1BookofRaces.parthttps://cbloader.org/3rdParty/BookofRaces.parthttps://cbloader.org/3rdParty/BookofRaces.txthttps://cbloader.org/versions2.txt 1 http://dnd.gamevein.com/bookofraces.htm 1/1/2010 ~AVIAN Tribal birdmen, wise in the ways of nature and magic. Medium 7 squares Proud, honorable, patient, wise, mystical, succinct, brave, observant Avians resemble humanoid flightless eagles, although with the appropriate feat and maturation they do gain flight. They are coated in feathers and possess a sharp, yellow beak. They are human sized but tend to be lighter than humans due to their internal makeup. Their feet are lide claws and Avians sport a broad, feathered tail. Their head is birdlike, usually with coloration similar to a bald eagle. Long feathers extend down from their arms, but they cannot accurately be called wings. Their hands are Elven in appearance.
Avian eyes can be yellow, green, red, gray, black, or blue and are deep-set. Their feathers are usually brown, golden, white, gray, or black but an Avian's head feathering is usually a different color than those coating his body. The feathers hanging down from their arms are quite large, as are the feathers of their tails. Their beak is generally yellow with a sharp hook at the end. Avians are typically broad of chest and thigh, with a skinny waist and thin knees.
Avians are not mammals, and they are hatched from eggs. They grow faster than humans do, reaching maturity in about 10 years. They tend to live as long as humans. In old age their feathers become grayer and frazzled looking. Avians walk upright, but occasionally may hop to a place they want to be. Their voices are birdlike. They can swim excellently. Most Avians grow up with their tribes. Avians spend the initial portion of their lives living in villages amongst the tree-tops. They usually return to village life when old-age is upon them. During most their adult years, Avians can be found living a nomadic existence, travelling in groups of various size. Amongst the plains Avians live in teepees, while in the forests Avians prefer temporary shelter in the branches. In the north, Avian tribes dwell in igloos as they roam the tundra.
Life in the wilds is very dangerous. Monsters of all sorts roam about, ready to rend chicks and decimate a tribe. Therefore, Avians rely heavily on ritual magic to keep their campsites secure. Avians participate from an early age in a wide assortment of magic rituals. Most are designed to keep out unwanted enemies or hide the tribes' whereabouts from those nearby. Mystics often query the forces of nature on how to best proceed with a course of action. An Avians life is often liberally sprinkled with combative encounters. Avian tribal groups are well organized and are adept at fighting and magic. Woe is any who strive to defeat them.
Honor and integrity are very important to Avians. They tend to lie much less often than other races. An Avian is keenly aware of how people work. They can easily see what motivates others. Their tribal stories often go into detail about the reasoning of their heroes and villains. It is these stories which provide Avians with a diverse history of the lands they dwell within. Nearly every night another story is told amongst the tribe, to dwell upon as they slumber. Some are legendary arcs of heroism, while others are short fables with distinct morals to learn from. Avians have tighter racial bonds than Nymphs or Vixen.
Avian adventurers tend to be those who have left their tribes for life in the towns and cities of other races. Some have been ejected from the tribe, some are working for the tribe, and others leave to chase after their own pursuits. Avians are fine companions. Their word may be short but they are very potent. Friendship with an Avian is based upon mutual respect. They are adept at rituals and the ways of nature and are a welcome addition to most any adventuring group. Normal 5' 2"-6'2" 100-195 lb. +2 Intelligence, +2 to Wisdom or Charisma Common, Draconic +2 History, +2 Insight, +2 Nature Floating Strike, Questing Hawk, Vengeful Lightning, Thoughtful Oak Bird Caller, Cat Taunter, Fish Thumper, Bear Petter, Wind Chaser, Time Watcher Attuned to nature, Avians are a tribla race commonly dwelling in treetop villages, or in teepees amongst the plains. They are adept at ritual casting, and are eagle-like in appearance. ID_TIV_RACIAL_TRAIT_20, ID_TIV_RACIAL_TRAIT_21, ID_TIV_RACIAL_TRAIT_22, ID_TIV_RACIAL_TRAIT_23, ID_TIV_RACIAL_TRAIT_24, ID_TIV_RACIAL_TRAIT_25, ID_TIV_RACIAL_TRAIT_26, ID_TIV_RACIAL_TRAIT_27, ID_TIV_RACIAL_TRAIT_28
Play a Avian if you want ...
-to be feathered and in tune with your surroundings.
-to be intelligent, yet possessing profound wisdom.
-to be a member of a race that favors the Druid, Wizard, and Cleric classes.
ID_TIV_RACE_10 ID_TIV_RACE_10
You count as an Avian for meeting prerequisites.
1 Gain Ritual Caster feat. 1
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals.
Your are granted a Ritualbook. 1
You own a ritual book, and it contains the rituals that you have mastered.
Gain the Hidden Camp Ritual. 1
You own a ritual book, and it contains two rituals of your choice that you have mastered: one 1st-level ritual that is the Hidden Camp Ritual and another 1st-level ritual.
You hide the campsite from passers by. Exploration Nature (no check) 10 gp Special 1 10 Minutes 50 gp Ritual Avian
You surround your campsite with a magic field which prevents any creature mor than 10 squares avay from seeing the camp, or its fire. The field does not stop sounds or scrying, but can provide good camouflage. It lasts up to 8 hours or until camp is broke. Ritual participants are immune from the fields effect. An Avian must perform the ritual. though members of any race can participate.
Gain Eye of Alarm Ritual. 2
You gain the Eye of Alarm ritual and one other ritual of your choice.
Gain Hand of Fate Ritual. 4
You gain the Hand of Fate ritual and one other ritual of your choice.
Gain Commune with Nature Ritual. 6
You gain the Commune with Nature ritual and one other ritual of your choice.
You treat all jumps as if you had a running start. 1
You treat all jumps as if you had a running start.
Your speed is increased by 1 for any flying, gliding, or hovering effects. 1
Your speed is increased by 1 for any flying, gliding, or hovering effects that are placed on you by any spell or effect.
Use Bird Cry as an encounter power 1 ID_TIV_POWER_28_28 Encounter ID_TIV_POWER_28_28
You have the Bird Cry Power.
ID_TIV_RACIAL_TRAIT_28,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION You unleash a sonic shriek, dazing your victim. Encounter Avian Racial Power Thunder Minor Action Ranged 5 One Creature Charisma +2 vs Fortitude or Strength +2 vs Fortitude
Level 11: Charisma +4 vs Fortitude or Strength +4 vs Fortitude
Level 21: Charisma +6 vs Fortitude or Strength +6 vs Fortitude
The target becomes Dazed (save ends). When you create your character, choose Charisma or Strength as the ability score you use when making attack rolls with this power. ID_TIV_RACIAL_TRAIT_28 Bird Cry,Ability Choice Use STR for Bird Cry ID_TIV_POWER_28_28
You use Strength as your key ability with <i>Bird Cry</i>.
Bird Cry,Ability Choice Use CHA for Bird Cry ID_TIV_POWER_28_28
You use Charisma as your key ability with <i>Bird Cry</i>.
Avian Avian Heroic You gain a low-light vision and a +1 bonus to Perception checks.
You gain low-light vision and a +1 feat bonus to your Perception checks. Spot checks ignore distance penalties for things which are far away.
Avian Avian Heroic You are immune to Domination effects.
You are immune to Domination effects.
Avian, Wis 13 Avian, Wisdom 13 Heroic Gain a +5 bonus to First Aid checks.
Your First Aid Heal Checks gain a bonus of +5.
Avian, Wis 13 Avian, Wisdom 13 Heroic Gain an additional ritual each even numbered level.
You gain knowledge of an additional ritual at every even numbered level (2, 4, 6, 8, etc.). The ritual learned must be your level or lower.
Avian Avian Heroic Gain a bonus to defenses against fear effects and attacks.
You gain a +2 feat bonus to defenses against attacks with the fear keyword. In addition, you gain a +2 on saving throws against fear effects.
Avian, Bird Cry Racial Power Avian, Bird Cry Racial Power Heroic Your Bird Cry racial power has a range of 10 and +2 attack bonus.
Your Bird Cry racial power now has a range of 10 and a +2 feat bonus to its attack roll.
Avian, 11th level; Paragon Tier Avian, 11th level Paragon You can use Call of the Hunt as an encounter power. ID_TIV_POWER_10_07_01
You can use Call of the Hunt as an encounter power.
ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_MINOR_ACTION You let out a mighty cry, inspiring your allies. Encounter Avian Racial Power Minor Action Close Burst 5 All allies in Burst All allies, in the burst, gain a +1 on their attack rolls until the end of your next turn. Avian, 11th level; Paragon Tier Avian, 11th level Paragon You learn to alter your Bird Cry to a Close burst 2 effecting all enemies.
You learn to alter your Bird Cry to a Close burst 2 effecting all enemies.
Avian, 21st level; Epic Tier Avian, 21st level Epic You gain Flight speed 7 (8 with racial bonus)
You learn to soar like the eagles (Flight speed 7 or 8 with Racial Bonus).
~BJORN Large, durable, ursines both gentle and ferocious. Medium 6 squares Intimidating, large, wise, strong, good-natured, tough, focused Bjorn are large, bipedal ursines, who resemble bears in appearance. they are covered in fur and possess sharp fangs and a muzzle. They tend to be very strong and usually have a deep, resonant voice. They have a very short tail.
Their fur comes in white, brown, and black varieties and their nose is typically, black or pink. Eye color is generally black, brown, blue, gray, yellow, or red. A Bjorn has very sharp claws on both its feet and its hands.
Bjorn have the ability to hibernate for extended lperiods of time, if desired. During hibernation they neither need to eat nor drink. They are generally lethargic duting this time and mostly oblivious to events happening around them, though they can readily awaken if disturbed.
Bjorn are typically excellent swimmers and can climb well. Their main forte is physical combat. Possessing stronger bodies than most the other races, they excel at grappling, and are very fearsome to go up against. Some Bjorn have such a thick hide that ranged attacks occasionally bounce off them. Bjorn are a race known to be both gentle and ferocious. Their enemies find them frightening and view them as very difficult apponents. Bjorn also develop deep bonds of friendship. They can go to great lengths to assist those they trust. Many Bjorn also acquire a seasoned wisdom and Bjorn mystics are not unknown.
Bjorn tend to value ties to nature above ties to the gods. While various Bjorn states exist, they are more commonly associated with being more solo in nature, living with their families in the wilds or above their blacksmith shops in town. Bjorn of the sea are more rare, though they are quite prevalent in artic regions.
Bjorn tend to be slow to anger, but once riled up, they generally focus upon that which has disturbed them. Bjorn are generally good natured, but their impressive appearance, and reputation for fierceness often makes others wary of offending a Bjorn. Bjorn laughter has a way of putting everyone at ease though.
Bjorn tend to mate for life. Family ties tend to be stronger than those to their country or state. While Bjorn value their children greatly, others view their lessons as often being overly harsh. Bjorn children are adored, but not spoiled. Normal 6' 2"-7'0" 220-340 lb. +2 Strength, +2 to Wisdom or Intelligence Common +2 Intimidate, +2 Athletics Tor Aronsson, Gren Noctrun, Olaf Nystrom, Thorum Granddir, Skragat Ingra Mountainsdottir, Terrana, Zenene, Olvena Garah, Tenoxa Itreespa Strong in both spirit and body, Bjorn are at ease in both gentle repose, and furious combat. Bjorn are natural front line warriors who seem fearless in battle. They develop deep bonds of friendship, and they save their wrath for their enemies. ID_TIV_RACIAL_TRAIT_30, ID_TIV_RACIAL_TRAIT_31, ID_TIV_RACIAL_TRAIT_32, ID_TIV_RACIAL_TRAIT_33
Play a Bjorn if you want ...
-to be large and intimidating.
-to be tough to kill.
-to be a member of a race that favors the Fighter, Monk, and Cleric classes.
ID_TIV_RACE_11 ID_TIV_RACE_11
You count as a Bjorn for meeting prerequisites.
You gain a +5 bonus to saves vs fear. 1
You gain a +5 racial bonus to saves vs. fear.
You gain a +2 bonus to Intimidate. 1
You gain an extra +2 Racial bonus to Intimidate.
When you hibernate for a week, you are cured of disease. 1
You are able to hibernate for an extended amunt of time. While hibernating any disease conditions do not worsen, and if you slumber for at least 1 week, you awaken cured from the disease.
You gain +10 hit points. Gain another hit point boost at Level 11 and another at Level 21.
Level 11: +10 Hit Points
Level 21: +10 Hit Points
1
You gain +10 hit points. Gain another hit point boost at Level 11 and another at Level 21.
Level 11: +10 Hit Points
Level 21: +10 Hit Points
Bjorn Bjorn Heroic You gain bonuses to your unarmed attack and damage rolls.
You gain a +2 proficiency bonus when making unarmed attacks. In addition, your unarmed basic attack deals damage equal to 1d10.
Bjorn Bjorn Heroic Bonus: +5 Grab attacks. Grabbed Enemy penalty: -2 to Acrobatics and Athletics.
You gain a +5 feat bonus to attack rolls for grab attacks. In additon, grabbed enemies have a penalty of 2 on their Acrobatics or Athletics check to escape from your grab.
Bjorn Bjorn Heroic Bonus: +5 to Heal Checks.
You gain a +5 feat bonus to Heal skill checks.
Bjorn, You must be trained in Intimidate. Bjorn, You must be trained in Intimidate. Heroic Bonus: +5 to Intimidate checks.
