Racial Abilities/Modifiers

fafhrd said:
Elf
Quick, wary archers who freely roam the forests and wilds.

Racial Traits

Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.

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
Elf Racial Power

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.

Elven Weapon Training: You gain proficiency with the longbow and the shortbow.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.

Thanks!!

I wonder how wild step works. I thought a shift was 1 square. So does that mean that non elves cant shift in difficult terrain?

Im a little bummed that Eldrin got the sleep thing and elves did not, but i guess it makes sense.
 
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Shift is just moving with provoking an opportunity attack. Default (for PCs at least) seems to be one square. Some powers, like the rogue Tumble, allow for shifting more than one square. And yes, difficult terrain seems to prevent it.
 

Voss said:
Shift is just moving without provoking an opportunity attack. Default (for PCs at least) seems to be one square. Some powers, like the rogue Tumble, allow for shifting more than one square. And yes, difficult terrain seems to prevent it.
As far as I gleamed, difficult terrain just means you have to double your movement. Doesn't seem to impede.
 

Scholar & Brutalman said:
Also, the Human Cleric seems to have Fort: +1, Ref: +1 and Will: +3 once I subtract the stat bonuses. I'm guessing some of those come from cleric and some from being human.
Humans: Human Perseverance +1 to saving throws (bonus feat), therefore
Cleric: +2 Will
 

Scholar & Brutalman said:
I'm not sure, the Wizard has the Skill Training (Stealth) Feat, which would imply they only get three trained skills. The Ranger has six. I think there's more variation. The Rogue write-up mentioned Human bonus feats but no Human bonus skills.

Great Point. It looks like the following:
-Rogues and Rangers have 6 skills
-Clerics have 5 skills (1 possibly a bonus for being human)
-Fighters, Paladins, and Warlocks have 4 skills
-Wizards have 3 skills (assuming skill training gives you a bonus skill, not just the ability to learn a cross-class skill). I believe the Confessions article had a wizard with 4 trained skills, but she may have been human.

I'm also not seeing an intelligence bonus to skills (bummer).
 

mach1.9pants said:
Humans: Human Perseverance +1 to saving throws (bonus feat), therefore
Cleric: +2 Will
I'm not so sure. I thought Will, Reflex and Fortitude were your "defenses" and saving throws were the thing you did in subsequent rounds to end an effect that had penetrated your defenses and was causing a persistent effect.
 

Lab_Monkey said:
I'm not so sure. I thought Will, Reflex and Fortitude were your "defenses" and saving throws were the thing you did in subsequent rounds to end an effect that had penetrated your defenses and was causing a persistent effect.

I believe you are correct.

Think this applies to all Saving Throws:

d20 roll
1-9 Effect continues
10-20 Effect ends.
 

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