The Fallen, obviously, are in no way unique to RPGs or fantasy settings. The very idea of accursed angelic beings ranges from religious texts to pulp literature. Still, I've always loved the idea, and tried my hardest to make Erallia's Fallen at least somewhat interesting. I don't know if I succeeded, but I offer it to you either way.
The Fallen
Racial Traits
Average Height: 6’3” – 7’2”
Average Weight: 200lb – 290lb
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Abyssal
Skill Bonuses: +2 History, +2 Insight
Eternal dichotomy: You resist fire and radiant
Damage Equal to 5 + ½ your level
Immortal lineage: Your revoked angelic
Status makes you immortal in relation to
Effects concerning creature origin.
Sadistic: Any time a Fallen rolls a natural
20, she gains +1 to first attack roll next turn.
Flames of the Abyss: You can use the
Flames Of the Abyss encounter power.
Flames of the Abyss – Encounter
You utilize your damnation as fuel for extra damage.
Minor Action Personal
On the next damaging attack of your turn, add fire or necrotic damage equal to 1d6 + your intelligence or wisdom modifier. (The modifier is chosen at creation and never changes. The element of the attack, though, is chosen on each attack to fit the situation at hand.) At level 21 the damage die increases to 3d6 + intelligence or wisdom modifier.
HISTORY
The fallen were once the consultants and guiders of the gods themselves, before the Lodarian Uprising of lore. Historians still debate the exact reason the high angels rebelled against their masters, but there is no reason to argue about the outcome of the struggle. Angels fell like meteors from the highest of all places, crashing into the depths of the underbelly to crawl a new and meaningless path. They succumbed to the torture and pain of that Hell, and only after five hundred years were they allowed to be free once again… but on the mortal grounds of Ellaria. They search, as many do, for a task worthy of their immortal powers.
PLAY A FALLEN IF YOU WANT…
--- A glorious past tainted by unceremonious torment.
--- To value victory over the gods.
--- A race which favors the Avenger, cleric, invoker, and wizard classes.
PLAYING A FALLEN
Fallen are naturally sarcastic and often dour. They do not enjoy conversation unless it serves a direct purpose. Mention anything about the gods, if you dare. A fallen will never miss an opportunity to curse them. The newer generation of fallen, though, have lost some of the animosity towards the gods, and some go so far as to study divine powers. This is, of course, in secret.
Showing posts with label race. Show all posts
Showing posts with label race. Show all posts
Thursday, December 10, 2009
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.
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.
Labels:
4th edition,
Dungeons and Dragons,
homebrew,
race
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