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==AETHEREAL MONK==
 
==AETHEREAL MONK==
The Aethereal monks are descended from an ancient race once held In thrall by psionic overlords from the depths of the earth. After the bloody uprising that won these people their freedom, ideological differences split them into two races: the Aethereal monks and the Aethereal pirates. The Aethereal monks rejected the cruel warmongering of the Aethereal pirates and withdrew to the Elemental Chaos and to remote locations in the world to follow a path of self-reflection, harnessing the power of the mind and the soul. Centuries later, the Aethereal monks remain in such locations, leading disciplined lives and observing their surroundings to determine their place in the universe.<br><br>
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The Aethereal monks are descended from an ancient race once held In thrall by psionic overlords from the depths of the earth. After the bloody uprising that won these people their freedom, Ideological differences split them into two races: the Aethereal monks and the Aethereal pirates. The Aethereal monks rejected the cruel warmongering of the Aethereal pirates and withdrew to the Elemental Chaos and to remote locations in the world to follow a path of self-reflection, harnessing the power of the mind and the soul. Centuries later, the Aethereal monks remain in such locations, leading disciplined lives and observing their surroundings to determine their place in the universe.<br><br>
 
+2 Wisdom; +2 Dexterity or Intelligence.<br>
 
+2 Wisdom; +2 Dexterity or Intelligence.<br>
 
Medium-sized. Aethereal monkish base land speed is 30 feet.<br>
 
Medium-sized. Aethereal monkish base land speed is 30 feet.<br>
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the end of your next turn. You then teleport half your speed.<br>
 
the end of your next turn. You then teleport half your speed.<br>
 
<br>
 
<br>
 +
 +
==DOPPELGANGER==
 +
Doppelgangers are shapechangers, a people able to assume the features of other humanoids. Doppelgangers' talents breed mistrust and fear, leading many changelings to hide their true nature from even their closest companions. Many Doppelgangers seek only to avoid unwanted attention and to find a place in the world.<br><br>
 +
+2 Charisma; +2 Dexterity or Intelligence.<br>
 +
Medium-sized. Doppelganger base land speed is 30 feet.<br>
 +
Normal Vision.<br>
 +
Languages: Common.<br>
 +
Skill Bonuses: +2 Bluff,+2 Insight<br>
 +
'''Shapechanger::''' You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.<br>
 +
'''Mental Defense:''' You have a +1 racial bonus to Will.<br>
 +
'''Spell-Like Abilities''': 1. You have the [[4SRD:doppelganger disguise|''doppelganger disguise'']] Doppelganger racial ability.<br>
 +
You alter your form to look like another person.<br>
 +
(Swift Action, Personal)<br>
 +
Whenever you want, you can alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics
 +
in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.<br><br>
 +
2. You have the [[4SRD:doppelganger trick|''doppelganger trick'']] Doppelganger racial ability.<br>
 +
Your feint tricks a foe into giving you an advantage.<br>
 +
(Swift Action, Melee range within 5 feet)<br>
 +
Once per encounter, you can make a Bluff check opposed by one target's passive Insight. If your check succeeds, you gain combat
 +
advantage against the target until the end of your next turn.<br><br>
  
 
==DARK ELF==
 
==DARK ELF==
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Deep gnomes live primarily in the underdeep and rarely associate with their gnomish kindred on the surface. The two bloodlines separated so long ago that few similarities remain between them beyond a natural connection to magic. Many who do not understand the deep gnomes' way of life assume they are as dark and sinister as other creatures that live deep below the earth. For this reason, they  must be vigilant against not only threats from their environment, but also from those who travel down from the surface. They have grown dour and insular by necessity, but they remain fundamentally good at heart.<br><br>
 
Deep gnomes live primarily in the underdeep and rarely associate with their gnomish kindred on the surface. The two bloodlines separated so long ago that few similarities remain between them beyond a natural connection to magic. Many who do not understand the deep gnomes' way of life assume they are as dark and sinister as other creatures that live deep below the earth. For this reason, they  must be vigilant against not only threats from their environment, but also from those who travel down from the surface. They have grown dour and insular by necessity, but they remain fundamentally good at heart.<br><br>
 
+2 Wisdom; +2 Strength or Constitution.<br>
 
+2 Wisdom; +2 Strength or Constitution.<br>
Small: Small characters use the same weapons that Medium creatures do. However, a Small character (such as a deep gnome) cannot use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and does not deal any extra damage for doing so.<br>
+
Small. Deep gnomish base land speed is 25 feet.<br>
Deep gnomish base land speed is 25 feet.<br>
 
