 === | === 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 == | ||
Line 128: | Line 182: | ||
{{4e/Race Trait|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.}} | {{4e/Race Trait|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.}} | ||
{{4e/Race Trait|Resolute Construction:|You have the ''resolute construction'' power.}} | {{4e/Race Trait|Resolute Construction:|You have the ''resolute construction'' power.}} | ||
− | + | | racial power = | |
− | |||
{{4e/Power | {{4e/Power | ||
| frequency = Encounter | | frequency = Encounter | ||
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| target = | | target = | ||
| 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. | ||
== Pari == | == Pari == | ||
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{{4e/Race Trait|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.}} | {{4e/Race Trait|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.}} | ||
{{4e/Race Trait|Whispers on the Wind:|You can communicate silently with any creature within 5 squares of you that shares a language with you.}} | {{4e/Race Trait|Whispers on the Wind:|You can communicate silently with any creature within 5 squares of you that shares a language with you.}} | ||
− | {{4e/Race Trait| | + | {{4e/Race Trait|Command the Winds:|You have the ''command the winds'' power.}} |
− | + | | racial power = | |
− | |||
{{4e/Power | {{4e/Power | ||
| frequency = Encounter | | frequency = Encounter | ||
− | | name = | + | | name = Command the Winds |
| class = Pari Racial | | class = Pari Racial | ||
| use = Attack | | use = Attack | ||
Line 189: | Line 255: | ||
| section = | | section = | ||
| details = Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. | | details = 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 === | === Pari Feats === | ||
+ | {{4e/Feat Table| | ||
+ | {{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.}} | ||
+ | {{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.}} | ||
+ | {{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.}} | ||
+ | {{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.}} | ||
+ | }} | ||
=== Pari Utility Powers === | === 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 == | ||
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| minweight = 110 | | minweight = 110 | ||
| maxweight = 170 | | maxweight = 170 | ||
− | | ability scores = +2 Constitution; +2 | + | | ability scores = +2 Constitution; +2 Strength ''or'' Wisdom |
| size = Medium | | size = Medium | ||
| speed = 6 squares | | speed = 6 squares | ||
Line 214: | Line 300: | ||
{{4e/Race Trait|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.}} | {{4e/Race Trait|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.}} | ||
{{4e/Race Trait|Tonguelash:|You have the ''tonguelash'' power.}} | {{4e/Race Trait|Tonguelash:|You have the ''tonguelash'' power.}} | ||
− | + | | racial power = | |
− | |||
{{4e/Power | {{4e/Power | ||
| frequency = Encounter | | frequency = Encounter | ||
Line 236: | Line 321: | ||
| details = Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. | | details = Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. | ||
}} | }} | ||
+ | {{4e/Power Extra | ||
+ | | background = gray | ||
+ | | section = Special: | ||
+ | | details = 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 === | === Salamander Feats === | ||
+ | {{4e/Feat Table| | ||
+ | {{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.}} | ||
+ | {{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.}} | ||
+ | {{4e/Feat Table Row|Stronglash|Salamander, ''tonguelash'' racial power|You can sustain any grab made using your ''tonguelash'' racial power as a free action.}} | ||
+ | {{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.}} | ||
+ | }} | ||
=== Salamander Utility Powers === | === 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 == | ||
Line 260: | Line 370: | ||
{{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. | ||
− | [[Category:Golden Age|Races]] | + | [[Category:Golden Age|Races]][[Category:4e Races| ]] |
Latest revision as of 16:57, 25 August 2021
Human ✦ Jedhu ✦ Kett ✦ Myrmidon ✦ Pari ✦ Salamander ✦ Vanara |
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. |
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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). |
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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. |