You gain a +5 feat bonus to Intimidate skill checks.
Bjorn Bjorn Heroic Bonus: +1 AC against ranged attacks.
You gain a +1 feat bonus to your AC against ranged attacks.
Bjorn Bjorn Heroic Bonus: +2 defenses against attacks with the Psychic keyword.
You gain a +2 feat bonus to all your defenses against attacks with the Psychic keyword.
Bjorn, 11th level, You must be trained in Perception.; Paragon Tier Bjorn, 11th level, You must be trained in Perception. Paragon You gain Darkvision.
You gain Darkvision.
Bjorn, 21st level, You must be trained in Intimidate.; Epic Tier Bjorn, 21st level, You must be trained in Intimidate. Epic You can use Ferocious Roar as an encounter power. ID_TIV_POWER_20_08_01
You can use Ferocious Roar as an encounter power.
ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_STANDARD_ACTION You let our a terrifying roar, frightening your enemies. Encounter Bjorn Racial Power Standard Action Close Burst 3 All enemies in Burst Intimidate vs. Will Each target affected slides up to its maximum speed away from the Bjorn. ~EXCELSION Tough, Blue-skinned humanoids, known to excel in their chosen profession. Medium 6 squares Blue, competent, quick, reflective, contemplative, methodical, healthy Excelsions are blue-skinned humanoids who are physically and mentally focused. They tend to be quite healthy and seldom feel illness. There is little color variation amongst Excelsions. Hair, eyes, and skin are all various shades of blue.
Male Excelsions are often bald while females tend to sport intricate hair styles. The musculature of Excelsions is fairly blocky in appearance giving their physique a somewhat angular look.
When an Excelsion woman is pregnant, her thoughts and ideas about her baby influences how the child shall develop. If she primarily imagines her son as an acrobat, the child usually shall be attracted to gymnastic activities and have a proclivity to succeed in feats of dexterity. If instead she envisions her child becoming a great alchemist or wizard, they might be predisposed to succeed in more intellectual areas. The thoughts of a pregnant Excelsion greatly influence the characteristics of her offspring.
Excelsions age at the same rate as humans. They generally live to be around 120 years of age. Most Excelsions are physically fit. Excelsions are concerned with genealogy. They research the feats of their ancestors and contemplate the future of their children. In the great cities of the world, Excelsions keep detailed repositories of their genealogical information. Most Excelsions periodically send in the highlights of their regular life and that of their immediate family. Keeping such records is quite important to Excelsions.
No Excelsion is great at everything. But, usually one can find Excelsions amongst the top of the various professions. There are great Excelsion warlords and wizards, rogues and shaman. Excelsions love the bardic classes and, if they are not bards themselves, they usually befriend bards in order for their tales to be told and passed along.
It is rumored that the Excelsion race was purposely planned when it was created. And it is suspected that Excelsions have a racial strategy extending out for millennia.
Excelsions are a race prone to contemplation and reflection. There is knowledge and wisdom to be gained from reviewing the past, thinking of the present, and considering the future. Excelsions tend to choose mates of their own race, but they are typically found in the company of an assortment of friends from all races. Excelsions can be found in most all walks of life. Low-Light 5' 5"-6'4" 124-259 lb. +2 Constitution, +2 to any other Ability except Constitution Common, Deep Speech +2 Streetwise, +2 Athletics Novor Gymnast, Axlor Wizard, Genon Detective, Nildar Virtuoso, Whippin Trader Singa Poet, Pinna Fisher, Yinnette Seer, Velure Mentalist, Jitenne Grardiana Resourceful and deliberate, Excelsions are usually comfortable in whatever task they devote themselves to. Excelsions reflect upon the ancestry of their pasts, and the future paths of their children. Self-sufficient, Excelsions nonetheless form strong bonds with their friends. ID_TIV_RACIAL_TRAIT_40, ID_TIV_RACIAL_TRAIT_41
Play a Excelsion if you want ...
-to be healthy and strong.
-to be contemplative and determined.
-to be a member of a race that can excel as a member of most any class.
ID_TIV_RACE_12 ID_TIV_RACE_12
You count as a Excelsion for meeting prerequisites.
You gain a +2 bonus to saving throws vs poison and Disease keywords. 1
You gain a +2 racial bonus to saving throws vs. effects with the poison or disease keywords.
You gain a +2 bonus to your Initiative. 1
You gain a +2 Racial bonus to your Initiative.
Excelsion Excelsion Heroic You gain a +3 to speed when you run and a +2 to inititive.
You gain a +3 to your speed when you run, instead of the normal +2. You also gain a +2 feat bonus to your Inititive.
Excelsion, Constitution 13 Excelsion, Constitution 13 Heroic Your resistance to poison increases to 5 + one-half your level.
Your resistance to poison increases to 5 + one-half your level.
Excelsion, Dexterity 13 Excelsion, Dexterity 13 Heroic You gain a +1 bonus to your Reflex defense and ranged attacks.
You gain a +1 feat bonus to your Reflex Defense and to your AC against Ranged Attacks.
Excelsion Excelsion Heroic You gain a +1 bonus to your Heal, Insight, History, and Streetwise Skills.
You gain a +1 feat bonus to your Heal, Insight, History, and Streetwise Skills.
Excelsion Excelsion Heroic You gain temporary HP equal to 5 + Constitution Modifier when you score a critical hit.
Level 11: 10 + Constitution Modifier
Level 15: 15 + Constitution Modifier
When you score a critical hit, you gain temporary hit points equal to 5 + Constitution Modifier.
Level 11: 10 + Constitution Modifier
Level 15: 15 + Constitution Modifier
Excelsion Excelsion Heroic You gain a +2 to saving throws against effects you have saved against in this encounter.
You gain a +2 to your saving throws against effects which you have already successfully saved against in this encounter.
Excelsion, Constitution 15 Excelsion, Constitution 15 Herioc You gain +7 hit points, once this feat has been taken. Gain another boost at Level 11 and another at Level 21.
Level 11: +7 Hit Points
Level 21: +7 Hit Points
You gain +7 hit points, once this feat has been taken. Gain another boost at Level 11 and another at Level 21.
Level 11: +7 Hit Points
Level 21: +7 Hit Points
~FERRALYN Furry, agile cat-folk with a passion for perfection. Medium 6 squares Nocturnal, agile, furry, perceptive, fastidious, perfectionists, talented, quick, energetic, stealthy, alert, organized Ferralyn are nearly the same size as humans. There is no doubt that they are descended from felines. Ferralyn are covered in fur. They have whiskers and a furry tail. Their ears are cat=like and located on top of their heads. Their pupils are vertically slit.
Ferralyn can differ greatly in appearance. Some are striped like tigers, while others are spotted like a cheetah. Some are solid black, while others ore more calico. Fur colors usually consist of brown, black, gray, orange, yellow, and variations in between. Eyes can be yellow, green, blue, brown, black, orange, or red. They have small claws on their hands and feet.
Ferralyn are typically toned and athletic. While there are some which are overweight, it is not very common. Ferralyn tend to be very acrobatically inclined. They can exhibit sudden spurts of energy. Stealth comes naturally to a Ferralyn, and they are often being sneaky without realizing they are doing it.
Ferralyn typically have a thick mane of hair. They are quite flexible and adept at getting through tricky spaces. Ferralyn are well adapted to a nocturnal existence. They can emit a rumbling purr when happy and they tend to roll their R's when they speak. Ferralyn are a race of free-spirits. They tend to be quite energetic and usually are not ill-willed. Instead they are comfortable with themselves and gain pleasure making others happy as well.
Ferralyn are known to be perfectionists. Most are exceedingly clean and organized, and they maintain a life that is very efficient. Most possessions have exact locations and Ferralyn tend to be quite meticulous about things. In addition, Ferralyn strive to perfect at least one aspect of their life. Whether it is art or gymnastics, Ferralyn tend to excel at that which they focus upon. There are usually Ferralyn 0placing in the top three of any competition
Ferralyn feel exhilaration in new experiences. Even in dangerous situations, as long as it is new, Ferralyn can become energized. Meeting new people or seeing a new performance always tends to please Ferralyn. Even though it brings them great pleasure, not all actively seek out such activities. Ferralyn can also be quite lazy. Sleeping and napping is a favorite pastime.
Ferralyn tend to adventure quite a bit. They are not often found farming, but their pursuits are quite varied. They are common in cities as well as isolated outposts in the wilds. Ferralyn generally live as long as humans and age at the same rate. Older Ferralyn have perfected quite a few differing areas during their lives. Low-Light 5' 0"-6'0" 100-200 lb. +2 Dexterity, +2 to choice of Intelligence, Constitution, or Charisma Common, Choice of one other. +2 Acrobatics, +2 Stealth Ferro, Leo, Adrrin, Vendorr, Quix, Fforr, Andorr, Trrin, Nerro, Swip Irrinna, Leena, Panterra, Purrette, Minx, Alana, Veena, Surrene, Jileena Stealthy, agile, and fastidious, Ferralyn embokdy the spirit of adventure. Whether a palace or a hovel, ferralyn abodes are well organized and efficient. Ferralyn mix well with other races. They have a flair for both the arts and management. ID_TIV_RACIAL_TRAIT_50, ID_TIV_RACIAL_TRAIT_51
Play a Ferralyn if you want ...
-to be agile and feline.
-to be concerned about cleanliness and perfection.
-to be a member of a race that favors the rogue, ranger, and bard classes.
ID_TIV_RACE_13 ID_TIV_RACE_13
You count as a Ferralyn for meeting prerequisites.
You gain a +2 bonus to Acrobatics, Stealth, and Perception. 1
You gain a +2 bonus to Acrobatics, Stealth, and Perception, because of your feline background and ancestry.
Use Acrobatic Flip as an encounter power 1 ID_TIV_POWER_51_51 Encounter ID_TIV_POWER_51_51
You have the Acrobatic Flip Power.
ID_TIV_RACIAL_TRAIT_51,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MOVE_ACTION You unleash a sonic shriek, dazing your victim. Encounter Ferralyn Racial Power Move Action Personal You can shift up to your movement speed. You ignore difficult terrain. ID_TIV_RACIAL_TRAIT_51 Ferralyn Ferralyn Heroic You gain a +2 to your AC and Reflex Defense while using Acrobatic Flip, until the end of your next turn.
You gain a +2 to your AC and Reflex Defense while using Acrobatic Flip, until the end of your next turn.
Ferralyn Ferralyn Heroic You reduce damage from falling by one-half and always land on your feet.
You reduce damage from falling by one-half and always land on your feet.
Ferralyn, Dexterity 13 Ferralyn, Dexterity 13 Heroic You do not count as being surprised. You set your initiative under the lowest surprised initiative and you can act during the surprise round.
You do not count as being surprised. You set your initiative under the lowest surprised initiative and you can act during the surprise round.
Ferralyn Ferralyn Heroic Thievery Pick Pocket attempts against you have their DC raised by 10. You notice all failed Pick Pocket attempts.
Thievery Pick Pocket attempts against you have their DC raised by 10. You notice all failed Pick Pocket attempts.
Ferralyn, Dexterity 13 Ferralyn, Dexterity 13 Heroic When you Jump at least 2 squares at the end of your move action, just before you make a melee attack, you gain a +1 bonus to your melee attack and damage rolls.
When you Jump at least 2 squares at the end of your move action, just before you make a melee attack, you gain a +1 bonus to your melee attack and damage rolls.
Ferralyn Ferralyn Heroic You gain a +3 Stealth bonus.
You gain a +3 Stealth bonus.
Ferralyn, Dexterity 13 Ferralyn, Dexterity 13 Heroic You gain climb speed 4.
You gain climb speed 4.
Ferralyn, 11th level; Paragon Tier Ferralyn, 11th level Paragon Once per day, after taking a short rest, you regain 2 healing surges.
Once per day, after taking a short rest, you regain 2 healing surges.
Ferralyn, 11th level, You must be trained in Perception.; Paragon Tier Ferralyn, 11th level, You must be trained in Perception. Paragon Attack rolls against opponents with concealment suffer no penalty, with total concealment only a penalty of 2.
Attack rolls against opponents with concealment suffer no penalty, with total concealment only a penalty of 2.
~INSECTOID Human-sized insects, seeking truth and individuality. Medium 6 squares Alien, unusual, unique, smart, eloquent, strong, durable, quizzical, industrious Insectoids are bipedal insects the size of humans. They have two arms and two legs, walk upright, and their skin is a chitinous exoskeleton. Their eyes are compound and multi-faceted and they have a pair of antennae on top of their heads.
Insectoids have a wide variety of appearances. There are types resembling ants, bees (sans wings), and mantises, but there are neither arachnid forms, nor those similar to scorpions. Their bodies are narrow-waisted between the thorax and the abdomen.
Insectoid chitin is typically black, brown, gray, red, orange, green, or even white. Many Insectoids possess a shimmering sheen of iridescence on their chitin. Insectoid antennae come in a wide variety of shapes, with some being short and solid, while others are long and feathery. Insectoids don't have hair on their heads, but some have longer, sparse hair sprouting from points on their bodies.
Insectoids are adept at leverage and can lift extraordinary amounts. Their movements appear somewhat mechanical and their hands are vaguely human in shape. Many Insectoids can communicate telepathically with each other. Some Insectoids are able to metamorphose and sprout wings in later life. Insectoid voices sound alien, but they are eloquent.
Insectoids hatch from eggs laid by a queen and rapidly progress through the pupae stage to adulthood. Most Insectoids have no family ties except to their queen. They tend to live about as long as humans. Insectoids are also known as Opterans, which is what they call themselves. They have large colonies and hives scattered throughout the natural world, Feywild, and Shadowfell, both above ground and below. While prevalent in the Underdark, they are most noted for their empires in the Feywild.