 
Darkvision: Deep gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.<br>
 
Darkvision: Deep gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.<br>
 
Languages: Common, Deep Speech and Elven.<br>  
 
Languages: Common, Deep Speech and Elven.<br>  
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<br>
 
<br>
  
==DOPPELGANGER==
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==DRAGONKIN==
Doppelgangers are shapechangers, a people able to assume the features of other humanoids. Doppelgangers' talents breed mistrust and fear, leading many changelings to hide their true nature from even their closest companions. Many Doppelgangers seek only to avoid unwanted attention and to find a place in the world.<br><br>
+
Crowfolk are easily identified by their obviously avian appearance. Their head resembles that of a crow, complete with small, beady black eyes and a large, dark beak. Sleek black feathers cover their body, ending at the knees and elbows. Their arms and legs are covered in scaly black skin, and their hands and feet end in talons.<br><br>
+2 Charisma; +2 Dexterity or Intelligence.<br>
+
+2 Charisma; +2 Dexterity or +2 Intelligence.<br>
Medium-sized. Doppelganger base land speed is 30 feet.<br>
+
Medium-sized. Crowfolk base land speed is 30 feet.<br>
Normal Vision.<br>
+
Low-Light Vision: a crowman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
Languages: Common.<br>  
+
Languages: Common and choice of one other.<br>  
Skill Bonuses: +2 Bluff,+2 Insight<br>  
+
Skill Bonuses: +2 Bluff, +2 Stealth<br>  
'''Shapechanger::''' You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.<br>  
+
'''Mimicry:''' You can imitate sounds and voices you have heard. Each time you attempt to mimic a sound, you must succeed on a Bluff check to fool those who hear the sound into believing it is genuine.<br>  
'''Mental Defense:''' You have a +1 racial bonus to Will.<br>
+
'''Flock Effect:''' When you have combat advantage against a creature as a result of flanking it, you gain a +3 bonus to attack rolls against it, rather than the normal +2.<br>
'''Spell-Like Abilities''': 1. You have the [[4SRD:doppelganger disguise|''doppelganger disguise'']] Doppelganger racial ability.<br>  
+
'''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br>  
You alter your form to look like another person.<br>  
+
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br>  
 
(Swift Action, Personal)<br>  
 
(Swift Action, Personal)<br>  
Whenever you want, you can alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics
+
Once per encounter, you can choose one of the following effects:<br>  
in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +5 bonus to your check.<br><br>
+
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.<br>  
2. You have the [[4SRD:doppelganger trick|''doppelganger trick'']] Doppelganger racial ability.<br>
+
2. You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.<br>
Your feint tricks a foe into giving you an advantage.<br>
 
(Swift Action, Melee range within 5 feet)<br>
 
Once per encounter, you can make a Bluff check opposed by one target's passive Insight. If your check succeeds, you gain combat
 
advantage against the target until the end of your next turn.<br><br>
 
 
 
==DRAGONKIN==
 
Dragonkin resemble humanoid dragons. They are covered in scaly hide, but they do not have tails. They are tall and strongly built, often standing close to 6½ feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. A dragonborn’s eyes are a shade of red or gold. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair.<br><br>
 
+2 Charisma; +2 Strength or Constitution.<br>
 
Medium-sized. Dragonkin base land speed is 30 feet.<br>
 
Normal Vision.<br>
 
Languages: Common and Draconic.<br>  
 
Skill Bonuses: +2 History, +2 Intimidate.<br>
 
'''Dragon's Inheritance:''' Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.<br>
 
'''Dragon's Wrath:''' While you are bloodied, you gain a +1 racial bonus to attack rolls.<br>
 
'''Spell-Like Abilities''': When you select dragonkin as your character’s race, choose one of the following racial abilities:
 
1. Dragon's Blast: You have the [[4SRD:dragon's blast|''dragon's blast'']] Dragonkin racial ability.<br>
 
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.<br>
 
(Swift Action, a close blast in a cone extending 15 feet from you)<br>
 
Once per encounter, you can breathe out deadly energy which attacks every creature in a cone of 15 feet from yourself.<br>  
 
