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The Immigrants PCs' races modified for 4E. Since we're using some exotic races, these races are more powerful than the PHB's default races. I've assigned point values like this '''(3 pts.)''' to certain racial traits (besides the attribute & skill bonuses) to show how powerful & useful I think that trait is. I tried to balance the races aiming for a total of 10 points worth of traits each. ==Doppleganger== *+2 Int, +2 Cha *+2 Bluff, +2 Insight *Languages: Common, choice of two others '''(1 pt.)''' *Move 6 *+1 Will Defense '''(2 pts.)''' *1 Bonus Training in Any Skill '''(2 pts.)''' *Shapechange '''(2 pts.)''': As MM p.276 *Dilettante '''(2 pts.)''': As half-elf trait, PHB p.42 *Shapeshifter Feint '''(1 pt.)''': **Encounter, Minor action, one adjacent enemy **Cha +2 vs Reflex; on hit, you gain combat advantage against that enemy until the start of your next turn. ==Erinyes (Risen)== *+2 Dex, +2 Cha *+2 Bluff, +2 Diplomacy *Lanuages: Common, Supernal *Move 6 (Fly 6) '''(5 pts.)''' *Normal Vision *Resist Fire 5+one-half your Level '''(2 pts.)''' *Shapechange '''(1 pt.)''' ** At-will, Polymorph, Minor action, Personal ** You can alter your physical form to take on the appearance of any mixture of yourself and a specific Medium or Small humanoid, including a unique individual. You can change which specific humanoid you can disguise yourself as once per day. *Seduction '''(2 pts.)''' ** Encounter, Charm, Minor action, Ranged 5, 1 creature ** Either '''A:''' gain a +5 bonus to your next Diplomacy or Bluff check against the target this encounter, or '''B:''' make a Cha +2 vs Will attack against the target. On a hit, the target can not make an attack that includes you until the end of your next turn. Increase bonus to +4 at 11th level & +6 at 21st level. ==Fartouched (Human)== *+2 Con, +2 Int *+2 Arcana, +2 Intimidate *Languages: Common, Deep Speech *Move 6 *Low-Light Vision *Water Breathing '''(1 pt.)''' *Tentacle Infusion: Her tentacles can absorb the magic bonus and properties of a melee weapon's residuum through a modification of the Disenchant Magic Item ritual. *+1 to Attack Rolls against Bloodied targets '''(1 pt.)''' *+1 Will defense '''(2 pts.)''' *1 Bonus feat '''(2 pts.)''' *Tentacle Lash '''(2 pts.)''': **Encounter, Weapon, Minor action, Close burst 2, all enemies in burst **Con vs AC; on a hit, 1[W]+Str damage to target. Damage increases to 2[W]+Str at 21st level. *Breathless Gaze '''(2 pts.)''': **Encounter, Psychic, Minor action, Ranged 5, one enemy **Cha +2 vs Will; on a hit, 1d6+Cha psychic damage, and the target must use a Move action each round to breathe or he takes 5 damage from suffocation at the end of that round (save ends). Increase to +4 bonus and 2d6+Cha psychic damage (10 suffocation) at 11th level, & +6 bonus and 3d6+Cha psychic damage (15 suffocation) at 21st level. ==Genasi (Water/Storm)== *+2 Str, +2 Int *+2 Endurance, +2 Nature *Languages: Common, Primordial *Move 6 *Normal Vision *Elemental Origin *Bonus Feat: Extra Manifestation '''(2 pts.)''' *Elemental Manifestations: Watersoul & Stormsoul '''(5 pts.)''' **Gains the Aquatic subtype while Watersoul's manifested. *Weather Attunement '''(1 pt.)''': Can predict incoming storms up to 2 days in advance. Can use & gains a bonus to weather manipulating rituals. *Stormcall: '''(2 pts.)''' **Encounter, Minor Action, Burst 1 within 10 squares **A downpour appears (underwater, the waters become murky) in the affected area, making its squares Lightly Obscured (providing concealment) until the end of your next turn. ==Genasi (Fire)== *+2 Str, +2 Int *+2 Endurance, +2 Nature *Languages: Common, Primordial *Move 6 *Normal Vision *Elemental Origin *Resist Fire 10 '''(3 pts.)''' *Resist Cold 5 '''(2 pts.)''' *+1 Reflex '''(2 pts.)''' *Firepulse '''(1 pt.)''' *Firebreath '''(2 pts.)''': As dragonborn Dragon Breath, fire damage ==Inactive PC Races== ===Drow (Eilistraee)=== *+2 