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The Shattered Lands; Latest Post: New Racial Feats
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<blockquote data-quote="Idabrius" data-source="post: 4327930" data-attributes="member: 67832"><p><strong>Racial Feats</strong></p><p></p><p><strong>Humans</strong></p><p>Human Cunning: Per-encounter; reroll one attack roll and take the second result. <em>Human beings are one of the most tricky races that live in the Lands. They’ve duped each other and the other folk times beyond number. Even the straightforward Floran people were cunning in war.</em></p><p></p><p>Slaves no More: +2 to Will saves. <em>Slaves for uncounted centuries, most men do not even remember that they served the Dragon-tyrants in the dawn of the world. They don’t have to remember. As a race, they despise subjugation, and this memory has been passed down in a strong independent streak.</em></p><p></p><p><strong>Dwarves</strong></p><p>Secret Craft: +4 on all rolls involving metallurgy. +1 to hit and damage with any metal weapon. <em>The Græwys know secrets that you or I cannot even begin to fathom. Secrets about the nature of metals and ores. They can speak with the soul of iron and teach it to sing.</em></p><p></p><p>Never Again: Reduce all pushes, pulls, and slides made against you by 2 to a minimum of 0 spaces. <em>They can not forget what wrongs have been done to their people; for that, they do not budge. They will never yield again.</em></p><p></p><p><strong>Dragonborn</strong></p><p>Blood Sacrifice: You deal +2 damage to bloodied enemies. <em>The Dragonborn once practiced dark sacrifices for their tyrant-gods. They still have a taste for the stuff.</em></p><p></p><p>Eternal Might: Once per-day, when bloodied, you can cause the attacker who struck you last to flee in terror if he fails a Will save. <em>They are horrifying to behold; never more so when they are wounded. Do they not say that a wounded Dragon is at its most dangerous?</em></p><p></p><p><strong>Eladrin</strong></p><p>Master-at-arms: +2 proficiency bonus to damage with polearms.<em> They practiced their hunting in the wilds of Jandana. Now that they are here, they hunt still.</em></p><p></p><p>Spell-lord: +2 to-hit and damage with all spells. <em>No one knows the true measure of Eladrin might. In the old days they sank a city and cracked the world. Who can say what mysteries they have mastered?</em></p><p></p><p><strong>Elves</strong></p><p>Woodsman’s Senses: +2 to perception rolls and +1 to initiative. <em>Living in the forests and communing with the spirits of nature for all those centuries has made them a keen-eyed people who can sense danger at every turn.</em></p><p></p><p>Wanderlust: See Light Step, PHB page 198.</p><p></p><p><strong>Halflings</strong></p><p>Touch of the Sea: +1d6 critical to any healing spell. <em>Halfling clerics know their goddesses; vast districts of their cities are devoted to those Ladies of Salt and Wave. They, more than any other race, know devotion.</em></p><p></p><p>Caste Exemplar: Add +1 to your Charisma score. <em>Halflings that accept their place in their own society are well-adjusted and friendly. It's hard not to get along with someone so secure and open.</em></p><p></p><p><strong>Tieflings</strong></p><p>Dark Blessing: +2 damage when bloodied. <em>The fury of the Dark Ones courses through them; there are those who embrace it. Pray you never meet one.</em></p><p></p><p>Denier: +1 to Fort and Will saves. <em>Those tieflings who try to overcome their heritage may be among the strongest men and women I’ve ever met.</em></p></blockquote><p></p>
[QUOTE="Idabrius, post: 4327930, member: 67832"] [b]Racial Feats[/b] [b]Humans[/b] Human Cunning: Per-encounter; reroll one attack roll and take the second result. [i]Human beings are one of the most tricky races that live in the Lands. They’ve duped each other and the other folk times beyond number. Even the straightforward Floran people were cunning in war.[/i] Slaves no More: +2 to Will saves. [i]Slaves for uncounted centuries, most men do not even remember that they served the Dragon-tyrants in the dawn of the world. They don’t have to remember. As a race, they despise subjugation, and this memory has been passed down in a strong independent streak.[/i] [b]Dwarves[/b] Secret Craft: +4 on all rolls involving metallurgy. +1 to hit and damage with any metal weapon. [i]The Græwys know secrets that you or I cannot even begin to fathom. Secrets about the nature of metals and ores. They can speak with the soul of iron and teach it to sing.[/i] Never Again: Reduce all pushes, pulls, and slides made against you by 2 to a minimum of 0 spaces. [i]They can not forget what wrongs have been done to their people; for that, they do not budge. They will never yield again.[/i] [b]Dragonborn[/b] Blood Sacrifice: You deal +2 damage to bloodied enemies. [i]The Dragonborn once practiced dark sacrifices for their tyrant-gods. They still have a taste for the stuff.[/i] Eternal Might: Once per-day, when bloodied, you can cause the attacker who struck you last to flee in terror if he fails a Will save. [i]They are horrifying to behold; never more so when they are wounded. Do they not say that a wounded Dragon is at its most dangerous?[/i] [b]Eladrin[/b] Master-at-arms: +2 proficiency bonus to damage with polearms.[i] They practiced their hunting in the wilds of Jandana. Now that they are here, they hunt still.[/i] Spell-lord: +2 to-hit and damage with all spells. [i]No one knows the true measure of Eladrin might. In the old days they sank a city and cracked the world. Who can say what mysteries they have mastered?[/i] [b]Elves[/b] Woodsman’s Senses: +2 to perception rolls and +1 to initiative. [i]Living in the forests and communing with the spirits of nature for all those centuries has made them a keen-eyed people who can sense danger at every turn.[/i] Wanderlust: See Light Step, PHB page 198. [b]Halflings[/b] Touch of the Sea: +1d6 critical to any healing spell. [i]Halfling clerics know their goddesses; vast districts of their cities are devoted to those Ladies of Salt and Wave. They, more than any other race, know devotion.[/i] Caste Exemplar: Add +1 to your Charisma score. [i]Halflings that accept their place in their own society are well-adjusted and friendly. It's hard not to get along with someone so secure and open.[/i] [b]Tieflings[/b] Dark Blessing: +2 damage when bloodied. [i]The fury of the Dark Ones courses through them; there are those who embrace it. Pray you never meet one.[/i] Denier: +1 to Fort and Will saves. [i]Those tieflings who try to overcome their heritage may be among the strongest men and women I’ve ever met.[/i] [/QUOTE]
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