D&D 3E/3.5 (Forgotten Realms) 4E rules/3.5E flavour

Neil Bishop

First Post
This is cross-posted with Candlekeep: Candlekeep Forum - 4E Rules but 3.5 Realms Flavour

For a couple of reasons I want to use the 4E ruleset but keep the pre-Spellplague flavour and fluff intact which means that, inter alia, I need to update the races to better match (IMO) what has appeared before the 4E version of FR was released.

I welcome any and all comments and criticism and particularly note that my 4E rules-fu is weak. Have at it! ;)
 

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Dwarves

2. 1 Gold Dwarf


Racial Traits


Ability scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Darkvision
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance.
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armour or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.

2. 2 Shield Dwarf


Racial Traits


Ability scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Darkvision
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance.
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Weapon Proficiency: You gain proficiency with the hand axe and battle axe.
Encumbered Speed: You move at your normal speed even when it would normally be reduced by armour or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.


2. 3 Wild Dwarf


Racial Traits


Ability scores: +2 Constitution, +2 Wisdom
Size: Small
Speed: 5 squares. (even when encumbered by armour or a heavy load)
Vision: Low-light vision
Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Nature, +2 Perception, +2 Stealth.
Ironguts: +5 racial bonus to saving throws against disease and poison.
Snake-eater: A lifetime eating snakes and other poisonous denizens of the jungle have given you poison resistance 5 plus half level.
Weapon Proficiency: You gain proficiency in the hand axe and blowgun.
 

Elves

Dark Elf


Racial Traits


Average Height: 5'4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 Charisma, +2 Dexterity
Size: Medium
Speed: 6 squares.
Vision: Darkvision
Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Lolthtouched: Once per encounter, you can use either the cloud of darkness or darkfire power.
Trance (Drow): 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.

Racial Powers


Cloud of Darkness


A cloud of darkness obscures you, but your vision pierces it.
Encounter
Minor Action
Close burst 1
Effect: This power creates a cloud of darkness that remains in place until the end of your next turn. The cloud blocks line of sight for all creatures except you. Any creature except you entirely within the cloud is blinded.

Darkfire

A flickering halo of purple light surrounds the target, making it easier to hit.
Encounter
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Radiant
Minor Action
Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st level.
Hit: 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 the power’s other effects.

Fey’ri


Ability scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Abyssal, Elven
Skill Bonuses: +2 Bluff, +2 Insight.
Change Shape: You can use change shape as an at-will power.

Racial Powers


Change Shape

You alter your form to look like some other humanoid.
At-Will
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Polymorph
Minor Action
Personal
Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual.

Moon Elf


Racial Traits


Average Height: 5' 4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Diplomacy, +2 Perception.
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Realm of Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Racial Powers


Elven Accuracy

With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.

Star Elf


Eladrin

Sun Elf




Wild Elf


Racial Traits


Average Height: 5' 4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares.
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception.
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Realm of Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Racial Powers


Elven Accuracy


With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.



Wood Elf


Racial Traits


Average Height: 5' 4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 7 squares.
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception.
Elven Accuracy: You can use elven accuracy as an encounter power.
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Fey Origin: Your ancestors were native to the Realm of Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Group Awareness: You grant non-elf allies within 5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).

Racial Powers


Elven Accuracy


With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it’s lower.
 

Half-elves

Racial Traits


Average Height: 5' 4" - 6'0"
Average Weight: 130 – 170
Ability scores: +2 to any one score, +2 to a score for which your elven parent’s race receives a bonus (note that both bonuses can be applied to the same score for a total +4 bonus)
Size: Medium
Speed: 6 squares.
Vision: Low-Light
Languages: Common, Elven
Skills: either choose from your human heritage to have an additional trained skill or from your elven heritage to have +2 bonus to the same two skills for which your elven parent receives bonuses
Fey Origin: Your elven ancestors were native to the Realm of Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Mixed Heritage: You are treated as both a human and an elf (or the relevant subrace, if applicable) for the purpose of feats, paragon paths etc….
Choose Your Heritage: either you gain a bonus feat because of your human heritage or you gain one of the following abilities depending on your elven parentage:

  • Drow: darkvision instead of low-light vision
  • Moon: elven accuracy or swordmage power as an encounter power or bard power as an encounter power
  • Star: fey step
  • Sun: wizard at-will spell as an encounter spell or swordmage power as an encounter power
  • Wild: elven accuracy or ranger at-will ability as an encounter ability
·[FONT=&quot] [/FONT]Wood: elven accuracy or ranger at-will ability as an encounter ability or fey-pact warlock spell as an encounter spell
NB: If your character is the same class as the power would be drawn from, your character gains an additional at-will power instead.
 

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