Tuesday, December 8, 2009

4e D&D Homebrew; Dothraman Race

Ah… the Dothrama. I was perusing some old books and wondered whether or not I really needed to add another elf based race to my campaign. Clearly, 4th edition has enough of that already. But maybe it wouldn’t hurt, and might even help if I could tie them directly to one of the four major Gods of the land. A few minutes later, the Dothrama were born in my mind, and they’ve become perhaps the most popular Erallian racial choice with players. (Most assuredly because of the rather delicious racial power, but I digress)

The Dothrama

Racial Traits
Average Height: 5’7” – 6’ 2”
Average Weight: 140lb – 220lb
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Elven, Choice of Other
Skill Bonuses: +2 Intimidate, +2 Thievery
Dark Past: You resist Necrotic damage equal to 5 + ½ your level
Fey Lineage: Your elven ancestry in the feymarch makes you a fey creature by creature origin.
Undead Mastery: You gain a +1 bonus to all defenses against attacks made by undead enemies.
Finishing Flurry: You can use the Finishing Flurry encounter power.

Finishing Flurry – Encounter
You miss a foe and attempt to remedy the failed attack.
Encounter – Martial, Weapon (Melee)
Immediate Reaction
Trigger – You miss with a melee attack.
You continue to make basic dexterity vs. Ref attacks against the target in melee range. Each one deals 1[W] damage, and each subsequent attack gains a cumulative -2 penalty to the attack roll. If you hit on the fifth attack, which would incur a -8 penalty to the attack roll, you achieve your finishing flurry and deal 2[W] + dexterity modifier damage instead of 1[W]. After using this encounter power, no matter the result, you are dazed from the effort. (save ends)

At 21st Level, the damage increases to 4[W] + dexterity modifier on the final attack.
(In addition, you may choose, at character creation, to permanently replace all instances of dexterity with strength. If you choose strength, you roll against fortitude instead of reflex.)


HISTORY

Dothram was known almost universally as the capital of lust, violence and sexual gratification in the early ages of Erallia. The people of this wayward city worshipped none but themselves, and the gods were pleased that Dothram stayed its own course and did nothing to interfere with theirs. Unfortunately, the final king of the ancient land publically ridiculed Vecna, God of the south and the Undead. Almost instantly, Vecna smote the land and enslaved its people. The Dothrama are the undead descendents of this violent day in Erallian history.

PLAY A DOTHRAMA IF YOU WANT…

— A shameful past and a lifetime of worthwhile repentance.
— To value strength and adroitness .
— To favor the Rogue, Barbarian, and Ranger classes.

PLAYING A DOTHRAMA


The few Dothrama who survive to this day are usually very courteous and respectful. They are natural followers, but that does, in no way, subtract from their exquisite prowess in battle. These former slaves of Vecna earned their freedom through years of martial training and submission to their undead master. Most feel no animosity towards their evil ruler, but some desire nothing more than to end his reign as True God of the Undead Hordes. Most Dothrama favor a passive, stealth oriented approach to combat, but recent generations have focused more on the purely violent forms of martial warfare.

No comments:

Post a Comment