Insectoids are generally very community oriented. They tend to value the needs of society over their own personal goals. Their devotion to their matriarch tends to be supreme. Yet, Insectoid adventurers are generally the ones outside the norm of Insectoid existence. They have chosen individuality over generic communal life. An Insectoid adventurer strives more than most to be unique and to stand out. It is typically these unusual Insectoid individuals who rise to lead their hives as queen or consort.
Insectoid society is typically strictly divided into castes. Each Insectoid has their place in the community. But life is not all work and duty. Each Opteran has some limited free time to devote to their hobbies. Insectoids found in the cities of other races are generally working for the good of their home hive. Insectoids tend to group together with each other, more so than other races such as Half-Elves or Leonines.
Insectoid adventurers have broken out of the caste system. They do not actively seek out other Opterans. Instead they tend to search for truth and wisdom through worldly experience. Due to their upbringing, Insectoids can make noteworthy diplomats. They consider their words carefully and are excellent orators. Darkvision 5' 0"-6'2" 100-200 lb. +2 Strength and +2 Constitution Common, Elven +2 Diplomacy, +2 Perception Jotrax, Magnus Dragonslayer, Sslevik, Itiro Godling, Skyhopper, Lava, Venntoh Beauty, Perfection, Svinnah, Leader, Tafa, Ixtrana, Execution, Pure, Yixtranox Alien yet genteel, Insectoids are known for their industriousness. Insectoid dominions can be found from the Underdark and Feywild to the Shadowfell. Insectoid adventurers tend to be those seeking truths and striving to be unique and become noteworthy. ID_TIV_RACIAL_TRAIT_60, ID_TIV_RACIAL_TRAIT_61, ID_TIV_RACIAL_TRAIT_62
Play a Insectoid if you want ...
-to be alien in appearance and unconstrained.
-to be able to spray acid at your enemies.
-to be a member of a race that favors the fighter, wizard, and artificier classes.
ID_TIV_RACE_14 ID_TIV_RACE_14
You count as a Insectoid for meeting prerequisites.
Your normal load, heavy load, and maximum drag values are doubled. 1
Your normal load, heavy load, and maximum drag values are doubled.
Against the first attack, against you, in the encounter your AC is increased by 2. 1
Against the first attack, against you, in the encounter your AC is increased by 2.
Use Acid Spray as an encounter power 1 ID_TIV_POWER_62_62 Encounter ID_TIV_POWER_62_62
You have the Acid Spray Power.
ID_TIV_RACIAL_TRAIT_62,ID_FMP_CATEGORY_5,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION You release a stream of acid, disfiguring your target. Encounter Insectoid Racial Power Acid Minor Action Ranged 5 One Creature Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. Before using your Insectoid Spray ability, you may choose to use the Lightning, Fire (if you have taken these feats) or Acid Spray power prior to the attack. (You can only use your spray once per encounter whether its Acid or Fire or Lightning). ID_TIV_RACIAL_TRAIT_62 Acid Spray,Ability Choice Use STR for Acid Spray ID_TIV_POWER_62_62
You use Strength as your key ability with <i>Acid Spray</i>.
Acid Spray,Ability Choice Use DEX for Acid Spray ID_TIV_POWER_62_62
You use Dexterity as your key ability with <i>Acid Spray</i>.
Acid Spray,Ability Choice Use CON for Acid Spray ID_TIV_POWER_62_62
You use Constitution as your key ability with <i>Acid Spray</i>.
Insectoid Insectoid Heroic Before using your Fire Spray ability, you may choose to use the Lightning, Fire or the Acid spray prior to the attack. ID_TIV_POWER_60_01_01
(Once this feat has been chosen return to the Race Choice Screen and choose the attribute for this feat.) Before using your Insectoid Spray ability, you may choose to use the Fire Spray Lightning Spray (If you have taken these already) or the Acid Spray Power prior to the attack.
ID_TIV_RACIAL_TRAIT_62, ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION You release a blast of Fire, disfiguring your target. Encounter Insectoid Racial Power Fire Minor Action Ranged 5 One Creature Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. Before using your Insectoid Spray ability, you may choose to use the Lightning, Fire (if you have taken these feats) or Acid Spray power prior to the attack. (You can only use your spray once per encounter whether its Acid or Fire or Lightning) Fire Spray,Ability Choice Use STR for Fire Spray ID_TIV_POWER_60_01_01
You use Strength as your key ability with <i>Fire Spray</i>.
Fire Spray,Ability Choice Use DEX for Fire Spray ID_TIV_POWER_60_01_01
You use Dexterity as your key ability with <i>Fire Spray</i>.
Fire Spray,Ability Choice Use CON for Fire Spray ID_TIV_POWER_60_01_01
You use Constitution as your key ability with <i>Fire Spray</i>.
Insectoid Insectoid Heroic Before using your Lightning Spray ability, you may choose to use the Lightning, Fire or the acid spray prior to the attack. ID_TIV_POWER_60_02_02
(Once this feat has been chosen return to the Race Choice Screen and choose the attribute for this feat.) Before using your Insectoid Spray ability, you may choose to use the Fire Spray Lightning Spray (If you have taken these already) or the Acid Spray Power prior to the attack.
ID_TIV_RACIAL_TRAIT_62, ID_FMP_CATEGORY_11,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION You release a bolt of lightning, disfiguring your target. Encounter Insectoid Racial Power Lightning Minor Action Ranged 5 One Creature Strength +2 vs. Reflex, Constitution +2 vs. Reflex, or Dexterity +2 vs. Reflex 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier damage at 21st level. Before using your Insectoid Spray ability, you may choose to use the Lightning, Fire (if you have taken these feats) or Acid Spray power prior to the attack. (You can only use your spray once per encounter whether its Acid or Fire or Lightning) Lightning Spray,Ability Choice Use STR for Lightning Spray ID_TIV_POWER_60_02_02
You use Strength as your key ability with <i>Lightning Spray</i>.
Lightning Spray,Ability Choice Use DEX for Lightning Spray ID_TIV_POWER_60_02_02
You use Dexterity as your key ability with <i>Lightning Spray</i>.
Lightning Spray,Ability Choice Use CON for Lightning Spray ID_TIV_POWER_60_02_02
You use Constitution as your key ability with <i>Lightning Spray</i>.
Insectoid Insectoid Heroic You gain a +1 AC vs opponents flanking you.
You gain a +1 AC vs opponents flanking you.
Insectoid Insectoid Heroic You gain resistance 5 vs melee damage from opportunity attacks.
You gain resistance 5 vs melee damage from opportunity attacks.
Insectoid Insectoid Heroic You gain Telepathy range 10, allowing you to communicate with other Insectoids in sight. This communication is only between Insectoids.
You gain Telepathy range 10, allowing you to communicate with other Insectoids in sight. This communication is only between Insectoids.
Insectoid, Strength 13 Insectoid, Strength 13 Heroic Opponents have a penalty of 5 to their Acrobatics or Athletics checks to escape your grabs.
Opponents have a penalty of 5 to their Acrobatics or Athletics checks to escape your grabs.
Insectoid Insectoid Heroic You learn to change the Acid Spray, Fire Spray, and Lightning Spray racial powers into a Close Blast 3 effect. (This will now damage all creatures in the blast.)
You learn to change the Acid Spray, Fire Spray, and Lightning Spray racial powers into a Close Blast 3 effect. (This will now damage all creatures in the blast.)
Insectoid, 21st Level; Epic Insectoid, 21st Level Epic You gain Flight (Speed 3).
You gain Flight (Speed 3).
Insectoid, 11th Level; Paragon Tier Insectoid, 11th Level Paragon You can use Paralyzing Sting as an encounter power. ID_TIV_POWER_60_09_01
You can use Paralyzing Sting as an encounter power. (Once this feat has been chosen return to the Race Choice Screen and choose the attribute for this feat.) The attribute choice cannot be changed for the life of the character.
ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_FMP_CATEGORY_14 You Sting your foe, instilling painful paralysis. Encounter Insectoid Racial Power Standard Action One Creature Strength +4 vs. AC or Dexterity +4 vs. AC
Increase bonus to +6 at 21st Level The target is stunned (save ends). Paralyzing Sting,Ability Choice Use STR for Paralyzing Sting ID_TIV_POWER_60_09_01
You use Strength as your key ability with <i>Paralyzing Sting</i>.
Paralyzing Sting,Ability Choice Use DEX for Paralyzing Sting ID_TIV_POWER_60_09_01
You use Dexterity as your key ability with <i>Paralyzing Sting</i>.
Insectoid, 11th Level; Paragon Insectoid, 11th Level Paragon You become more powerful, the Acid Spray, Fire Spray, and Lightning Spray racial powers do also. (This feat raises the damage die to a d10)
You become more powerful, the Acid Spray, Fire Spray, and Lightning Spray racial powers do also. (This feat raises the damage die to a d10)
Insectoid Insectoid I am a wise and noble leader. Follow me or face our wrath. ID_TIV_CLASS_FEATURE_60_01, ID_TIV_CLASS_FEATURE_60_02, ID_TIV_CLASS_FEATURE_60_03 ID_TIV_POWER_60_01_01_01,ID_TIV_POWER_60_01_01_02,ID_TIV_POWER_60_01_01_03 ID_TIV_POWER_60_01_01_01,ID_TIV_POWER_60_01_01_02,ID_TIV_POWER_60_01_01_03
You are destined to lead an Poteran hive. You have experienced the world and know what it means to be a great leader. Your people shall demand your guidance and leadership. Only through you wisdom shall they truly prosper.
In time you may branch off and form your own separate hive community, or you may take over leadership from an ailing queen or consort. You are able to reshape the society as you see fit. With a legion of Insectoids under you command you can do the greatest good, for them and for all. None shall challenge your word.
You life experiences have uniquely readied you for this task. Your people need you. Together you shall advance and prosper. Make proper use of your subject; each has their place, is valuable, and serves a purpose.
11 When you spend an action point to take an extra action, you also allow allies within 5 spaces of you to shift 1 square as an immediate reaction. 11
When you spend an action point to take an extra action, you also allow allies within 5 spaces of you to shift 1 square as an immediate reaction.
11 When you use your Second Wind, you also gain one additional use of your Acid Spray or Fire Spray or Lightning Spray Racial Ability during the same encounter. 11
When you use your Second Wind, you also gain one additional use of your Acid Spray or Fire Spray or Lightning Spray Racial Ability during the same encounter.
16 Allies within 5 squares of you gain +1 to their damage rolls. 16
Allies within 5 squares of you gain +1 to their damage rolls.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_60,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Hive Queen/Prime Consort You make your enemies' brains feel like they are on fire. Encounter Hive Queen/Prime Consort 11 Psionic, Psychic Standard action Area burst 1 within 10 squares All enemies in burst Intelligence + 4 vs. Will 2d8 + Intelligence modifier psychic damage and is immobilized (save ends). ID_TIV_PARAGON_PATH_60 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_60,ID_INTERNAL_CATEGORY_IMMEDIATE_REACTION,12 Hive Queen/Prime Consort You focus your power and resurrect a servant. Daily Hive Queen/Prime Consort Utility 12 Immediate Reaction Close Burst 10 An ally within range drops to 0 HP or fewer. Spend a healing surge, but gain no hit points. The triggering ally can then spend a healing surge as a free action. ID_TIV_PARAGON_PATH_60 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_60,ID_FMP_CATEGORY_7,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Hive Queen/Prime Consort Your formidable glory stampedes your enemies. Daily Hive Queen/Prime Consort Attack 20 Fear, Psychic, Psionic Standard Action Close blast 5 All enemies in blast. Intelligence +5 vs. Will 4d8 + Intelligence modifier psychic damage and is pushed 3 squares. Until the end of their next turn, they suffer -2 to attack rolls. Half damage, and the targets are not pushed and suffer no attack penalties. ID_TIV_PARAGON_PATH_60 20 Attack Wizard or Sorcerer or Psion, Intelligence 15 Wizard or Sorcerer or Psion, Intelligence 15 I can sense your thoughts, and they are troubling. ID_TIV_CLASS_FEATURE_60_01_01, ID_TIV_CLASS_FEATURE_60_02_02, ID_TIV_CLASS_FEATURE_60_03_03 ID_TIV_POWER_60_01_02_01,ID_TIV_POWER_60_01_02_02,ID_TIV_POWER_60_01_02_03 ID_TIV_POWER_60_01_02_01,ID_TIV_POWER_60_01_02_02,ID_TIV_POWER_60_01_02_03
The Mind Mage is a form of Psionicist. They possess limited telepathy and can attack with their mind. Mind Mages are not powered by Arcane sources but instead use the power of their intellect to damage their enemies.
The Mind Mage typically spends a significant amount of time in contemplation honing their inner skills and abilities. They might travel to various towers and sanctuaries of learning and wisdom. Mind Mages typically are happy to encounter one another as they are eager to share their latest enlightenments with others of their kind.
Mind Mages have a loose fraternity throughout the natural world and the Feywild. When in trouble, they are pledged to provide shelter and assistance to each other.
11 When you spend an action point, you can remove any afflictions which a saving throw could end instead of taking an extra action. 11
When you spend an action point, you can remove any afflictions which a saving throw could end instead of taking an extra action.
11 Any powers with the Psychic keyword ignore cover and concealment, but not total cover or total concealment. 11
Any powers with the Psychic keyword ignore cover and concealment, but not total cover or total concealment.
