4e:Corgi
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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.
Play a corgi if you want...
- to be adorable.
Contents
Physical Qualities
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.
Playing a Corgi
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
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.
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 bonus to Will if all your martial encounter attack powers are expended.
Paragon Tier
Epic Tier
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