Attack with Strength, Constitution, or Dexterity +2 vs. the Reflex defense of every target. (At 11th level the bonus increases to +4, at 21st level, the bonus increases to +6.) If you hit, you deal 1d6 + Constitution modifier damage. (At 11th level the damage increases to 2d6 + Constitution modifier damage; at 21st level, the bonus increases to 3d6 + Constitution modifier damage.)<br>
 
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power’s damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character’s life and do not change the power’s other effects.<br> <br>
 
 
 
2. The Terrible Dragon: You have the [[4SRD:terrible dragon|''terrible dragon'']] Dragonkin racial ability.<br>
 
You are naturally intimidating at the best of times, and when passions strike, you are positively terrifying. Your presence causes your enemies to quake and tremble.<br>
 
(Swift Action, radius of 25 feet from yourself, which increases to 50 feet at 21st level)<br>
 
Once per encounter, you can attack each enemy in a 25 foot radius from yourself. Attack with Strength +2 or Charisma +2 vs. Will
 
(At 11th level the bonus increases to +4, at 21st level, the bonus increases to +6.) If you hit a target, it takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn.<br>
 
 
<br>
 
<br>
  
 
==DWARVES==
 
==DWARVES==
<br>
+
Crowfolk are easily identified by their obviously avian appearance. Their head resembles that of a crow, complete with small, beady black eyes and a large, dark beak. Sleek black feathers cover their body, ending at the knees and elbows. Their arms and legs are covered in scaly black skin, and their hands and feet end in talons.<br><br>
+2 Constitution; +2 Strength or +2 Wisdom<br>
+
+2 Charisma; +2 Dexterity or +2 Intelligence.<br>
Medium-sized. Dwarven base land speed is 25 feet.<br>
+
Medium-sized. Crowfolk base land speed is 30 feet.<br>
Low-Light Vision: a dwarf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
+
Low-Light Vision: a crowman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
Languages: Common and Dwarven.<br>  
+
Languages: Common and choice of one other.<br>  
Skill Bonuses: +2 Dungeoneering, +2 Endurance.<br>  
+
Skill Bonuses: +2 Bluff, +2 Stealth<br>  
'''Poison-proof:''' You have a +5 racial bonus to saving throws against poison.<br>
+
'''Mimicry:''' You can imitate sounds and voices you have heard. Each time you attempt to mimic a sound, you must succeed on a Bluff check to fool those who hear the sound into believing it is genuine.<br>  
'''Dwarven Weapon Proficiency:''' You gain proficiency with the throwing hammer and the warhammer.<br>
+
'''Flock Effect:''' When you have combat advantage against a creature as a result of flanking it, you gain a +3 bonus to attack rolls against it, rather than the normal +2.<br>
'''Unburdened Speed:''' You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.<br>
+
'''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br>
'''Immovable:''' 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 make a saving throw to avoid falling prone.<br>  
+
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br>  
'''Spell-Like Abilities''': You have the [[4SRD:dwarven hardiness|''dwarven hardiness'']] Dwarven racial ability.<br>  
 
 
(Swift Action, Personal)<br>  
 
(Swift Action, Personal)<br>  
Once per encounter, you use your second wind as a swift action.
+
Once per encounter, you can choose one of the following effects:<br>
<br>
+
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.<br>
 +
2. You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.<br>
 
<br>
 
<br>
  
 
==GHOST==
 
==GHOST==
Ghosts are souls of the dead returned to a semblance of life by the god of death or some other supernatural agency. These ghosts do not appear as undead horrors or even anything like their former selves. When a god or other powerful being reincarnates these souls, they exist as his special creations, and they have the bodies of his choosing and creation. In this way, such souls are always marked as representatives of the god’s power. They emerge from the shadow of death fully formed and fully grown, set to handle whatever tasks they have been returned to deal with.<br><br>
+
Crowfolk are easily identified by their obviously avian appearance. Their head resembles that of a crow, complete with small, beady black eyes and a large, dark beak. Sleek black feathers cover their body, ending at the knees and elbows. Their arms and legs are covered in scaly black skin, and their hands and feet end in talons.<br><br>
+2 Dexterity; +2 Constitution or Charisma.<br>
+
+2 Charisma; +2 Dexterity or +2 Intelligence.<br>
Medium-sized. Ghostly base land speed is 30 feet.<br>
+
Medium-sized. Crowfolk base land speed is 30 feet.<br>
Low-Light Vision: a ghost can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
+
Low-Light Vision: a crowman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Languages: Common and choice of one other.<br>  
 