16 While you are not bloodied, you and all allies within 5 squares of you gain a +2 will defense. 16
While you are not bloodied, you and all allies within 5 squares of you gain a +2 will defense.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_60_01_01,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_35,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Mind Mage You pummel the minds of your foes. Encounter Mind Mage 11 Psionic, Psychic Standard action Area burst 3 within 10 squares All enemies in burst Intelligence + 4 vs. Will 2d10 + Intelligence modifier psychic damage and the target is dazed (save ends). ID_TIV_PARAGON_PATH_60_01_01 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_60_01_01,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,12 Mind Mage You call forth a telekinetic shield which repulses attacks. Encounter Mind Mage Utility 12 Immediate Interrupt Personal you are hit with an attack Your AC and Reflex Defenses increase by your Intelligence modifier until the end of your next turn. ID_TIV_PARAGON_PATH_60_01_01 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_60_01_01,ID_FMP_CATEGORY_26,ID_FMP_CATEGORY_16,ID_FMP_CATEGORY_35,ID_FMP_CATEGORY_9,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Mind Mage You conjure forth a devastating illusional entity. Daily Mind Mage Attack 20 illusion, Conjuration, Psychic, Psionic Standard Action Ranged 10 One creature adjacent ot mirage. Intelligence +5 vs. Will 4d8 + Intelligence modifier psychic damage You conjure a medium sized illusion in an empty square within range. It can appear as most anything, from an angry tiger to a sparkling column of lightning. Any enemy starting their turn next to the Mirage takes 1d10 + Intelligence modifier psychic damage. As a move action you can move the Mirage 6 squares. You can sustain this power as a minor action until the end of the encounter. As a standard action, you can move the Mirage snd attack a creature adjacent to it. The Mirage occupies a square but can be moved through. It provides, and benefits from, combat advantage due to flanking. While the Mirage is an Illusion, it deals real psychic damage and cannot be disbelieved. ID_TIV_PARAGON_PATH_60_01_01 20 Attack ~LEONINE Beautiful and powerful individuals from the Astral Sea, possessing bodies rippling with muscle and sculpted to perfection. Medium 6 squares Nocturnal, agile, furry, perceptive, fasticious, perfectionists, talented, quick, energetic, stealthy, alert, organized Leonines are a human sized race of impressive stature. While originally descended from Celestial Lions, there is little trace left of their feline origin.
Leonines originated in the Astral Sea. It is apparent in their phenomenal figures and physiques. They tend to be incredibly attractive, both of face and body. Their eyes are without pupils and are one solid color. Some powerful Leonines even have eyes that produce a soft glow. Eye color rages from white, yellow, green, blue, orange, red, pink, silver, gray, and purple, to gold.
Leonine bodies are covered in a soft downy fur, which is very short and almost unnoticeable. Fur colors can range from pink, white, yellow, gray, black, and silver, to gold. Leonine ears are slightly pointed. They do not possess a tail.
Leonine physiques are typically very extraordinary their muscles bulge and their bosoms swell quite provocatively. They possess a great, thick mane of hair, with a wide variety of colors.
Originating from the Astral Sea, Leonines have a powerful spark of life. As children, they grow at about the same rate as humans do. Yet, they stay young looking their entire lives. Most appear to be in their 20's even when over 200 years old. Only a few Leonines who have magically extended their life appear to be over 30. Normally, after 200-300 years, a Leonine's spark of life fades away and they quickly perish. They are not truly immortal.
Leonines heal much more easily than most other races. They typically are quite healthy, strong, and beautiful. Leonines are a powerful race, known for their strength and beauty. They tend to attract a core group of friends as well as random admirers. Mixing easily with the other races, Leonines are often found in an assortment of locales and situations. Leonines made ideal bards and leaders of their groups.
Leonine attitude is typically that of hearty camaraderie. They excel at assisting others and believe strongly that favors should be returned. Many Leonines are religious, and they often choose the path of the Paladin. Leonines understand that a person's worth comes from their actions, not their appearance.
Leonines game a passion for living. They relish their lot in life, even if it is simple farming. A job well done and a close group of friends are all one needs to live a happy existence. Leonines tend to live life without stress. Those who rise to notoriety often claim to only be doing what needs to be done. Leonines can found throughout the natural world, Feywild, and the Astral Sea. Low-Light 5' 7"-6'4" 130-250 lb. +2 Charisma, +2 to Constitution or Strength Common, Supernal +2 Athletics, +2 Perception Yahn Valador, Righteon Galax, Magnum Pardus, Excelsior Crystalle, Blixt Cryonstrom Xynelle, Jynette, Vyjette, Torina, Jolene, Hityna, Jorette, Zitrina, Pala Alien yet genteel, Leonines are known for their industriousness. Leonine dominions can be found from the Underdark and Feywild to the Shadowfell. Leonine adventurers tend to be those seeking truths and striving to be unique and become noteworthy. ID_TIV_RACIAL_TRAIT_70, ID_TIV_RACIAL_TRAIT_71, ID_TIV_RACIAL_TRAIT_72
Play a Leonine if you want ...
-to be incredibly attractive with a great physique.
-to heal faster than others.
-to be a member of a race that favors the bard, paladin, and ranger classes.
ID_TIV_RACE_15 ID_TIV_RACE_15
You count as a Leonine for meeting prerequisites.
Leonine Leonine Racial You were born in the Astral Sea. You have a powerful spark of life. You excel at assisting others and finding great joy in bringing justice throughout the land. You also have the ability to lead others and look past someone's physical appearance to see deep in their heart and soul to find the real good in a person. Book of Races Diplomacy, Endurance, Insight, Nature, Perception, Religion You gain a +1 bonus to attack rolls with powers containing the keyword Charm. 1
You gain a +1 racial bonus to attack rolls with powers containing the Charm keyword.
Healing effects used on you cure an extra +2 HP and regeneration heals and extra +1 HP. 1
Healing effects used on you cure an extra +2 HP and regeneration heals and extra +1 HP.
Use Persuasive as an encounter power 1 ID_TIV_POWER_72_72 Encounter ID_TIV_POWER_72_72
You have the Persuasive Power.
ID_TIV_RACIAL_TRAIT_72,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_FREE_ACTION Your appearance convinces others to assist you. Encounter Leonine Racial Power Free Action Personal You gain a +5 power bonus to your next Charisma skill check (Bluff, Diplomacy, Imtimidate, or Streetwise). ID_TIV_RACIAL_TRAIT_72 Leonine Leonine Heroic When you cooperate with an ally on a skill or attack, that ally receives a +3 bonus on their roll instead of the normal +2.
When you cooperate with an ally on a skill or attack, that ally receives a +3 bonus on their roll instead of the normal +2.
Leonine Leonine Heroic You gain a +2 bonus to your death saving throws.
You gain a +2 bonus to your death saving throws.
Leonine, Charisma 13 Leonine, Charisma 13 Heroic You and your allies gain a +1 bonus to Reflex defenses for each ally adjacent to you (Max your CHA modifier).
You and your allies gain a +1 bonus to Reflex defenses for each ally adjacent to you (up to a maximum of your CHA modifier).
Leonine, Constitution 13 Leonine, Constitution 13 Heroic Poison and Disease resistance raised by 5, and +1 to saves against Poison and Disease keyword effects.
Your resistance to Poison and Disease raises by 5, and you gain a +1 feat bonus to saves against effects with the Poison and Disease keywords.
Leonine Leonine Heroic When you score a Melee critical hit or successfully Melee hit with the Force, Lightning, Thunder or Radiant keywords the target is knocked prone.
When you score a Melee critical hit or successfully Melee hit with the Force, Lightning, Thunder or Radiant keywords the target is knocked prone.
Leonine Leonine Heroic You gain a +1 bonus to attack rolls when you have at least 2 allies adjacent to you.
You gain a +1 feat bonus to attack rolls when you have at least 2 allies adjacent to you.
Leonine Leonine Heroic Adjacent allies gain a +2 to their defenses against, and saving throws to resist; Charm, Fear, and Sleep effects.
Adjacent allies gain a +2 to their defenses against, and saving throws to resist; Charm, Fear, and Sleep effects.
Leonine, 11th Level; Paragon Tier Leonine, 11th Level Paragon You can use Inspire as an encounter power. ID_TIV_POWER_70_08_01
You can use Inspire as an encounter power.
ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_STANDARD_ACTION You inspire your teammate to crush evil. Encounter Leonine Racial Power Standard Action Close Burst 5 One ally in burst Your target gains +4 on attack rolls and damage rolls until the end of your next turn. Leonine or Radiant, 21st level; Epic Tier Leonine or Radiant, 21st level Epic When you speak Supernal, others listening to your words understand them in their native language.
When you speak Supernal, others listening to your words understand them in their native language.
Any Fighter Class I have come to free you from tyranny or deliver you to justice. The choice is yours. ID_TIV_CLASS_FEATURE_70_01, ID_TIV_CLASS_FEATURE_70_02, ID_TIV_CLASS_FEATURE_70_03 ID_TIV_POWER_70_01_01,ID_TIV_POWER_70_01_02,ID_TIV_POWER_70_01_03 ID_TIV_POWER_70_01_01,ID_TIV_POWER_70_01_02,ID_TIV_POWER_70_01_03
The Conqueror is an armored hero, usually the leader of a regiment. He stands out as a beacon of might amongst the troops. Conquerors often serve states, kingdoms, and organizations but can also strike out on their own, with only their close comrades as support.
A Conqueror excels at martial combat and thrives in the battlefield. Outside of battle, duties include planning for supplies, strategies, and tactics to employ based upon their current adversary and local conditions. A hood Conqueror is always prepared and keeps sufficient capabilities in reserve to call upon when there is need.
A Conqueror's life is centered on a military existence. They must sometimes deal with politics, but they try to avoid such entanglements. They are not above disposing of corrupt officials, if needed.
11 When you spend an action point you gain a bonus to your attack rolls equal to your Charisma modifier, until the end of your next turn. 11
When you spend an action point you gain a bonus to your attack rolls equal to your Charisma modifier, until the end of your next turn.
11 When you score a critical hit you and all allies within 5 squares of you gain +2 to their damage rolls, until the end of your next turn. 11
When you score a critical hit you and all allies within 5 squares of you gain +2 to their damage rolls, until the end of your next turn.
16 Your chance to score a critical hit is increased by 1, and if you are wearing chain, scale, or plate armor your AC is increased by 1. 16
Your chance to score a critical hit increases by 1 (if you normaly score a critical hit when you roll a natural 20, you would now hain a critical hit on a natural 19 or 20). In addition, while you are wearing chain, scale, or plate armor, the AC benefit of the armor is increased by 1.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_70,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Conqueror You unbalance your enemy and send gim sprawling. Encounter Conqueror 11 Weapon, Martial Standard action Melee One Creature Strength vs AC, or Dexterity vs AC 3[W] + Strength modifier or Dexterity modifier damage. you can push the target 2 squares and knock it prone. ID_TIV_PARAGON_PATH_70 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_70,ID_FMP_CATEGORY_28,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Conqueror You brace your feet wide and smite your foes. Daily Conqueror 12 Stance, Martial Minor action Personal Until this stance ends, whenever you hit with a melee attack you gain temporary hit points equal to your Charisma modifier. ID_TIV_PARAGON_PATH_70 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_70,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Conqueror Your mere presence saps the will to oppose you. Daily Conqueror 20 Stance, Martial Standard action Melee One Creature Charisma vs Will 4[W] + Charisma modifier damage and any enemies within 5 squares of it suffer -2 to their all their defenses (save ends). Half damage, and no penalty to defenses. ID_TIV_PARAGON_PATH_70 12 Utility ~LING Small and mischievous, Lings provide a touch of chaos in the world. Small 6 squares Small, mischievous, annoying, happy, unnoticeable, stealthy sneaky, wise, chaotic Ling are small, fey creatures. They are quite spry and due to their fey origins, they are a bit mystical as will. Ling are the original progenitors of the Halfling race. When a Ling and a Human reproduce, a Halfling is the product, though the Halflings have bred true and become their own race over the years.
Ling are even smaller than Halflings. They have pointed ears and the tops of their feet are quite hairy, though they generally wear shoes and cover up this trait. Their hair is quite full, and can be intricately styled. Male Ling often grow beards of various styles when they are older.
Skin color ranges from white, pink, gray, green, brown, and orange, to yellowish. Hair colors can be white, brown, black, blue, yellow, green, purple and red. In old age, male Ling usually have gray hair and beards. Ling have eyes of every color.
Ling can be difficult to focus upon and are naturally stealthy. They often prefer to position themselves behind things to have some cover. Ling can even cause others to lose interest in them, and not even notice that they are around.
Ling typically live to be around 150 years old. They age at the same rate as humans, but generally do not appear to be over 70. Ling are a mischievous lot. They take great pleasure in trickery and teasing their compatriots and random others. Usually there is no ill-will involved. It is just a Ling's way of having fun and being accepting of their friends. Most of the tricks are quite harmless, but others can find them annoying.
Ling are distantly related to Leprechauns, Brownies, and Tomte. They don't have their own empires in the Feywild or natural world, but there are Ling villages and small towns, scattered about. Ling love to relax but they also frequently exhibit bursts of energy. Ling are very fond of riddles.
Ling are equally comfortable both with mixing amongst other races and being on their own. They really enjoy meeting new people and interacting with others in a playful fashion. They like to acknowledge wisdom in others, typically by rewarding those they find worthy with boons from correctly answering riddles they pose.
