MORPHYR
The morphyr are a race of tiny winged fey. They make excellent spies and have served both Courts in this capacity. They are often overlooked by larger fey who think them delicate and incapable of difficult tasks. This is, in fact, far from the truth. They are considered masters of poison due in part to the fact that their saliva is a potent sleep poison, making them quite dangerous. Many are masters of enchantment and mind magic; capable of bending the will of those around them. Their magic is potent enough on its own but many of their enemies underestimate them; giving them more advantage. Beyond enchantment, they are also known for their stealth and ability to hide in plain sight—whether it is their size or magic or a combination thereof is open to debate. Masters of stealth and camouflage, one never knows when a morphyr might be nearby listening. They are ruled by a hereditary monarchy which prides itself on remaining as neutral as possible with the High Courts of Faerie.
Play a morphy if you want…
✦ To be a mysterious fey creature.
✦ To be tiny and have the ability to fly.
✦ To be a member of a race that favors the bard, rogue, ranger, and warlock classes (as well as possible later released Primal classes).
RACIAL TRAITS
Average Height: 1.5’ – 2.5’
Average Weight: 6 lb – 9 lb.
Ability Scores: +2 Dexterity, +2 Charisma
• You cannot have a Strength score higher than 12. (Not sure on this. I don’t think a morphyr should be incredibly strong however.)
Size: Tiny
-----On Being Tiny:
• Up to 4 Tiny creatures can fit into one square. However, you cannot occupy the same square as an ally unless it too is tiny.
• You have Reach 0 and cannot attack outside your own space with melee attacks.
• You can’t use two-handed weapons (page 215), though you can utilize such weapons with the Small property.
• When you use a versatile weapon, you must wield it two-handed and don’t deal any extra damage for doing so.
• Tiny-sized gear weighs ½ as much as listed (e.g. a Tiny-sized short sword weighs 1 lb.)
• All ‘weapon’ attacks deal -2 damage (minimum 1 damage).
• You multipliers for Carrying, Lifting and Dragging are 1/5 the normal listed (page 222), thus x2, x4 and x10 respectively.
Speed: 3 (clumsy); Fly 6 (maximum altitude 2)
-----On Land Movement:
• Takes a -4 penalty to attack rolls and defenses while on the ground (not flying).
-----On Flight:
• You must spend a move action to move at least 2 squares each round, or else crash.
• You cannot shift while flying.
• Provokes opportunity attacks as normal.
• Ignores terrain effects.
• Altitude Limit of 2 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Arcana
Fey Magic: You may select one Wizard class Cantrip that you may use as an at-will power.
Fey Origin: You are native to the feywild and are considered a fey creature for the purpose of effects that relate to creature origin.
Poison Resistance: You have resist poison 5 + one-half your level.
Sleep Venom: You can use Sleep Venom as an encounter power.
SLEEP VENOM – Morphyr Racial Power
You can use your naturally poisonous venom to improve your odds of removing a foe from the fight.
Encounter * Poison
Minor Action – Personal
Effect: You envenom a weapon with poison that effects the next attack you make with that weapon. If the weapon hits and deals damage, you deal poison effects as a secondary attack against the same target (the first target hit if multiple targets are hit).
Secondary Attack: Constitution +2 vs. Fortitude
Hit: Target is slowed (save ends).
First Failed Save: The target is immobilized instead of slowed (save ends).
Second Failed Save: Target unconscious for 1d4 hours.
Racial Feats:
HOVER – [Morphyr]
Prerequisites: Dex 15, Morphyr (Heroic)
Benefit: You can hover while flying allowing you to shift and make opportunity attacks while flying. You remain flying even if you do not move the minimum distance normally needed to remain aloft. You even stay in the air even if you take no move actions to fly.
FLYBY ATTACK – [Morphyr]
Prerequisites: Dex 15, Morphyr (Heroic)
Benefit: You fly up to 6 squares and make one melee basic attack at any point during that movement. You do not provoke opportunity attacks when moving away from the target of the attack.
POISONOUS SPIT – [Morphyr]
Prerequisites: Con 15, Morphyr (Paragon)
Benefit: The Poisonous Spit racial attack power replaces your 13th level attack power. If you do not yet have a 13th level attack power, you can replace the power when you gain it.
POISONOUS SPIT – Feat Power
You can spit your naturally poisonous venom at foes.
Encounter * Poison
Standard Action – Close Blast 3
Target: Each creature in blast
Attack: Constitution +2 vs. Fortitude
Hit: Ongoing 10 poison damage and the target is slowed (save ends both).
First Failed Save: The target is immobilized instead of slowed (save ends).
Second Failed Save: Target unconscious for 1d4 hours.
Thanks in advance.
