Racial Powers

Tinq

First Post
Racial Powers

The following are racial powers that characters can choose in place of class powers of the same level and type.

Dragon Grasp - Dragonborn Racial Power Attack 1
You grab onto your enemy and unleash your breath weapon directly into their face.
Enconter + Acid, Cold, Fire, Lightning or Poison
Standard Action Grab
Special: Must not have expended your Dragon Breath racial ability
Target: One enemy smaller than you, the same size as you or one size category larger than you.
Attack: Strength vs. Reflex
Hit: You do maximum damage on the target you grab with your Dragon Breath racial ability and begin a grab.
Secondary: Your Dragon Breath ability works as normal for all other creatures within its blast area.
Miss: You use your Dragon Breath ability as normal.

Swift Kick - Halfling Racial Power Utility 2
Your enemy dodges your attack, but you smack him in the shins for good measure.
Enounter
Minor Action Melee
Trigger: You miss an enemy with a basic melee attack or melee attack power
Target: the enemy you missed
Attack: Strength vs. AC
Hit: You do 1 + STR modifier damage

Aspect of Fear - Tiefling/Dragonborn/Drow Racial Power Attack 1
You lock eyes with an enemy who then bolts and runs
Encounter
Minor Action Ranged 10
Attack: Charisma vs. Will
Target: One enemy
Hit: The enemy flees from you, taking the safest and most direct path. If there is no safe path it will attempt to fight, though it will do so at a -2 penalty to all attacks and damage. the enemy continues to flee for a number of rounds equal to your charisma modifier. Save ends.
 

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First question, are these attainable with a feat? Or are they just sort of free character build options? They make a bit more sense as racial feats.

Dragon Grasp: This one's a bit unclear to me. Does it expend your dragon breath? The target line can be cleaned up to say Large or smaller. Secondary is also a bit unclear. Is it supposed to be the breath weapon attack? If so, can the Dragonborn use Constitution vs Reflex? Or must they still use Strength vs Reflex? I think this one needs an overhaul to even begin to compare it to other powers of its level.

Swift Kick: Good halfling power, but not very desirable at 1st level. I'd bump this to a 3rd level encounter power, change attack to Dexterity vs. AC, change damage to 1d6+Dexterity add charisma if you have combat advantage, change action to free, change trigger to you miss with a melee attack. Halflings get a bonus to dexterity and charisma, so a racial power based on these two stats will make it more desirable and fitting.

Aspect of Fear: The hit condition for this one is not written in a very 4e way. Fleeing is not a defined action. And there shouldn't be a duration on it. Save ends covers the duration. It's also doing a bit too much by inflicting forced movement and penalties, at least for a level 1 power. Take a look at the cleric's Cause Fear for a sense of what kind of wording and power level you could go with. Encounter powers usually don't have a save ends condition.
 

revamped

Edit: Sorry it took so long, the computer I was using before had cookies disabled so I couldn't edit this right away when I saw my error with Swift Kick. Also, I'm upping Aspect of Fear to 11th level. </Edit>

Taking into account some suggestions and having though about this in light of those since my last post, here is the new version. I've decided to make them into feats, some of which give access to powers in a way similar to the Channel Divinity feats.
Racial Powers

The following are racial powers that characters can choose in place of class powers of the same level and type.

Dragon Grasp - Dragonborn Racial Power Attack 1
You grab onto your enemy and unleash your breath weapon directly into their face.
Enconter + Acid, Cold, Fire, Lightning or Poison
Standard Action Grab
Special: Must not have expended your Dragon Breath racial ability
Target: One enemy smaller than you, the same size as you or one size category larger than you.
Attack: Strength vs. Reflex
Hit: You do maximum damage on the target you grab with your Dragon Breath racial ability and begin a grab.
Secondary: Your Dragon Breath ability works as normal for all other creatures within its blast area.
Miss: You use your Dragon Breath ability as normal.

Okay, this first one was a bit unruly, but I'd like to keep the same basic concept, so.

(Feat)Dragon Grasp [Dragonborn]
You grab onto your enemy and unleash your breath weapon directly into their face.
Prerequisite: Dragon Breath ability
Benefit: When you use your Dragon Breath power, if you hit an enemy that you are grabbing or an enemy that is grabbing you, that enemy takes maximum damage.

<Edit> Thanks for the advice on the Syntax! </Edit> Much simpler, eh?