Ling are not prolific and typically only reproduce once or twice in their lifetime. They lack the numbers and cohesion to become a strong force in the world, yet what they lack in quantity, they make up for in chaos. Ling mechanisms often alter the path of events and empires. Whether this is purposeful is open for debate. Normal 3' 0"-4'0" 48-84 lb. +2 Dexterity, +2 to Wisdom or Intelligence Common, Elven, and one other of your choice +2 Stealth, +2 Bluff Joden, Rumplimilken, Tomtorikner, Lollputinn, Horavore, Tomolgo Irixa, Pileena, Tina, Solynna, Torexenne, Tivanarra, Oohtine, Salumbrette Chaotic, yet well-intentioned, Lings find the most pleasure from interpersonal interaction. Meeting strangers is always exciting for them, even if the new person might need a little time adapting to Ling idiosyncracies. ID_TIV_RACIAL_TRAIT_80, ID_TIV_RACIAL_TRAIT_81, ID_TIV_RACIAL_TRAIT_82
Play a Ling if you want ...
-to be tiny, energetic, and generally cheerful.
-to be able to go about unnoticed, yet in plain sight.
-to be a member of a race that favors the bard, rogue, and ranger classes.
ID_TIV_RACE_16 ID_TIV_RACE_16
You count as a halfling for meeting prerequisites.
ID_FMP_CLASS_FEATURE_2064 !Ling Race,!Ling CountsAsRace ID_FMP_CLASS_FEATURE_2064
You are considered a Ling for the purpose of meeting feat prerequisites.
You gain a +1 bonus to Reflex Defense. 1
You gain a +1 Racial bonus to Reflex Defense.
You gain a +1 bonus to attack rolls when using powers with the Illusion keyword. 1
You gain a +1 Racial bonus to attack rolls when using powers with the Illusion keyword.
Use Unnoticeable as an encounter power 1 ID_TIV_POWER_82_82 Encounter ID_TIV_POWER_82_82
You have the Unnoticeable Power.
ID_TIV_RACIAL_TRAIT_82,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10 It is very difficult to focus upon you. Encounter Ling Racial Power Arcane, Illusion Immediate Interrupt Personal You are targeted by an attack When an attacker targets you for an attack, make a Stealth check vs Will. If you are successful, the attacker loses focus upon you and no longer notices that you are there. They can still target another with their attack. In addition to being saved from being attacked, you gain Combat Advantage against the attacker until the end of your next turn. This power does not prevent you from taking indirct damage from burst or blast attacks if you are in the area. It only activates when you are directly targeted. ID_TIV_RACIAL_TRAIT_82 Ling Ling Heroic If a creature misses you for 2 turns in a row, you gain a +1 to your defenses against attacks from that creature for the rest of the encounter.
If a creature misses you for 2 turns in a row, you gain a +1 to your defenses against attacks from that creature for the rest of the encounter.
Ling Ling Heroic When you have cover, enemies have a -3 penalty against you instead of -2.
When you have cover, enemies have a -3 penalty against you instead of -2.
Ling Ling Heroic When you score a critical hit, the target is also slowed (save ends).
When you score a critical hit, the target is also slowed (save ends).
Ling Ling Heroic You gain a +5 on Pick Pocket attempts, and must fail by 10 or more to be noticed.
You gain a +5 on Pick Pocket attempts, and must fail by 10 or more to be noticed.
Ling Ling Heroic When you successfully use your Unnoticeable racial ability, you gain concealment from the target that triggered the racial power until the end of the encounter or until you hit that target.
When you successfully use your Unnoticeable racial ability, you gain concealment from the opponent who initially triggered the racial power until either the end of the encounter or until you hit that opponent with an attack.
Ling, 11th Level, Trained in Stealth.; Paragon Tier Ling, 11th Level, Must be trained in Stealth. Paragon When you attempt a Stealth check, allies within 3 squares of you gain +5 to their Stealth rolls until the end of your next turn.
When you attempt a Stealth check, allies within 3 squares of you gain +5 to their Stealth rolls until the end of your next turn.
Ling, 11th Level; Paragon Tier Ling, 11th Level Paragon You gain +5 on your Stealth roll when using your Unnoticeable racial power. In addition, Unnoticeable gains the keyword Reliable.
You gain +5 on your Stealth roll when using your Unnoticeable racial power. In addition, Unnoticeable gains the keyword Reliable.
Ling Ling Paragon You gain a +2 on attack rolls against creatures using shields.
You gain a +2 on attack rolls against creatures using shields.
Ling or Any Arcane Class or Rogue Ling or Any Arcane Class or Rogue You are so interesting. If you answer my riddle I'll give a prize. ID_TIV_CLASS_FEATURE_80_01, ID_TIV_CLASS_FEATURE_80_02, ID_TIV_CLASS_FEATURE_80_03 ID_TIV_POWER_80_01_01,ID_TIV_POWER_80_01_02,ID_TIV_POWER_80_01_03 ID_TIV_POWER_80_01_01,ID_TIV_POWER_80_01_02,ID_TIV_POWER_80_01_03
The Trickster has been featured in many fairy tales. They often prey upon the vain and torment them in various fashions. If you can answer their Riddle they shall leave you in peace and may even help you. The Riddle is often a trick, though, and doom falls upon those unable to guess its Answer.
Tricksters are quite sneaky and furtive. They enjoy causing chaos but do not like to be seen or be the focus of attention. Bouncing around the battlefield causing confusion is their forte. Pilfering interesting items is also quite typical of a Trickster. Tricksters delight in flummoxing their foes.
11 When you spend an action point, instead of taking an extra action you may instead turn invisible until the end of the encounter or until you make an attack roll. 11
When you spend an action point, instead of taking an extra action you may instead turn invisible until the end of the encounter or until you make an attack roll.
11 You can use the Wizard Mage Hand ability as an At-Will power. If you already know this ability, then this ability creates 2 separate hands at the same time. 11 ID_FMP_POWER_1227
You can use the Wizard Mage Hand ability as an At-Will power. If you already know this ability, then this ability creates 2 separate hands at the same time.
16 Each time, after you attack, you are allowed to make a Stealth check at -5 to hide, even if you do not have cover or concealment. 16
Each time, after you attack, you are allowed to make a Stealth check at -5 to hide, even if you do not have cover or concealment.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_80,ID_FMP_CATEGORY_19,ID_FMP_CATEGORY_24,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,11 Trickster You teleport about, attacking multiple enemies. Encounter Trickster 11 Arcane, Teleportation, Weapon Standard action Melee One or more creatures Strength vs AC or Dexterity vs AC or Intelligence vs AC You can teleport up to 3 squares and make a melee attack against a target. 1[W] + Strength modifier or 1[W] + Dexterity modifier or 1[W] + Intelligence modifier damage. You may teleport up to 3 squares again and make another melee attack against another target. You stop teleporting and attacking. You can teleport and attack a maximum amount of times equal to your Wisdom modifier (Min. 1) if you are a Ling, any other race is only one-half your Wisdom Modifier (Min. 1). ID_TIV_PARAGON_PATH_80 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_DAILY,ID_FMP_PARAGON_PATH_80,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_10,12 Trickster You create a duplicate that you control. Daily Trickster Utility 12 Arcane, Illusion Minor Action Personal You create a duplicate of yourself in an adjacent square. When you move you can also move the duplicate up to you movement speed. The duplicate cannot attack, but does occupy a square and can help grant combat advantage by flanking. The duplicate has your defense ratings. If it takes damage it dissipates, otherwise it lasts until the end of the encounter. Enemies can detect that the duplicate is an illusion by making an opposed skill check of their Intuition vs your bluff skill. ID_FMP_PARAGON_PATH_80 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_FMP_PARAGON_PATH_80,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Trickster You invoke the power of the Riddle Daily Trickster Attack 20 Arcane Standard Close burst 10 Each enemy in burst Wisdom +5 vs Will 3d8 + Wisdom modifier damage and suffers -2 to their Will defense (save ends). Half damage, and no penalty to Will defense ID_FMP_PARAGON_PATH_80 20 Attack ~NYMPH Beautiful and alluring women with an affinity for water. Medium 6 squares Beautiful, alluring, aquatic, seductiove, flighty, happy-go-lucky, sexy, good Nymphs are slightly smaller than humans. There are ONLY female Nymphs. No natural males of the species exist. Nymphs are quite beautiful and are fey in appearance. They have pointed ears and long billowy hair.
A Nymph is attuned to the water, but primarily exists on land. They can swim excellently and are able to breathe and function underwater with no difficulties.
Nymphs are typically blue colored, but their skin can be green, yellow, or gray as well. Hair color can be blue, green, yellow, red, or orange. They have eyes of all colors.
A Nymphs skin is usually damp to the touch, but their bodies are warm and inviting. Their voices are mesmerizing in their beauty. Many males dream of having a Nymph girlfriend. They do not have scales.
Nymphs age at the same rate as humans until they are adults, then Nymphs stay young and radiant looking until they die at around 150 years of age. Nymphs are unable to reproduce amongst themselves. Luckily a small percentage of males of other races are able to procreate with Nymphs. While a Nymph could use magic to determine which male might actually be able to create a baby, what fun is there in that? Nymphs prefer to sample selected males of other races until they find one which can actually reproduce with them. Nymph babies are always female Nymphs, regardless of the father's race.
Nymphs do not form nations on their own, yet many of the most notable empires in history have had a Nymph mistress as a power behind the throne. Nymphs are often found alone by lakes or streams, or seen playing with a small group of other Nymph friends.
Nymphs can occasionally be frivolous and sometimes others view them as flighty. In reality, Nymphs have the wisdom to understand that life is for fun and some things other races find very serious are not conducive to that primary purpose of life.
Nymphs are adept at enticing others to do things for them. Most don't realize they are being manipulated and think their actions were their own idea. A Nymph is not above using her beauty and charisma to make things easier for herself. Still, a Nymphs heart is pure, and she can perform heroic actions to assist those she cares about. Nymphs make excellent comrades and compatriots. They often choose to go about things in a different manner than the straightforward fashion of a Dwarf or Dragonborn. Low-Light 4' 2"-5'8" 84-128 lb. +2 Charisma, +2 to Wisdom or Dexterity Common, Elven +2 Heal, +2 Nature Tareena, Sirene, Nautalia, Delphene, Starlette, Mareena, Vhirell, Aphrenella, Sveana Attractive and carefree, Nymphs are a Magical race of intoxicating women. They often prefer living near streams, lakes, and waterfalls. At home amongst nature, Nymphs can also be found in the great cities of the world. ID_TIV_RACIAL_TRAIT_90, ID_FMP_RACIAL_TRAIT_641, ID_TIV_RACIAL_TRAIT_91
Play a Nymph if you want ...
-to be beautiful and exotic.
-to be to get others to do things for you.
-to be a member of a race that favors the bard, warlock, and ranger classes.
ID_TIV_RACE_17 ID_TIV_RACE_17
You count as a Nymph for meeting prerequisites.
You gain Swim Speed 6 and can Breathe Underwater. 1
You gain Swim Speed 6 and can Breathe Underwater.
Use Seduce as an daily power 1 ID_TIV_POWER_91_91 Daily ID_TIV_POWER_91_91
You have the Seduce Power.
ID_TIV_RACIAL_TRAIT_91,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6 You are adept at getting others to help you. Daily Nymph Racial Power Arcane, Charm Standard Ranged 5 One humanoid creature Charisma +2 vs Will
11th Level: Increase to +4 bonus
21st Level: Increase to +6 bonus
The target becomes Dominated until the end of your next turn. You can choose its single action on its turn. ID_TIV_RACIAL_TRAIT_91 Nymph, Cha 13 Nymph, Charisma 13 Heroic When you use an ability with the Charm keyword, the attack rolls gain a +1 bonus, and the target's saving throws to resist the effect are at -2.
Level 11: Increase attack bonus to +2
Level 21: Increase attack bonus to +3
When you use an ability with the Charm keyword, the attack rolls gain a +1 bonus, and the target's saving throws to resist the effect are at -2.
Level 11: Increase attack bonus to +2
Level 21: Increase attack bonus to +3
Nymph Nymph Heroic When in water, you can shift your maximum swim speed without provoking attacks of opportunity as a move action.
When in water, you can shift your maximum swim speed without provoking attacks of opportunity as a move action.
Nymph Nymph Heroic Once per day, as a free action, you can encourage an ally, giving them +1 on their next roll.
11th Level: Increase the bonus to +2.
21st Level: Increase the bonus to +3
Once per day, as a free action, you can encourage an ally, giving them +1 on their next roll.
11th Level: Increase the bonus to +2.
21st Level: Increase the bonus to +3
Nymph Nymph Heroic Your Bluff and Diplomacy skills gain a +2 bonus each.
Your Bluff and Diplomacy skills gain a +2 Feat bonus each.
Nymph Nymph Heroic The range on your Seduce racial power increases to 10, and the attack roll increases by +2.
The range on your Seduce racial power increases to 10, and the attack roll increases by +2.
Nymph Nymph Heroic You gain a +5 bonus to Acrobatics or Athletics checks to escape grabs. In addition, you receive a +2 bonus to saving throws which end a restained condition.
You gain a +5 bonus to Acrobatics or Athletics checks to escape grabs. In addition, you receive a +2 bonus to saving throws which end a restained condition.
Nymph Nymph Heroic Your Seduce racial power can now affect all creatures, not just humanoids.
Your Seduce racial power can now affect all creatures, not just humanoids.
Nymph Nymph Heroic You gain proficiency in using wands, regardless of class.