Languages: Common and choice of one other.<br>  
Skill Bonuses: +2 Endurance, +2 Intimidate.<br>  
+
Skill Bonuses: +2 Bluff, +2 Stealth<br>  
'''Former Life:''' Select a race other than revenant. You are also considered a member of that race for the purpose of meeting prerequisites, such as feat or paragon path prerequisites.<br>
+
'''Mimicry:''' You can imitate sounds and voices you have heard. Each time you attempt to mimic a sound, you must succeed on a Bluff check to fool those who hear the sound into believing it is genuine.<br>  
'''Undead:''' You are considered an undead creature for the purpose of effects that relate to the undead keyword. You are also considered a living creature.<br>
+
'''Flock Effect:''' When you have combat advantage against a creature as a result of flanking it, you gain a +3 bonus to attack rolls against it, rather than the normal +2.<br>
'''Unnatural Vitality:''' When you drop to 0 hit points or fewer and are subjected to the dying condition, you can choose to be dazed, instead of falling unconscious. You make death saving throws as normal, and if you fail one, you fall unconscious instead of being dazed.<br>
+
'''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br>  
'''Spell-Like Abilities''': You have the [[4SRD:grim reaper|''grim reaper'']] Ghostly racial ability.<br>  
+
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br>  
You use one death as the seed to sow more destruction.<br>  
+
(Swift Action, Personal)<br>  
(Free Action, range 25 feet)<br>  
+
Once per encounter, you can choose one of the following effects:<br>
Once per encounter, when a creature within 25 feet of you is reduced to 0 hit points, then one creature of your choice that you hit with an attack before the end of your next turn takes extra Necrotic damage equal to 1d8 + your Constitution modifier or Charisma modifier.
+
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.<br>
<br>
+
2. You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.<br>
 
<br>
 
<br>
  
 
==GIANTKIN==
 
==GIANTKIN==
Giantkin tower over even dragonborn, standing between 7 and 8 feet tall. Their skin is gray or brown, mottled with darker patches that they believe hint at some aspect of each Giantkin’s fate or destiny. Their skin is speckled with lithoderms, coin-sized growths of bone that appear like pebbles studding their arms, shoulders, torso, and head. A bony ridge juts over their gleaming blue or green eyes. Male Giantkin are bald, and females have dark hair they typically grow long and wear in braids.
+
Crowfolk are easily identified by their obviously avian appearance. Their head resembles that of a crow, complete with small, beady black eyes and a large, dark beak. Sleek black feathers cover their body, ending at the knees and elbows. Their arms and legs are covered in scaly black skin, and their hands and feet end in talons.<br><br>
Giantkin have life spans comparable to those of humans.
+
+2 Charisma; +2 Dexterity or +2 Intelligence.<br>
<br><br>
+
Medium-sized. Crowfolk base land speed is 30 feet.<br>
+2 Strength; +2 Constitution or Wisdom.<br>
+
Low-Light Vision: a crowman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
Medium-sized. Giantkin base land speed is 30 feet.<br>
+
Languages: Common and choice of one other.<br>  
Normal Vision.<br>
+
Skill Bonuses: +2 Bluff, +2 Stealth<br>  
Languages: Common and choice of either Dwarven or Giantish.<br>  
+
'''Mimicry:''' You can imitate sounds and voices you have heard. Each time you attempt to mimic a sound, you must succeed on a Bluff check to fool those who hear the sound into believing it is genuine.<br>  
Skill Bonuses: +2 Athletics, +2 Nature.<br>  
+
'''Flock Effect:''' When you have combat advantage against a creature as a result of flanking it, you gain a +3 bonus to attack rolls against it, rather than the normal +2.<br>
'''Mountain's Stubbornness:''' You have a +1 racial bonus to Will.<br>  
+
'''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br>  
'''Powerful Athlete:''' When you make an Athletics check to jump or climb, roll twice and use either result.<br>
+
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br>  
'''Spell-Like Abilities''': You have the [[4SRD:skin of stone|''skin of stone'']] Giantkin racial ability.<br>  
 
Your foes’ attacks bounce off your stony hide.<br>  
 
 
(Swift Action, Personal)<br>  
 
(Swift Action, Personal)<br>  
Once per encounter, you can gain a resistance of 5 to all damage until the end of your next turn. (At 11th level you can resist 10 to all damage; at 21st level you can resist 15 to all damage.)<br>
+
Once per encounter, you can choose one of the following effects:<br>
 +
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.<br>
 +
2. You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.<br>
 