Swift Kick - Halfling Racial Power Utility 2
Your enemy dodges your attack, but you smack him in the shins for good measure.
Enounter
Minor Action Melee
Trigger: You miss an enemy with a basic melee attack or melee attack power
Target: the enemy you missed
Attack: Strength vs. AC
Hit: You do 1 + STR modifier damage

(Feat)Swift Kick [Halfling]
Prerequisite: Halfling
Benefit: You are able to use the Swift Kick Power.

Swift Kick - Hafling Racial Power
Your enemy dodges your attack, but you smack him in the shins for good measure.
At-Will
Free Action Melee
Trigger: You miss an enemy with a melee attack.
Target: the enemy you missed
Attack: Dexterity+2 vs. Reflex
Hit: You do 1d4 + Strength modifier damage.
Special: This attack does 2d4 at level 16 and 3d4 at level 21. If you have combat advantage over this enemy, add your Dexterity modifier to your damage.

The idea was that halflings, who have a racial power that gives them a second go, would be able to sneak in a second attack. It's not as powerful as a regular attack, for the most part, but it does let them do at least some damage.

Aspect of Fear - Tiefling/Dragonborn/Drow Racial Power Attack 1
You lock eyes with an enemy who then bolts and runs
Encounter
Minor Action Ranged 10
Attack: Charisma vs. Will
Target: One enemy
Hit: The enemy flees from you, taking the safest and most direct path. If there is no safe path it will attempt to fight, though it will do so at a -2 penalty to all attacks and damage. the enemy continues to flee for a number of rounds equal to your charisma modifier. Save ends.

(Feat) Aspect of Fear [Drow/Tiefling]
Prerequisite: Dragonborn, Drow or Tiefling, Level 11
Benefit: You gain access to the Aspect of Fear Power

Aspect of Fear - Racial Power
You lock eyes with an enemy who shakes with fear at your existence.
Encounter
Minor Action Ranged 10 Fear Implement
Attack: Charisma vs. Will
Target: One enemy you can see
Hit: The enemy suffers from the weakend condition until the end of your next turn.
Sustain Minor: You can sustain this effect as a minor action. Reroll the attack at a -2 consecutive modifier.

<Edit> I think giving this a condition for sustaining it gives it a bit of extra umph, but the -2 mod. helps balance it out a bit.
 
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(Feat)Dragon Grasp [Dragonborn]
You grab onto your enemy and unleash your breath weapon directly into their face.
Prerequisite: Dragon Breath ability
Benefit: When you are grabbing or grabbed by an enemy, if you use your Dragon Breath ability that enemy takes full damage.

Benefit should read something like:
When you use your Dragon Breath power, if you hit an enemy that you are grabbing or an enemy that is grabbing you, that enemy takes maximum damage.

(Feat)Swift Kick [Halfling]
Prerequisite: Halfling
Benefit: You are able to use the Swift Kick Power.

Swift Kick - Hafling Racial Power
Your enemy dodges your attack, but you smack him in the shins for good measure.
At-Will
Minor Action Melee
Trigger: You miss an enemy with a melee attack or attack power.
Target: the enemy you missed
Attack: Dexterity vs. AC
Hit: You do 1d4 + Strength modifier damage.
This attack does 2d4 at level 21.

A minor action can't be tied to a trigger because of timing issues. This needs to be a free action.

In the trigger, no need to say or attack power. Melee attack covers all melee attack powers.

Attack should probably be Dexterity+2 vs Reflex, (+4 at 11th, +6 at 21st level). Otherwise, it's never going to hit, especially at high levels, since it gets no weapon proficiency bonus or magic bonus.

On the hit, I'd still be inclined to make the power do 1d4+Dexterity damage.

(Feat) Aspect of Fear [Drow/Tiefling]
Prerequisite: Dragonborn, Drow or Tiefling
Benefit: You gain access to the Aspect of Fear Power

Aspect of Fear - Racial Power
You lock eyes with an enemy who shakes with fear at your existence.
Encounter
Minor Action Ranged 10
Attack: Charisma vs. Will
Target: One enemy you can see
Hit: The enemy suffers from the weakend condition (save ends).

I'd add Fear and Implement keywords to this power. If you don't add Implement keyword, you should consider giving a flat +2/+4/+6 bonus to attack.

Save ends is a bit too powerful. I'd make it weakened until the end of your next turn.

This feat should definitely be at least Paragon level. Weakened is a powerful condition.
 

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