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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, | + | 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. 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> | ||
− | == | + | ==DRAGONKIN== |
− | + | 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. | + | Medium-sized. Crowfolk base land speed is 30 feet.<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 | + | Skill Bonuses: +2 Bluff, +2 Stealth<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> |
− | ''' | + | '''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''': | + | '''Spell-Like Abilities''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<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> | ||
− | + | 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> | |
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<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 | + | +2 Charisma; +2 Dexterity or +2 Intelligence.<br> |
− | Medium-sized. | + | Medium-sized. Crowfolk base land speed is 30 feet.<br> |
− | Low-Light Vision: a | + | 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 | + | Languages: Common and choice of one other.<br> |
− | Skill Bonuses: +2 | + | Skill Bonuses: +2 Bluff, +2 Stealth<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> |
− | + | '''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''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<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: | ||
(Swift Action, Personal)<br> | (Swift Action, Personal)<br> | ||
− | Once per encounter, you use | + | 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== | ||
− | + | 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 | + | +2 Charisma; +2 Dexterity or +2 Intelligence.<br> |
− | Medium-sized. | + | Medium-sized. Crowfolk base land speed is 30 feet.<br> |
− | Low-Light Vision: a | + | 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 | + | Skill Bonuses: +2 Bluff, +2 Stealth<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> |
− | + | '''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''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<br> |
− | '''Spell-Like Abilities''': You have the [[4SRD: | + | With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.<br> |
− | + | (Swift Action, Personal)<br> | |
− | ( | + | Once per encounter, you can choose one of the following effects:<br> |
− | Once per encounter, | + | 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== | ||
− | + | 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 +2 Intelligence.<br> | |
− | <br><br> | + | Medium-sized. Crowfolk base land speed is 30 feet.<br> |
− | +2 | + | 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. | + | Languages: Common and choice of one other.<br> |
− | + | Skill Bonuses: +2 Bluff, +2 Stealth<br> | |
− | Languages: Common and choice of | + | '''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 | + | '''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''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<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: | ||
− | |||
(Swift Action, Personal)<br> | (Swift Action, Personal)<br> | ||
− | Once per encounter, you can | + | 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== | ||
− | + | 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 +2 Intelligence.<br> | |
− | + | Medium-sized. Crowfolk base land speed is 30 feet.<br> | |
− | +2 | + | 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. | + | Languages: Common and choice of one other.<br> |
− | Low-Light Vision: a | + | Skill Bonuses: +2 Bluff, +2 Stealth<br> |
− | Languages: Common and | + | '''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 | + | '''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''': You have the [[4SRD:Flock Tactics|''Flock Tactics'']] Crowfolk racial ability.<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: | + | (Swift Action, Personal)<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> |
− | Once per encounter, you can | + | 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 | + | 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> | ||
− | + | 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> | |
− | + | 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> | |
− | ''' | + | '''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== | ||
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==HALF-DWARF== | ==HALF-DWARF== | ||
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==HALF-ELEMENTAL== | ==HALF-ELEMENTAL== | ||
==HALF-ELF== | ==HALF-ELF== |