<br>
 
<br>
  
 
==GNOLL==
 
==GNOLL==
Gnolls tower over humans, with the average gnoll standing over 7 feet tall. Despite their physical strength, gnolls are lean; gnolls are rarely musclebound, and they move with remarkable speed. Their eyes are bright green or yellow, and gleam whenever they catch the light. Gnolls are covered with a thick coat of fur, which generally ranges from light to dark brown; depending on the clan, this might be a uniform color, or broken up by stripes or spots. A number of gnoll bloodlines have members (both male and female) who possess crestlike manes of hair that run from the head and down the spine; these rise up when gnolls are frightened or angry.<br>
+
Crowfolk are easily identified by their obviously avian appearance. Their head resembles that of a crow, complete with small, beady black eyes and a large, dark beak. Sleek black feathers cover their body, ending at the knees and elbows. Their arms and legs are covered in scaly black skin, and their hands and feet end in talons.<br><br>
Although these are general traits, the traces of demonic blood in gnolls can produce unusual features. An obvious example of this are the talons of the gnoll claw fighter, but this can manifest in lesser ways. A gnoll might have gleaming red eyes, or black fur with fiery orange spots; a wide range of variation is possible.<br>
+
+2 Charisma; +2 Dexterity or +2 Intelligence.<br>
Gnolls mature with remarkable speed for intelligent humanoids; some cite this as proof of their demonic heritage and suggest that it is unnatural for a creature to be ready for battle so soon after birth. They have short life spans—in fact, they rarely live longer than thirty years, but they typically remain remarkably strong and vigorous right up to the end of their days. When their strength leaves them, it is a sudden and catastrophic decline.<br><br>
+
Medium-sized. Crowfolk base land speed is 30 feet.<br>
+2 Constitution, +2 Dexterity.<br>
+
Low-Light Vision: a crowman can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
Medium-sized. Gnollish base land speed is 35 feet.<br>
+
Languages: Common and choice of one other.<br>  
Low-Light Vision: a Gnoll can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
+
Skill Bonuses: +2 Bluff, +2 Stealth<br>  
Languages: Common and Abysmal.<br>  
+
'''Mimicry:''' You can imitate sounds and voices you have heard. Each time you attempt to mimic a sound, you must succeed on a Bluff check to fool those who hear the sound into believing it is genuine.<br>  
Skill Bonuses: +2 Intimidate, +2 Perception.<br>  
+
'''Flock Effect:''' When you have combat advantage against a creature as a result of flanking it, you gain a +3 bonus to attack rolls against it, rather than the normal +2.<br>
'''Blood Fury:''' While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.<br>  
+
'''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br>  
'''Pack Attack:''' You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.<br>
+
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br>  
'''Spell-Like Abilities''': You have the [[4SRD:charge of ferocity|''charge of ferocity'']] Gnollish racial ability.<br>  
+
(Swift Action, Personal)<br>  
You lunge toward the enemy and, with a tirade of curses, unleash the wrath of your bloodthirsty god upon your hapless foe..<br>  
+
Once per encounter, you can choose one of the following effects:<br>
(Standard Action, Personal)<br>  
+
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.<br>
Once per encounter, you can charge and deal an extra 2 damage on a sucessful attack. (Increase the extra damage to 4 at 11th level and to 6 at 21st level.) If you are bloodied, double the extra damage and gain an equal number of temporary hit points.<br>
+
2. You use the aid another or the aid attack action. If you succeed, you grant a +3 bonus, rather than the normal +2 bonus.<br>
 
<br>
 
<br>
  
 
==GNOME==
 
==GNOME==
 
+2 Intelligence; +2 Dexterity or Charisma.<br>
 
+2 Intelligence; +2 Dexterity or Charisma.<br>
Small: Small characters use the same weapons that Medium creatures do. However, a Small character (such as a gnome) cannot use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and does not deal any extra damage for doing so.<br>
+
Small: As a Small creature, a [[4SRD:Gnome|Gnome]] must use a Versatile Weapon in two hands and cannot wield a Two-handed Melee Weapon.<br>
 
Gnome base land speed is 25 feet.<br>
 
Gnome base land speed is 25 feet.<br>
 
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Languages: Common and Elven.<br>  
 
