4SRD:Race

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4SRD > Races Racial Template: Gnomes
Also see the Gnome monster listing.

+2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
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.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


ANGEL-TOUCHED

An Angel-touched is an Angel who chose to have his spirit born into and bound into mortal flesh. Their souls have been reincarnated for thousands of years to fight endlessly against evil. Angel-touched are wholly and fiercely committed to the cause of good, because they fear what they might become if they turn to evil: an Angel-touched whose soul becomes corrupted can be reincarnated as a demon.

+2 Wisdom; +2 Intelligence or Charisma.
Medium-sized. Angel-touched base land speed is 30 feet.
Normal Vision.
Languages: Common and choice of two others.
Skill Bonuses: +2 History, +2 Religion
Angelic Glory: You have a +1 bonus to all defenses
against attacks made by bloodied creatures.
Celestial Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Spell-Like Abilities: You have the Ancient Memories Angel-touched racial ability.
The dreamlike memories of your previous lives lend insight to aid you.
(No Action, Personal)
Once per encounter, when you make an attack roll, a saving throw, a skill check, or an ability check and dislike the result, you can add 1d6 to the triggering roll.

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.

+2 Wisdom; +2 Dexterity or Intelligence.
Medium-sized. Aethereal monkish base land speed is 30 feet.
Normal Vision.
Languages: Common and Deep Speech.
Skill Bonuses: +2 Acrobatics. +2 Athletics
Danger Sense: You have a ·2 racial bonus to initiative checks.
Defended Mind: You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spell-Like Abilities: You have the Iron Mind Aethereal monkish racial ability.
You use the power of your mind to protect yourself.
(Immediate Interrupt, Personal)
Once per encounter, when you are hit by an attack, you gain a +2 bonus to all defenses until the end of your next turn.

CROWFOLK

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.

+2 Charisma; +2 Dexterity or +2 Intelligence.
Medium-sized. Crowfolk base land speed is 30 feet.
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.
Languages: Common and choice of one other.
Skill Bonuses: +2 Bluff, +2 Stealth
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.
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.
Spell-Like Abilities: You have the Flock Tactics Crowfolk racial ability.
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.
(Swift Action, Personal)
Once per encounter, you can choose one of the following effects:
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
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.

CRYSTALLINE

Crystalline entities are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the psionic overlords' empire. Though the god of magic's power holds the portal closed, Crystalline entities seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world.

+2 Intelligence: +2 Wisdom or Charisma.
Medium-sized. Crystalline base land speed is 30 feet.
Normal Vision.
Languages: Common, Deep Speech and choice of one other.
Skill Bonuses: +2 Arcana, +2 Endurance, +2 to one other skill
Immortal Origin: You are native to the Astral Sea. so you are considered an immortal creature for the purpose of effects that relate to creature origin..
Telepathy: You can communicate telepathically with any creature within 5 squares of you that has a language.
Crystalline Mind: You have a damage resistance of 5 to psychic damage. The resistance increases to 10 at 11th level and 15 at 21st level.
Living Construct: You are a living construct. You do not need to eat, drink, breathe or sleep. You never have to make Endurance checks to resist the effects of starvation, thirst or suffocation.
Spell-Like Abilities: You have the crystal swarm Crystalline racial ability.
You loosen your mental grip on your physical form, distracting your foes wilh a swarm of shards. You then reform elsewhere.
Encounter + Teleportation (Move Action, 5 foot radius originating from yourself.) Once per encounter you may target each enemy in a 5 foot radius around yourself. Each target grants combat advantage to you until the end of your next turn. You then teleport half your speed.

DARK ELF

Dark Elves are a decadent race of elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil Spider Queen.

+2 Dexterity; +2 Wisdom or Charisma.
Medium-sized. Dark elven base land speed is 30 feet.
Darkvision: Dark elves 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.
Languages: Common and Elven.
Skill Bonuses: +2 Intimidate, +2 Stealth
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.
Trance: Rather than sleep, drow enter a meditative state known as trance. 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 trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Spell-Like Abilities: Once per encounter, you can use either the darkling shroud Dark Elven racial ability or the darkling light Dark Elven racial ability.
1. You have the darkling shroud Dark Elven racial ability.
A thicket of blackness descends around you, hiding you from sight.
(Swift Action, radius 5 feet from yourself)
Once per encounter, you can create a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight, squares within it are totally obscured, and creatures entirely within it are blinded until they exit. You are immune to these effects.

2. You have the darkling light Dark Elven racial ability.
A flickering halo of purple light surrounds the target, making it easier to hit. (Swift Action, Ranged within 50 feet)
Once per encounter, you can attack one creature (Intelligence,Wisdom or Charisma +4 vs. Reflex. Increase to +6 at 11th level and +8 at 21st level). If you hit, then until the end of your next turn, all attacks against the target have combat advantage, and the target cannot benefit from invisibility or concealment.
(Special: When you create your character, choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character’s life and does not change this racial ability’s other effects.)