Dex, +2 Cha *+2 Dungeoneering, +2 Stealth *Languages: Common, Elven *Move 6 *Darkvision '''(1 pt.)''' *+5 on Saving Throws vs Necrotic powers '''(1 pt.)''' *Can shift 2 squares, instead of 1, as a move action '''(3 pts.)''' *Darkfire '''(2 pts.)''': As in MM p.276 *Blinding Light '''(3 pts.)''': ** Encounter, Minor action, Close blast 3, all creatures in blast ** Wis+2 vs Reflex; On a hit, the target is blinded until the end of your next turn. Bonus increases to +4 at 11th level & +6 at 21st level. As a drow follower of Elistraee, Alanar's racial traits revolve around darkness & light, exposing what is hidden and taking the enemies' sight away from them. The necrotic resistance is a result of decades of exposure to it from Lolth's priestesses. The extra square of shifting is related to the elves' ability to shift in difficult terrain, but better-suited to getting out of situations where you're surrounded on normal terrain. ===Gnoll=== *+2 Con, +2 Dex *+2 Intimidate, +2 Nature *Languages: Common, Abyssal *Move 7 '''(2 pts.)''' *Low-Light Vision *Blood Fury '''(1 pt.)''': +2 damage when Bloodied. Increases to +4 damage at 21st level. *Gnoll Resilience '''(3 pts.)''': As Dwarven Resilience, PHB p.36. *Pack Attack '''(3 pts.)''': ** Encounter, Weapon, Immediate Reaction, 1 adjacent enemy just hit by a melee attack ** Make a basic melee attack against that enemy. *Darter '''(1 pt.)''': ** At-will, Immediate Reaction, personal ** If an effect pushes, pulls, or slides you, you may shift 1 space after the push/pull/slide. In the Korot & R'ol duo, R'ol the gnoll is the Speedster, Korot is the Bruiser. I decided to remove the gnolls' charge power because it was too similar to the minotaurs' power, and replaced it with a gang-up power made for those times R'ol & Korot double-team an enemy. I also borrowed a few traits from the dwarves to make gnolls a mixture of hardiness & speed. The Darter power is similar to the dwarves' Stand Your Ground, but can help R'ol move into position under the right circumstances. ===Minotaur=== *+2 Str, +2 Con *+2 Nature, +2 Perception *Languages: Common *Move 6 *Normal Vision *Oversized Weapons '''(3 pts.)''': Can use weapons 1 size larger than himself. *Charger '''(1 pt.)''': +1 speed while charging or running. *Goring Charge '''(2 pts.)''': **Encounter, Immediate Reaction, 1 enemy you just hit with a charge **The enemy takes an extra 1d6 damage and falls prone. Increase damage to 2d6 at 11th level & 3d6 at 21st level. *Shove '''(2 pts.)''': **Encounter, minor, adjacent ally or enemy **Str/Dex/Con +2 vs Fort, auto-hit if target's willing; on a hit, push target 2 squares. Increase bonus to +4 at 11th level & +6 at 21st level. *Ferocity '''(3 pts.)''': **Encounter, Weapon, Immediate Reaction, Melee range, you become Bloodied **Make a basic melee attack against 1 enemy in Melee range. ===Githzerai=== *+2 Dex, +2 Wis *+2 Acrobatics, +2 Athletics *Languages: Common, Deep Speech *Move 6 *Normal Vision *+2 Initiative '''(2 pts.)''' *+1 Will defense '''(2 pts.)''' *+5 on Saving Throws vs Charm '''(1 pt.)''' *Psionic Hand '''(1 pt.)''': Can use Mage Hand at-will as a psionic power. Can make Thievery checks using Mage Hand at up to Range 5; such checks get a -2 penalty. *Iron Mind '''(2 pts.)''': **Encounter, Immediate Reaction, an attack hits you **Gain +2 to all defenses until end of your next turn. *Telekinetic Leap '''(2 pts.)''': **Encounter, Move Action, Ranged 10, You or 1 Ally **The target can fly up to 5 squares. If this power is used on an ally, that ally must remain in your line of sight at all times during the effect. ===Human=== *+2 to 2 ability scores of your choice '''(1 pt.)''' *Gain training in one additional skill from your class skill list. '''(1 pt.)''' *Bonus Feat '''(2 pts.)''' *Bonus At-Will Power '''(2 pts.)''' *Human Defense Bonus '''(4 pts.)''': +1 to Fort, Ref, and Will defenses
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