The morphyr are a race of tiny winged fey. They make excellent spies and have served both Courts in this capacity. They are often overlooked by larger fey who think them delicate and incapable of difficult tasks. This is, in fact, far from the truth. They are considered masters of poison due in part to the fact that their saliva is a potent sleep poison, making them quite dangerous. Many are masters of enchantment and mind magic; capable of bending the will of those around them. Their magic is potent enough on its own but many of their enemies underestimate them; giving them more advantage. Beyond enchantment, they are also known for their stealth and ability to hide in plain sight—whether it is their size or magic or a combination thereof is open to debate. Masters of stealth and camouflage, one never knows when a morphyr might be nearby listening. They are ruled by a hereditary monarchy which prides itself on remaining as neutral as possible with the High Courts of Faerie.
Play a morphy if you want…
✦ To be a mysterious fey creature.
✦ To be tiny and have the ability to fly.
✦ To be a member of a race that favors the bard, rogue, ranger, and warlock classes (as well as possible later released Primal classes).
RACIAL TRAITS
Average Height: 1.5’ – 2.5’
Average Weight: 6 lb – 9 lb.
Ability Scores: +2 Dexterity, +2 Charisma
• You cannot have a Strength score higher than 12. (Not sure on this. I don’t think a morphyr should be incredibly strong however.)
Size: Tiny
-----On Being Tiny:
• Up to 4 Tiny creatures can fit into one square. However, you cannot occupy the same square as an ally unless it too is tiny.
• You have Reach 0 and cannot attack outside your own space with melee attacks.
• You can’t use two-handed weapons (page 215), though you can utilize such weapons with the Small property.
• When you use a versatile weapon, you must wield it two-handed and don’t deal any extra damage for doing so.
• Tiny-sized gear weighs ½ as much as listed (e.g. a Tiny-sized short sword weighs 1 lb.)
• All ‘weapon’ attacks deal -2 damage (minimum 1 damage).
• You multipliers for Carrying, Lifting and Dragging are 1/5 the normal listed (page 222), thus x2, x4 and x10 respectively.
Speed: 3 (clumsy); Fly 6 (maximum altitude 2)
-----On Land Movement:
• Takes a -4 penalty to attack rolls and defenses while on the ground (not flying).
-----On Flight:
• You must spend a move action to move at least 2 squares each round, or else crash.
• You cannot shift while flying.
• Provokes opportunity attacks as normal.
• Ignores terrain effects.
• Altitude Limit of 2 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Arcana
Fey Magic: You may select one Wizard class Cantrip that you may use as an at-will power.
Fey Origin: You are native to the feywild and are considered a fey creature for the purpose of effects that relate to creature origin.
Poison Resistance: You have resist poison 5 + one-half your level.
Sleep Venom: You can use Sleep Venom as an encounter power.
SLEEP VENOM – Morphyr Racial Power
You can use your naturally poisonous venom to improve your odds of removing a foe from the fight.
Encounter * Poison
Minor Action – Personal
Effect: You envenom a weapon with poison that effects the next attack you make with that weapon. If the weapon hits and deals damage, you deal poison effects as a secondary attack against the same target (the first target hit if multiple targets are hit).
Secondary Attack: Constitution +2 vs. Fortitude
Hit: Target is slowed (save ends).
First Failed Save: The target is immobilized instead of slowed (save ends).
Second Failed Save: Target unconscious for 1d4 hours.
Racial Feats:
HOVER – [Morphyr]
Prerequisites: Dex 15, Morphyr (Heroic)
Benefit: You can hover while flying allowing you to shift and make opportunity attacks while flying. You remain flying even if you do not move the minimum distance normally needed to remain aloft. You even stay in the air even if you take no move actions to fly.
FLYBY ATTACK – [Morphyr]
Prerequisites: Dex 15, Morphyr (Heroic)
Benefit: You fly up to 6 squares and make one melee basic attack at any point during that movement. You do not provoke opportunity attacks when moving away from the target of the attack.
POISONOUS SPIT – [Morphyr]
Prerequisites: Con 15, Morphyr (Paragon)
Benefit: The Poisonous Spit racial attack power replaces your 13th level attack power. If you do not yet have a 13th level attack power, you can replace the power when you gain it.
POISONOUS SPIT – Feat Power
You can spit your naturally poisonous venom at foes.
Encounter * Poison
Standard Action – Close Blast 3
Target: Each creature in blast
Attack: Constitution +2 vs. Fortitude
Hit: Ongoing 10 poison damage and the target is slowed (save ends both).
First Failed Save: The target is immobilized instead of slowed (save ends).
Second Failed Save: Target unconscious for 1d4 hours.
Thanks in advance.
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