DEEP GNOME

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.

+2 Wisdom; +2 Strength or Constitution.
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 doesn’t deal any extra damage for doing so.
Deep gnomish base land speed is 25 feet.
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.
Languages: Common, Deep Speech and Elven.
Skill Bonuses: +2 Dungeoneering, +2 Perception
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.
Earth Walk: You ignore difficult terrain that is rubble, uneven stone, or an earthen construction.
Under-dweller: Dungeoneering is always a class skill for you.
Spell-Like Abilities: You have the blend with stone Deep gnomish racial ability.
Your body takes on a stony camouflage.
(Swift Action, Personal)
Once per encounter, you can gain partial concealment until the end of your next turn, and you gain 5 temporary hit points. At 11th level, 10 temporary hit points and at 21st level, 15 temporary hit points. This is an illusion.

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.

+2 Charisma; +2 Dexterity or Intelligence.
Medium-sized. Doppelganger base land speed is 30 feet.
Normal Vision.
Languages: Common.
Skill Bonuses: +2 Bluff,+2 Insight
Shapechanger:: You are a shapechanger; you can alter your appearance. As such, you are subject to effects and conditions that affect shapechangers.
Mental Defense: You have a +1 racial bonus to Will.
Spell-Like Abilities: 1. You have the doppelganger disguise Doppelganger racial ability.
You alter your form to look like another person.
(Swift Action, Personal)
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.

2. You have the doppelganger trick Doppelganger racial ability.
Your feint tricks a foe into giving you an advantage.
(Swift Action, Melee range within 5 feet)
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.

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.

+2 Charisma; +2 Strength or Constitution.
Medium-sized. Dragonkin base land speed is 30 feet.
Normal Vision.
Languages: Common and Draconic.
Skill Bonuses: +2 History, +2 Intimidate.
Dragon's Inheritance: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon's Wrath: While you are bloodied, you gain a +1 racial bonus to attack rolls.
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 dragon's blast Dragonkin racial ability.
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
(Swift Action, a close blast in a cone extending 15 feet from you)
Once per encounter, you can breathe out deadly energy which attacks every creature in a cone of 15 feet from yourself.
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.)
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.

2. The Terrible Dragon: You have the terrible dragon Dragonkin racial ability.
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.
(Swift Action, radius of 25 feet from yourself, which increases to 50 feet at 21st level)
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.

DWARVES

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.

+2 Charisma; +2 Dexterity or +2 Intelligence.
Medium-sized. Crowfolk base land speed is 30 feet.
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.
Languages: Common and choice of one other.
Skill Bonuses: +2 Bluff, +2 Stealth
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.
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.
Spell-Like Abilities: You have the Flock Tactics Crowfolk racial ability.
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.
(Swift Action, Personal)
Once per encounter, you can choose one of the following effects:
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
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.

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.

+2 Charisma; +2 Dexterity or +2 Intelligence.
Medium-sized. Crowfolk base land speed is 30 feet.
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.
Languages: Common and choice of one other.
Skill Bonuses: +2 Bluff, +2 Stealth
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.
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.
Spell-Like Abilities: You have the Flock Tactics Crowfolk racial ability.
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.
(Swift Action, Personal)
Once per encounter, you can choose one of the following effects:
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
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.

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.

+2 Charisma; +2 Dexterity or +2 Intelligence.
Medium-sized. Crowfolk base land speed is 30 feet.
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.
Languages: Common and choice of one other.
Skill Bonuses: +2 Bluff, +2 Stealth
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.
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.
Spell-Like Abilities: You have the Flock Tactics Crowfolk racial ability.
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.
(Swift Action, Personal)
Once per encounter, you can choose one of the following effects:
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
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.

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.

+2 Charisma; +2 Dexterity or +2 Intelligence.
Medium-sized. Crowfolk base land speed is 30 feet.
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.
Languages: Common and choice of one other.
Skill Bonuses: +2 Bluff, +2 Stealth
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.
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.
Spell-Like Abilities: You have the Flock Tactics Crowfolk racial ability.
With your experience as part of a kenku flock, you have a knack for maximizing the advantages of teamwork.
(Swift Action, Personal)
Once per encounter, you can choose one of the following effects:
1. An enemy adjacent to your ally grants combat advantage to you until the start of your next turn.
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.

GNOME

+2 Intelligence; +2 Dexterity or Charisma.
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.
Gnome base land speed is 25 feet.
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.
Languages: Common and Elven.
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.
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
Vanish: You have the Vanish gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)
When you take damage, you become invisible until you attack or until the end of your next turn.

GOBLIN

HALF-DWARF

HALF-ELEMENTAL

HALF-ELF

HALF-ELF

HALF-VAMPIRE

HAMADRYAD

HUMAN

INSPIRED

KOBOLD

LYCANTHROPE

MANTID

MINOTAUR

PIXIE

PLANTMAN

REVENANT

SATYR

SHADOWFOLK

SHAPESHIFTER

TIN MAN

WOOD ELF