You gain proficiency in using wands, regardless of class. You can activate the power stored in a wand, even if you don't have one ability that uses the same power source. If you are a member of a Class that already can use wands as an implement, you gain a +2 Feat bonus to damage when using a wand.
Nymph, 11th Level; Paragon Tier Nymph, 11th Level Paragon You can use Nymph's Kiss as an at-will power. ID_TIV_POWER_90_09_01
You can use Nymph's Kiss as an at-will power.
ID_INTERNAL_CATEGORY_AT-WILL_USAGE,ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_AT-WILL,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_31 You kiss a friend, bestowing the ability to breathe water. At-Will Nymph Racial Power Minor Action Melee Touch One creature The target creature can breathe underwater for the next 1 hour. Nymph Nymph I am so lonely and sad. I just wish there was someone who could love me and to whom I could turn to. It's alright, sniff, I think I shall be OK. ID_TIV_CLASS_FEATURE_90_01, ID_TIV_CLASS_FEATURE_90_02, ID_TIV_CLASS_FEATURE_90_03 ID_TIV_POWER_90_01_01_01,ID_TIV_POWER_90_01_01_02,ID_TIV_POWER_90_01_01_03 ID_TIV_POWER_90_01_01_01,ID_TIV_POWER_90_01_01_02,ID_TIV_POWER_90_01_01_03
The Seductress is a type of Nymph who specializes in charm and seduction. They are typically extremely attractive and use their beauty to coerce others into helping the Nymph and doing as she desires.
The voice of a Seductress is quite magical and alluring. Those who hear her song are often entranced by her plight. A Seductress naturally instills a desire to protect and assist her. Many renowned feats in history have been performed to win the affection of a Seductress.
A Seductress typically never loves a single person for long, and her passion is fickle. While she is true to her friends, she is always seeking a more fulfilling love to quench her burning heart.
11 When you spend an action point, you regain the use of your Seduce racial ability instead of taking an extra action, if desired. 11
When you spend an action point, you regain the use of your Seduce racial ability instead of taking an extra action, if desired.
11 Your Seduce racial ability gains the Reliable keyword. If if fails, it can be used again in an encounter. 11
Your Seduce racial ability gains the Reliable keyword. If if fails, it can be used again in an encounter.
16 Your Seduce racial ability can now be sustained with a minor action. The target gains a saving throw to end the effect each round. 16
Your Seduce racial ability can now be sustained with a minor action. The target gains a saving throw to end the effect each round.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_90,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Seductress You make your enemies' brains feel like they are on fire. Encounter Seductress 11 Arcane, Thunder Standard action Area burst 3 within 10 squares Each enemy in burst Charisma + 4 vs. Fortitude 2d8 + Charisma modifier thunder damage. In addition, the targer suffers -2 to its Will defense until the end of your next turn. ID_TIV_PARAGON_PATH_90 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_90,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT,ID_FMP_CATEGORY_31,ID_FMP_CATEGORY_6,12 Seductress You bat your eyelashes and appear non-threatening. Encounter Seductress Utility 12 Immediate Interrupt Personal You are targeted by an attack. Make a Bluff check vs the attacker's Will. If you are successful, the attacker must change to another target, if available. ID_TIV_PARAGON_PATH_90 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_90,ID_FMP_CATEGORY_6,ID_FMP_CATEGORY_31,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Seductress Your voice coaxes your enemies to destroy each other. Daily Seductress Attack 20 Arcane, Charm Standard Action Close blast 10 All enemy in burst. Charisma +5 vs. Will Until the end of your next turn, targets under the effects of this power make basic attacks against their nearest former allies on their turn (save ends). While you sustain this power, targets under its influence shall continue to attack their allies until they make a save that ends the effect. ID_TIV_PARAGON_PATH_90 20 Attack ~OBSIDIAN Black, nocturnal adventurers, solid of body and mind. Medium 6 squares Honorable, friendly, unique, tough, intelligent, freedom loving, trustworthy Obsidians are humanoids who appear to be made out of hard, black glass rock. Their skin is solid and can have some sharp edges in places. They can be colored either black, dark green or deep brown. Obsidians with a golden sheen to their flesh are known as Sheen Obsidians. Some Obsidians have embedded white regions about the size of snowflakes. These Obsidians are known as Snowflake Obsidians.
Obsidians move fluidly, even though their body seems to be quite hard. Their eyes can be white, black, red, blue, green, yellow, or purple and are typically pupil-less. Their tongues are red or black, and their teeth are either like black obsidian or white. Obsidians are warm to the touch.
Male Obsidians are typically bald. Females can have hair like fine, spun glass. Hair color can be black, white, deep blue, dark purple, deep green, or gray.
Obsidians are typically quite healthy. They age at about the same rate as humans and generally live to be about 120. Their skin does not wrinkle as they get old, but it does develop fine cracks over time. Obsidians are native to the Shadowfell, where they dwell amongst the mountaintops. They generally live in tunnels and fortifications carved out of solid rock. There are few Obsidian communities in the natural world.
The Shadowfell is full of deceit, danger, and dishonor. Obsidian adventurers found in the natural world are those free-spirits who chose to leave their native plane and seek a more honorable life away from home. Thus, obsidians encountered are typically quite friendly, and eager to meet new friends and experience life. Their connections to family and community are usually far behind and distant. They are creating a new life as they live.
Obsidians are fairly rare, and can usually be found in the cities and Dwarven communities of the world. Dwarves tend to recognize a kindred spirit in Obsidians and value the integrity and friendship they provide.
Obsidians relish being rare and enjoy the opportunity to be unique and stand out in the world. They strive to make an honorable name for their kind and conduct themselves with pure intent. Some settle down, while others venture out and search for enlightenment. Obsidians are drawn to mystical martial arts, as well as the magical paths and mental pursuits. Darkvision 5' 4"-6'2" 130-240 lb. +2 Intelligence, +2 to Constitution or Wisdom Common, Dwarven +2 Stealth, +2 Endurance Trigorr, Avax Predilate, Quiro Chi, Hado Doomstrike, Sparx Skyseeker, Mnemo Visp, Flynt Sheena, Vildonna, Azure Snowflake, Inky Deftfinger, Zerra Whiplash Freedom loving, Obsidian adventurers are the ones who left the Shadowfell for the more pleasing life of the natural world. Possessing a more honorable spirit than those typically found in their native plane. Obsidians are eager to make friends and help others. ID_TIV_RACIAL_TRAIT_100, ID_FMP_RACIAL_TRAIT_1496, ID_TIV_RACIAL_TRAIT_101
Play a Obsidian if you want ...
-to be intelligent, unique, and friendly.
-to possess a body like solid, black glass.
-to be a member of a race that favors the wizard, warlock, and swordmage classes.
ID_TIV_RACE_18 ID_TIV_RACE_18
You count as a Obsidian for meeting prerequisites.
You gain Fire Resistance equal to 5 + 1/2 your level. 1
You gain Fire Resistance equal to 5 + 1/2 your level.
Use Skin Like Rock as an encounter power 1 ID_TIV_POWER_101_101 Encounter ID_TIV_POWER_101_101
You have the Skin Like Rock Power.
ID_TIV_RACIAL_TRAIT_101,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT Attacks shatter against your rock-like skin. Encounter Obsidian Racial Power Immediate Interrupt Personal You are hit with an melee or ranged attack targeting your AC. You gain resistance of 5 + Constitution modifier against all damage from that attack.
Level 11: Increase resistance to 10 + Constitution modifier.
Level 21: Increast resistance to 15 + Constitution modifier.
ID_TIV_RACIAL_TRAIT_101 Obsidian Obsidian Heroic When you use your Skin Like Rock racial ability, you gain temporary Hit Points equal to 5 + Constitution modifier.
When you use your Skin Like Rock racial ability, you gain temporary Hit Points equal to 5 + Constitution modifier.
Obsidian, Con 13 Obsidian, Constitution 13 Heroic You are immune to Petrification effects.
You are immune to Petrification effects.
Obsidian Obsidian Heroic The sides of your hands and feet have sharp edges. You gain bonuses in unarmed combat.
The sides of your hands and feet have sharp edges. You gain a +2 proficiency bonus to unarmed combat and unarmed basic damage die is 1d8.
Obsidian Obsidian Heroic Your Skin Like Rock racial ability is now effective against many other forms of attacks.
Your Skin Like Rock racial ability is now effective against all attacks with the Fire, Cold, Acid, Force, Lightning, and Thunder keywords, regardless if the attack targets AC or any other defense.
Obsidian Obsidian Heroic Enemies who grab you take 5 damage each round that they hold you.
Enemies who grab you take 5 damage each round that they hold you.
Obsidian Obsidian Heroic You gain a +2 to your Will defense against attacks with the Psionic keyword.
You gain a +2 to your Will defense against attacks with the Psionic keyword.
Obsidian, Con 15, 11th Level; Paragon Tier Obsidian, Constitution 15, 11th Level Paragon You resistances to Fire, Cold, and Poison increase by 5.
Level 21: Resistance bonus increases to 10.
You resistances to Fire, Cold, and Poison increase by 5.
Level 21: Resistance bonus increases to 10.
Obsidian, 21st Level; Epic Tier Obsidian, 21st Level Epic In places where the boundaries to the Shadowfell are weak, by taking a short rest, you and those touching you can cross into or return from the Shadowfell.
In places where the boundaries to the Shadowfell are weak, by taking a short rest, you and those touching you can cross into or return from the Shadowfell.
Obsidian or Monk Obsidian or Monk My body is my weapon. Those who oppose me shall bleed. ID_TIV_CLASS_FEATURE_100_01, ID_TIV_CLASS_FEATURE_100_02, ID_TIV_CLASS_FEATURE_100_03 ID_TIV_POWER_100_01_01_01,ID_TIV_POWER_100_01_01_02,ID_TIV_POWER_100_01_01_03 ID_TIV_POWER_100_01_01_01,ID_TIV_POWER_100_01_01_02,ID_TIV_POWER_100_01_01_03
The Dark Shard is a individual who fully utilizes his body makeup. Their flesh becomes very hard and sharp and those touching them are prone to bleed. They are unable to wear non-magical clothing of cloth, leather, or hide and must stick to metal or magical armor which can withstand their sharp body.
The Dark Shard can unleash a torrent of magical black glass slivers against their enemies.
The life of the Dark Shard is often lonely. Other races are unable to withstand physical contact with a Dark Shard, so they usually search for peace and tranquility in their surroundings. Friendships can make up for lack of intimacy.
11 When you spend an action point you gain temporary hit points equal to your level. 11
When you spend an action point you gain temporary hit points equal to your level.
11 Your unarmed attacks deal extraordinary damage. (1d10 damage) 11
Your unarmed attacks deal extraordinary damage. (1d10 damage).
16 Enemies who hit you will melee attacks using natural weapons (part of their body) take damage equal to your Constitution modifier. 16
Enemies who hit you will melee attacks using natural weapons (part of their body) take damage equal to your Constitution modifier.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_100,ID_FMP_CATEGORY_38,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Dark Shard You release a burst of magical sharp, glass slivers. Encounter Dark Shard Attack 11 Shadow Standard action Close Blast 5 Each creature in blast Constitution + 4 vs. Reflex or Dexterity +4 vs Reflex 2d8 + Constitution modifier damage and suffers 5 points of ongoing bleed damage each round (save ends). ID_TIV_PARAGON_PATH_100 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_100,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Dark Shard You focus on toughening your flesh. Daily Dark Shard Utility 12 Minor action Personal Each creature in blast You expend a healing surge, instead of gaining hit points, you a +7 to all of your defenses until the end of your next turn. ID_TIV_PARAGON_PATH_100 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_100,ID_FMP_CATEGORY_36,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Dark Shard You run through your enemies devastating their ranks. Daily Dark Shard Attack 20 Martial Standard Action Close blast 10 Melee Strength +4 vs AC or Dexterity +4 vs AC 3d8 + Strength modifier or 3d8 + Dexterity modifier damage and suffers ongoing 10 damage from bleeding (save ends). half damage and no ongoing bleeding damage. You can shift up to your movement speed and make a special unarmed attack against each enemy adjacent to your path. ID_TIV_PARAGON_PATH_100 20 Attack ~RADIANTS Golden skinned beings who strive for excellence. Medium 6 squares Honorable, valiant, fair, inspiring, courageous, righteous, golden, just, warm Radiantss are charismatic, metal-skinned humanoids from the Astral Sea. Their skin is usually golden, but can also appear to be made or silver (chrome) or bronze.
Radiantss have solid colored ocular organs without pupils. Eyes can be most any color; some exceptional Radiantss even have eyes that slightly glow.
Radiantss can have full, thick hair which often appears metallic as well. Many male Radiantss are completely bald. Hair colors can be gold, silver, copper, red, black, white, yellow, blue, purple, blue and more. They have no body hair.
Radiants flesh is warm to the touch. They move very gracefully and confidently. If a Radiants is cut, the wound can also bleed a slight amount of light, thought this is typically only noticeable in the dark.
Radiantss grow to adulthood at a slightly slower rate than humans. Once they are adults, they age very slowly. Although Radiantss originated in the Astral Sea they are not truly immortal. They usually have a lifespan of around 250 years. Radiantss are a virtuous race with a strong connection to the plane of the gods. They strive to be valiant and often feel filled with righteousness. Many are drawn to the life of a Paladin. Most believe it is the duty of everyone to deliver justice and maintain balance and fairness.
