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==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>
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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>
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+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>
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Medium-sized. Crowfolk base land speed is 30 feet.<br>
+2 Constitution, +2 Dexterity.<br>
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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>
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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>
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Skill Bonuses: +2 Bluff, +2 Stealth<br>  
Languages: Common and Abysmal.<br>  
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'''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>  
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'''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>  
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'''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>
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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>  
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(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>  
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Once per encounter, you can choose one of the following effects:<br>
(Standard Action, Personal)<br>  
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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>
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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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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
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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>
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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>
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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>
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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>
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'''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>
 
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==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>
 
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==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>
 
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==HALF-ELEMENTAL==
 
==HALF-ELEMENTAL==
 
==HALF-ELF==
 
==HALF-ELF==

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