Languages: Common and Elven.<br>  
'''Fey Origin:''' Your ancestors were native to Faerie, so you are considered a fey creature for the purpose
+
Spell-Like Abilities: Fey Origin: Your ancestors were native to Faerie, so you are considered a fey creature for the purpose
 
of effects that relate to creature origin.<br>
 
of effects that relate to creature origin.<br>
'''Master Trickster:''' Once per encounter, you can use the wizard cantrip ghost sound as a minor action.<br>
+
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.<br>
'''Reactive Stealth:''' If you have any cover or concealment when you make an initiative check, you can make a Stealth check.<br>
+
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.<br>
'''Trickster’s Cunning:''' You have a +5 racial bonus to saving throws against illusions.<br>
+
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.<br>
'''Spell-like Abilities:''' You have the [[4SRD:Vanish|''Vanish'']] gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)<br>
+
'''Vanish:''' You have the [[4SRD:Vanish|''Vanish'']] gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)<br>
 
When you take damage, you become invisible until you attack or until the end of your next turn.<br>
 
When you take damage, you become invisible until you attack or until the end of your next turn.<br>
 
<br>
 
<br>
  
 
==GOBLIN==
 
==GOBLIN==
 
+2 Dexterity, +2 Charisma or Wisdom.<br>
 
Small: Small characters use the same weapons that Medium creatures do. However, a Small character (such as a Goblin) cannot use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and does not deal any extra damage for doing so.<br>
 
Goblin base land speed is 30 feet.<br>
 
Low-Light Vision: a Goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Languages: Common and Goblin.<br>
 
Skill Bonuses: +2 Bluff, +2 Stealth.<br>
 
'''Goblin Nimbleness:''' You gain a +1 racial bonus to Reflex.<br>
 
'''Spell-Like Abilities''': You have the [[4SRD:goblin slipperiness|''goblin slipperiness'']] Goblin racial ability.<br>
 
You avoid your enemy’s blow and cleverly dodge away.<br>
 
(Immediate Reaction, Personal)<br>
 
Any time an enemy misses you with a melee attack, you can shift 1 square.<br>
 
<br>
 
 
 
==HALF-DWARF==
 
==HALF-DWARF==
Muscular and fit, half-dwarves resemble powerfully built humans. Although one might expect half-dwarves to average somewhere between dwarf and human stature, they are taller than most humans. Male half-dwarves have truly heroic proportions—broad shoulders, narrow waists, powerful thighs, and thick arms. Females, while not as heavily muscled, are tall, strong, and athletic. Many half-dwarves of both genders are hairless, although some grow topknots of dark hair. Their faces hint at their dwarven ancestry, with strong, stern features and small, swept-back ears that come to subtle points. Half-dwarven skin and eye colors are as varied as they are in humans, but many half-dwarves have a copper or deeply bronzed complexion, and a few have eyes of a startling honey-gold or green-gold color.<br>
 
Half-dwarves have little collective racial identity and adopt the dress and fashion of their homes. However, they are fond of tattoos and favor simple geometric patterns rather than depictions of creatures or objects. In this way, they honor their dwarven heritage with designs reminiscent of dwarven motifs. Half-dwarves have life spans comparable to those of humans.<br><br>
 
+2 Constitution; +2 Strength or Wisdom.<br>
 
Medium-sized.<br>
 
Half-dwarven base land speed is 25 feet.<br>
 
Normal Vision.<br>
 
Languages: Common and Dwarven.<br>
 
'''Born of Two Races:''' Select either human or dwarf. You can take feats that have your choice as a prerequisite (as well as those specifically for half-dwarves), as long as you meet any other requirements.<br>
 
'''Half-dwarven Vigour:''' Increase your number of healing surges by one..<br>
 
'''Tireless:''' You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of an extended rest.<br>
 
'''Spell-like Abilities:''' You have the [[4SRD:unbelievable toughness|''unbelievable toughness'']] Half-dwarven racial power.<br>
 
Through dogged determination and sheer physical hardiness, you shrug off an effect that would daunt a lesser person.<br>
 
(No Action, Personal)<br>
 
Once per encounter, when you start your turn, you can end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.<br>
 
<br>
 
 
 
==HALF-ELEMENTAL==
 
==HALF-ELEMENTAL==
 
==HALF-ELF==
 
==HALF-ELF==

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