Radiantss strive for excellence in their chosen fields, hobbies, and endeavors. This is different from the drive to perfection a Ferralyn might feel. To a Radiants, it is not perfection which is the goal; rather it is distinction and merit which is the key. To excel beyond the norm is a driving force behind many of the actions and habits of Radiantss.
Like many races, Radiantss might believe they are superior to others, yet they are not condescending towards them. They understand that each race has their own strengths and weaknesses. All are to be valued, and diversity amongst compatriots helps strengthen the entire group.
Radiantss make powerful looking figures. To have a Radiants on ones side usually makes one feel safer and more secure. Their stature, bearing, and actions can easily inspire confidence in their allies. Often the phrases uttered by a Radiants can be deeply meaningful. They have a keen insight into life and can be quite philosophical. Normal 5' 2"-6'4" 100-250 lb. +2 Intelligence, +2 to Charisma or Wisdom Common, Supernal +2 Athletics, +2 Insight Ingnar Lightbringer, Valrin Truthseeker, Honor Brightmind, Victrin Nobelheart Celensa Freethought, Purity Lovegiver, Justine Airspinner, Endura Peacesender With metallic looking skin and solid colored eyes, Radiantss inspier confidence in those allied with them. Honorable in spiriet, Radiantss strive to excel in their life. They are valinat and seek opportunities to counter corruption and bolster justice. ID_TIV_RACIAL_TRAIT_110, ID_TIV_RACIAL_TRAIT_111, ID_TIV_RACIAL_TRAIT_112
Play a Radiants if you want ...
-to be a golden-skinned warrior of righteousness.
-to be able to empower your attacks with radiance.
-to be a member of a race that favors the wizard, bard, and paladin classes.
ID_TIV_RACE_18 ID_TIV_RACE_18
You count as a Radiants for meeting prerequisites.
Radiants Radiants Racial With metallic looking skin and solid colored eyes, you inspire great confidence in your allies. What happened, why did you leave? Honorable in spirit, you strived to excel in your life. Did you not accomplish something, that weighs on you heavily? You are valiant and seek opportunities to counter corruption and bloster justice. Did you become corrupt or did someone you know become corrupt? Book of Races Diplomacy, Endurance, Insight, Perception, Religion You gain proficiency with light shields. 1
You gain proficiency with light shields.
Use Exalt Attack as an encounter power 1 ID_TIV_POWER_111_111 Encounter ID_TIV_POWER_111_111
You have the Exalt Attack Power.
ID_TIV_RACIAL_TRAIT_111,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_2,ID_FMP_CATEGORY_32 You empower your weapon with astral energy. Encounter Radiants Racial Power Minor Action Personal You can alter an At-Will power that you know to deal Radiant type damage until the end of the encounter. As a minor action you can end this effect. This power only works on At-Will abilities, and does not effect Encounter or Daily effects. Using this power on a melee attack such as Cleave changes its damage from untyped to Radiant. Using power on a ranged attack such as Magic Missile changes its damage from Force to Radiant. ID_TIV_RACIAL_TRAIT_111 Your origin is Astral, not natural 1
Your ancestors were native to the Astral Sea, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Radiants Radiants Heroic You gain a +1 bonus to attack and damage rolls for any power with the Radiants keyword.
You gain a +1 Feat bonus to attack and damage rolls for any power with the Radiants keyword.
Level 11: Increase bonus to +2.
Level 21: Increase bonus to +3.
Radiants Radiants Heroic Whenever you score a critical hit, allies within 5 squares of you gain temporary HP.
Whenever you score a critical hit, allies within 5 squares of you gain temporary HP equal to 5 + your Charisma modifier.
Level 11: Increase temporary HP to 10 + your Charisma modifier.
Level 21: Increase temporary HP to 15 + your Charisma modifier.
Radiants Radiants Heroic While wielding a shield you gain a +1 bonus to AC and Reflex.
While wielding a shield you gain a +1 bonus to AC and Reflex.
Radiants Radiants Heroic You gain a +1 to your Fortitude Defense, and +2 on saves vs poison and disease.
You gain a +1 Feat bonus to your Fortitude Defense. You gain a +2 Feat bonus against Poison and Disease.
Radiants Radiants Heroic You gain a +1 on a attack rolls on powers with the Radiant keyword, and +2 on saves vs Psychic effects.
You gain a +1 Feat bonus to your Fortitude Defense. You gain a +2 Feat bonus against Poison and Disease.
Level 11: Increase attack bonus to +2.
Level 21: Increase attack bonus to +3
Radiants Radiants Herioc You gain a +1 on your Will Defense, and +2 on saves vs Fear effects.
You gain a +1 on your Will Defense, and +2 on saves vs Fear effects.
Radiants, Superior Mind, Superior Body, Superior Spirit, 11th Level; Paragon Radiants, Superior Mind, Superior Body, Superior Spirit, 11th Level Paragon Choose: Strength, Intelligence, or Charisma. All attack rolls involving that statistic receive a +1 bonus.
Choose: Strength, Intelligence, or Charisma. All attack rolls involving that statistic receive a +1 bonus. The statistic is determined at the time the feat is taken and can never be changed for the life of the character. (Once this feat is taken return to the Race Screen to choose your Ability Choice.)
Superiority,Ability Choice Use STR for Superiority ID_TIV_FEAT_110_07
You use Strength as your key ability with <i>Superiority</i>.
Superiority,Ability Choice Use INT for Superiority ID_TIV_FEAT_110_07
You use Intelligence as your key ability with <i>Superiority</i>.
Superiority,Ability Choice Use CHA for Superiority ID_TIV_FEAT_110_07
You use Charisma as your key ability with <i>Superiority</i>.
Radiants or Paladin or Cleric Radiants or Paladin or Cleric Salvation comes from pure actions. I can guide you, help you, sanctify your being. Together we shall persevere. ID_TIV_CLASS_FEATURE_110_01, ID_TIV_CLASS_FEATURE_110_02, ID_TIV_CLASS_FEATURE_110_03 ID_TIV_POWER_110_01_01_01,ID_TIV_POWER_110_01_01_02,ID_TIV_POWER_110_01_01_03 ID_TIV_POWER_110_01_01_01,ID_TIV_POWER_110_01_01_02,ID_TIV_POWER_110_01_01_03
The Angelic path is the true path to immortality. Those pure of spirit and purpose can sometimes rise up and begin the process of the angelic transformation. Their spark of life has been kindled and blossomed rather than fading away.
Angelics tend to serve the causes of justice and truth. They need not be exceedingly religious, just unusually devoted to their ideals and focused in their actions.
Others can sometimes view Angelics with awe and reverence. But they are not true Angels yet, just notable people who are pure of heart and at balance within themselves. They have flaws like any other, but many people tend to overlook their defects and focus on their integrity and noble characteristics.
Some gods and religions like to entrust important ungertakings to Angelics. These quests and tasks tend to be quite difficult.
11 When you spend an action point, in addition to taking an extra action, you, or an ally within 5 squares, can spend a healing surge. 11
When you spend an action point, in addition to taking an extra action, you, or an ally within 5 squares, can spend a healing surge.
11 You gain a +1 to all defenses while you are not bloodied. 11
You gain a +1 to all defenses while you are not bloodied.
16 Attackers who miss you take Radiant damage equal to your Charisma modifier. 16
Attackers who miss a melee attack against you while you are holding a shield suffer Charisma modifier radiant damage for each missed attack against you, that round.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_110,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_20,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Angelic Bolts of lightning strike from above. Encounter Angelic Attack 11 Lightning, Thunder, Divine Standard action Area burst 2 within 10 squares Each creatures in burst Charisma + 4 vs. Reflex 3d8 + Charisma modifier lightning and thunder damage and the target is knocked prone. ID_TIV_PARAGON_PATH_110 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_110,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Angelic Your feet fade and you sprout Angel-like wings. Daily Angelic Utility 12 Minor Action Personal You gain flight speed 6 until the end of your next turn. ID_TIV_PARAGON_PATH_110 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_110,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_2,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Angelic You blaze with a glorious radiance. Daily Angelic Attack 20 Divine, Radiant Standard Action Close burst 5 All enemies in burst Charisma +5 vs. Reflex 3d8 + Charisma modifier Radiant damage and is blinded until the end of your next turn. Half damage and the target is not blinded ID_TIV_PARAGON_PATH_110 20 Attack ~STORM ELF Elves of the mountains, controlling the power of storms. Medium 6 squares Strong, Agile, fierce, light, tempermental, perceptive, emotional, vengeful Storm Elves are muscular, human sized elves with pointed ears and a graceful step. They are typically thin and posses gymnast's body with well defined shoulder musculature and sculpted abdominals.
Like the other elves, Storm Elves have no facial hair and little elsewhere on their bodies. They typically sport long hair on top of their heads and have the ability to make this hair appear to move in a breeze, even when indoors. Hair color can be almost any hue, as can their eyes. Some powerful Storm Elves have been seen to have small flashes of lightning around their eyes when they are excited.
Storm Elves have the agility of the other elves, but add in strength not found in their brethren. They age at a much slower rate than humans and generally live at least 200 years.
Storm Elves are very light of foot. Their movements are light and airy and appear to be mystically enhanced. Some say they can jump from cloud to cloud. Their skin colors are typically pink, yellow, tan, white, blue, or gray. Storm Elves are sometimes known as Sky Elves. They are found high in the mountains of the Feywild and natural world. They are most at home within the clouds and storms surrounding their abodes.
Storm Elves are a passionate race. Their emotions are easily brought out and are more difficult to control than for other races. They are quick to anger yet can swiftly fall deeply in love. Such emotional creatures are sometimes problematic to be around, but their friends value the fact that Storm Elf friendships run deep and they are not often deceitful, as their emotions tend to give away their intentions.
Storm Elf societies are generally found far up in large mountain ranges. They share such space with the Dwarves and the occasional Obsidian, but all three races tend to get along with each other and play upon the strengths of each race for mutual benefit. Their main festivals are timed to occur at the height of hurricane or monsoon season.
Storm Elves are found in most all professions, though they are more attracted to the natural paths instead of an urban lifestyle. They tend to have greater faith in their own inner strength rather than relying upon the strengths of others, yet they highly value interracial friendships and are generally found amongst a tight group of friends. Low-Light 5' 2"-6'0" 100-184 lb. +2 Dexterity, +2 to Strength or Intelligence Common, Elven, Dwarven +2 Nature, +2 Perception Strong and graceful, Storm Elves are known for their intense emotions and passion. Commonly found living high in the mountains, these elves are masters of the sky and storms. ID_TIV_RACIAL_TRAIT_120, ID_FMP_RACIAL_TRAIT_641, ID_TIV_RACIAL_TRAIT_121
Play a Storm Elf if you want ...
-to be strong and agile.
-to be able to control the power of storms.
-to be a member of a race that favors the fighter, ranger, and rogue classes.
ID_TIV_RACE_19 ID_TIV_RACE_19
You count as an Elf for meeting prerequisites.
ID_FMP_CLASS_FEATURE_2064 !Storm Elf Race,!Storm Elf CountsAsRace ID_FMP_CLASS_FEATURE_2064
You are considered a Storm Elf for the purpose of meeting feat prerequisites.
Your resistance against Lightning effects increases by 5 + 1/2 your level. 1
Your resistance against Lightning effects increases by 5 + 1/2 your level.
Use Ball of Lightning as an encounter power 1 ID_TIV_POWER_121_121 Encounter ID_TIV_POWER_121_121
You have the Ball of Lightning Power.
ID_TIV_RACIAL_TRAIT_121,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_11 You fling a sphere of lightning amoungst your foes. Encounter Storm Elf Racial Power Standard Action Area Burst 1 in 10 squares Each creature in burst Strength +2 vs Reflex, or Dexterity +2 vs Reflex
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. 1d6 + Strength modifier or Dexterity modifier Lightning damage.
Increase to 2d6 + Strength modifier or Dexterity modifier at 11th Level. Increase to 3d6 + Strength modifier or Dexterity modifier at 21st Level. When you create your character, choose Strength or Dexterity as the ability score you use when making rolls with this power. ID_TIV_RACIAL_TRAIT_121 Ball of Lightning,Ability Choice Use STR for Ball of Lightning ID_TIV_POWER_121_121
You use Strength as your key ability with <i>Ball of Lightning</i>.
Ball of Lightning,Ability Choice Use DEX for Ball of Lightning ID_TIV_POWER_121_121
You use Dexterity as your key ability with <i>Ball of Lightning</i>.
Storm Elf Storm Elf Heroic Your jumping distance increases by 2 squares.
Level 11: Increase to 3 squares.
Level 21: Increase to 4 squares.
Your jumping distance increases by 2 squares.
Level 11: Increase to 3 squares.
Level 21: Increase to 4 squares.
Storm Elf Storm Elf Heroic The damage dice for you Ball of Lightning racial power increases to d8.
The damage dice for you Ball of Lightning racial power increases to d8.
Storm Elf Storm Elf Heroic You only take half damage from falls and gain resistance of 5 + 1/2 level vs falling damage.
You only take half damage from falls and gain resistance of 5 + 1/2 level vs falling damage.
Storm Elf Storm Elf Heroic Once per encounter, if an enemy rolls a natural 1 and misses you, you can make a free basic attack as a immediate reaction against that foe.
Level 11: Increase to two times per encounter.
Level 21: Increase to three times per encounter.
Once per encounter, if an enemy rolls a natural 1 and misses you, you can make a free basic attack as a immediate reaction against that foe.
Level 11: Increase to two times per encounter.
Level 21: Increase to three times per encounter.
Storm Elf Storm Elf Heroic You gain a +1 bonus to attack and damage rolls whenever you use a power with the Lightning keyword.
Level 11: Increase the bonus to +2
Level 21: Increase the bonus to +3
You gain a +1 bonus to attack and damage rolls whenever you use a power with the Lightning keyword.
Level 11: Increase the bonus to +2
Level 21: Increase the bonus to +3
Storm Elf Storm Elf Heroic Your resistance to Thunder effects increases by 5 + 1/2 your level.
Your resistance to Thunder effects increases by 5 + 1/2 your level.
Storm Elf, 11th Level; Paragon Storm Elf, 11th Level Paragon Once per day, as a free action, you can recharge an Encounter Power that has been expended.
Once per day, as a free action, you can give up the use of an unused Encounter Power to recharge an Encounter Power of a lower level that has already been expended.
Storm Elf, 11th Level; Paragon Storm Elf, 11th Level Paragon Your Ball of Lightning racial ability now has a burst radius of 2.
Your Ball of Lightning racial ability now has a burst radius of 2.
Storm Elf Storm Elf I ride the skies in triumph. Do not anger me. ID_TIV_CLASS_FEATURE_120_01, ID_TIV_CLASS_FEATURE_120_02, ID_TIV_CLASS_FEATURE_120_03, ID_TIV_CLASS_FEATURE_120_04 ID_TIV_POWER_120_01_01_01,ID_TIV_POWER_120_01_01_02,ID_TIV_POWER_120_01_01_03 ID_TIV_POWER_120_01_01_01,ID_TIV_POWER_120_01_01_02,ID_TIV_POWER_120_01_01_03
You are the lord of the skies, the ruler of storms. Lightning and thunder are yours to command. At home amongst the clouds, the storm mirrors your raging spirit.
You have the freedom to chase a tempest, yet with great power comes great responsibility. Your duty is to defend those who are defenseless, assist those incapable of helping themselves. They shall never know the exhilaration of the heavens and they need whatever help you can give. You strive to alleviate their plight as best you can.
11 When you spend an action point, you also regain the use of your Ball of Lightning racial ability. 11
When you spend an action point, you also regain the use of your Ball of Lightning racial ability.
11 When you use your Ball of Lightning racial ability, your defenses increase by +2 until the end of your next turn. 11
When you use your Ball of Lightning racial ability, your defenses increase by +2 until the end of your next turn.
11 You are immune to the push, pull, and slide effects of any powers that are wind based. 11
You are immune to the push, pull, and slide effects of any powers that are wind based.
16 Allies within 5 squares of you increase their lightning and thunder resistance values equal to your rsistance to those effects. 16
Allies within 5 squares of you increase their lightning and thunder resistance values equal to your rsistance to those effects.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_120,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_33,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Storm Champion You and your opponent are connected by a Arc of Lightning. Encounter Storm Champion Attack 11 Lightning, Primal Standard action Ranged 10 One Creature Dexterity + 4 vs Reflex 3d8 + Dexterity modifier lightning damage and is connected to you by an arc of lightning (save ends). As long as you maintain this power, and the target who was hit does not make a saving throw, you deal 3d8 + Dexterity modifier damage each round. If anything passes between you two, the effect ends. ID_TIV_PARAGON_PATH_120 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_120,ID_INTERNAL_CATEGORY_MINOR_ACTION,12 Storm Champion You float above the battlefield in fury. Daily Storm Champion Utility 12 Minor Action Personal You gain Flight 4 (hover). Until the end of the encounter, as a move action you can fly up to 4 squares. ID_TIV_PARAGON_PATH_120 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_120,ID_FMP_CATEGORY_33,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_20,ID_FMP_CATEGORY_26,ID_INTERNAL_CATEGORY_STANDARD_ACTION,20 Storm Champion You summon a cloudy vortex of lightning and thunder. Daily Storm Champion Attack 20 Primal, Lightning, Thunder, Conjuration Standard Action Ranged 10 One creature adjacent to the storm Dexterity +5 vs. Reflex 4d8 + Dexterity modifier lightning damage. You conjure a medium sized storm in an empty square within range. Any enemy starting their turn next to the storm takes 1d10 + Deterity modifier thunder damage. As a move action, you can move the storm 4 squares. You can sustain this as a Minor Action, until the end of the encounter. As a Standard Action, you can have the storm attack a creature adjacent to it. The storm occupies a square. It does not provide or grant benefits from flanking. ID_TIV_PARAGON_PATH_120 20 Attack ~TARSION Intelligent and agile primates full of energy and exuberance. Medium 6 squares Agile, intelligent, happy, perceptive, energetic, patient, friendly Tarsions are slightly smaller than humans. They are covered in short, fuzzy fur, and possess a long tufted tail. Their enormous eyes are their most striking feature. Eye colors can include shades of blue, yellow, red, orange, purple, green, gray, and others. Their thick fur is generally gray, brown, yellow, blue, or orange and is usually one primary color with lighter regions around the chest and end of the tail. Tarsions have large, rounded ears on top of their heads.
Tarsions tend to be slim and wiry with a slightly barrel like chest. Their heads can rotate nearly 180 degrees, though their eyes are unable to look left or right. Tarsions are a very acrobatic race and are adept at making long leaps. Some Tarsions are known to be able to sleep with one eye open. Their tail is not prehensile.
Tarsion children age similar to humans but, once in their mid-teens, their aging slows dramatically. Tarsions tend to stay young looking for hundreds of years, and then swiftly fly through middle-age. Old-age can last another hundred years or so, yet even old Tarsions are quite spry. Tarsions are a happy race, known for their intellectual pursuits. They descended from nocturnal, arboreal, primates and can now be found scattered all about. Tarsions tend to be quite individualistic and, except for their family, generally make their homes separate from other Tarsions. As such, Tarsions seldom form nations, or cities consisting primarily of Tarsions. Instead, they blend in with existing communities or dwell solo, away from urban environments.
Tarsions are intelligent, agile, and very perceptive. They are long-lived and typically appear very upbeat and energetic. For sports, they tend to enjoy solo pursuits such as martial arts, gymnastics, and swimming, instead of traditional team activities. Tarsions also have many intellectual pursuits as well and can be found as scientists, historians, and investigators of magical and psionic research. Tarsions value their friendships highly and often favor their friends over other allegiances. They are easily entertained and are generally hard to upset. Tarsions often strive for integrity and appreciate uniqueness. They mate for life and infidelity is unknown. Their partially nocturnal nature makes them ill-suited for farming but well adapted to keeping watch or performing in a band. Tarsions can be found amongst the ranks of monks and politicians, professors and currency traders. They are quite adaptable but are not prolific. Low-Light 4' 0"-5'7" 84-148 lb. +2 Intelligence, +2 to Dexterity or Strength Common, and choice of one other +2 Acrobatics, +2 Perception Flux, Spark, Clash, Void, Whip, Jag, Thought, Verve, Strike, Twist, Eye Cloud, Wind, Fluff, Smooth, Grin, Daze, Blue, Dream, Heart, Think, Wish, Snow Happy and perceptive, Tarsions are a race renowned for their intelligence and agility. Blessed with a very long lifespan, Tarsions tend to value their friendships highly. Partially nocturnal by nature, Tarsions are comfortable in a wide variety of settings. ID_TIV_RACIAL_TRAIT_130, ID_TIV_RACIAL_TRAIT_131, ID_TIV_RACIAL_TRAIT_132, ID_TIV_RACIAL_TRAIT_133
Play a Tarsion if you want ...
-to be intelligent and acrobatic.
-to be able to dodge out of the way of attacks.
-to be a member of a race that favors the wizard, swordmage, and ranger classes.
ID_TIV_RACE_20 ID_TIV_RACE_20
You count as an Tarsion for meeting prerequisites.
You gain a +1 Racial bonus to your Reflex Defense. 1
You gain a +1 Racial bonus to your Reflex Defense.
You are trained in either Acrobatics or Perception as a Tarsion. 1
You are trained in either Acrobatics or Perception as a Tarsion.
You gain a +5 to Jump skill checks and treat all jumps as if you had a running start. 1
You gain a +5 to Jump skill checks and treat all jumps as if you had a running start.
Use Agile Dodge as an encounter power 1 ID_TIV_POWER_133_133 Encounter ID_TIV_POWER_133_133
You have the Agile Dodge Power.
ID_TIV_RACIAL_TRAIT_133,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT Your agility makes you difficult to hit. Encounter Tarsion Racial Power Immediate Interrupt Personal You are hit by an attack targeting your AC or Reflex Defense When an attack hits your AC or Reflex defense make an Acrobatics skill check vs the attack roll. If your check is at least as high as the attack roll which struck you, you dodge the attack and are missed instead. ID_TIV_RACIAL_TRAIT_133 Tarsion Tarsion Heroic You gain a +1 bonus to attack and damage rolls whenever you use a power with the psychic keyword.
Level 11: Increase bonus to +2
Level 21: Increase bonus to +3
You gain a +1 bonus to attack and damage rolls whenever you use a power with the psychic keyword.
Level 11: Increase bonus to +2
Level 21: Increase bonus to +3
Tarsion Tarsion Heroic You gain a +1 bonus to your Reflex and Will defense.
You gain a +1 bonus to your Reflex and Will defense.
Tarsion, Intellectual Evasion Tarsion, Intellectual Evasion Herioc When you use your Tarsion Agile Dodge ability, you gain a +5 to the acrobatics check.
When you use your Tarsion Agile Dodge ability, you gain a +5 to the acrobatics check.
Tarsion Tarsion Heroic Your Agile dodge racial ability can now work against attacks targeting your Will Defense as well.
Your Agile dodge racial ability can now work against attacks targeting your Will Defense as well.
Tarsion Tarsion Heroic You treat total darkness as dim light. In addition, you treat the radius of non magically limited light sources as 50% greater than normal.
You treat total darkness as dim light. In addition, you treat the radius of non magically limited light sources as 50% greater than normal. A lantern with a radius of 10 would have a light radius of 15 for you.
Tarsion Tarsion Heroic Your Racial bonus to Perceptions raises to +5 and you gain a +2 rolls to detect Illusions.
Your Racial bonus to Perceptions raises to +5 and you gain a +2 rolls to detect Illusions.
Tarsion, 11th Level; Paragon Tarsion, 11th Level Paragon Your Agile Dodge racial power gains the Reliable keyword. If it fails to prevent an attack it may be reused on subsequent attacks.
Your Agile Dodge racial power gains the Reliable keyword. If it fails to prevent an attack it may be reused on subsequent attacks.
Tarsion, 11th Level; Paragon Tarsion, 11th Level Paragon While you are in an extended rest you do not count as being in an unconscious state and are fully aware of your surroundings.
While you are in an extended rest you do not count as being in an unconscious state and are fully aware of your surroundings.
~VIXEN Attactive fox-people who are cunning, quick, and illusive. Medium 6 squares Cunning, wise, crafty, loving, beautiful, caring, quick, mystical Vixens look like humanoid foxes. They are covered in luxurious fur and have a full, bushy tail. Their coat is typically reddish blending to a white front, but can be colored white, orange, yellow, brown, or black.
They have large ears on the top of their heads and some have long whickers. The end of their noses can be either black or pink in color. Vixens have eyes of every hue and typically have long lashes.
Most Vixens have a full mane of hair, which is usually a different color from their coat. Though many Vulpine only have short fur on their heads, similar to the rest of their body. Vixens have tiny, sharp teeth and small claws on their fingers.
Vixens tend to be quite attractive to other races. They have the ability to produce half-breed babies with many races, but these babies are sterile and do not breed true. Vixen age at about the same rate as humans and they live to be around 90 years of age. Vixen and Vulpine are the same race, with the females being referred to as Vixen and the males described as Vulpine. It is the females of the race that are most notable and are generally what one thinks of first when imagining the species.
Vixen are a mystical race, known to be very wise and cunning. They are quite crafty and are adept at creating distractions and machinations, though usually there are for pure purposes and not evil schemes. They can outwit many of their opponents and possess a keen insight into the workings of mankind.
Vixen are hopeless romantics and typically focus on one relationship for many years at a time, thought it may take a while to find their true love. Powerful Vixen who pursue the Kitsune path can even change appearance to another race for years on end to please their mate.
Vixen are generally found in the company of other races and tend not to associate too much with members of their own species. They are somewhat territorial when it comes to their friends and abodes. Vixen are very loyal and reward those who are true to them, but they can be quite vengeful when they are wronged.
Sehanine is the most popular goddess amongst Vixen. They are often found as clerics working for her cause. Vixen are also prone to travel and make excellent bards. Their love of nature entices many to the paths of ranger and druid. Though overall, Vixen can be found in most any profession. They can see the folly of bad choices much earlier than most and generally lead content lives. Low-Light 4' 9"-5'11" 84-190 lb. +2 Wisdom, +2 to Charisma or Intelligence Common, and choice of one other +2 Bluff, +2 Nature Moonshine, Hire, Oyamo, Fennex, Wilo, Kirokeno, Kitaguro, Oraculous Luxor, Sable, Minami, Kitsa, Olana, Irredelia, Jevinna, Kinajira, Nimira, Tinara Wise and cunning, Vixen are adept at distraction and deception. Most Vixen are very loving and devoted to their mates. They have a strong sense of fairness and balance. Vixen generally prefer the presence of other races to that of other Vulpines. ID_TIV_RACIAL_TRAIT_140, ID_TIV_RACIAL_TRAIT_141, ID_TIV_RACIAL_TRAIT_142
Play a Vixen if you want ...
-to be cunning and wise.
-to be able to confuse your enemies.
-to be a member of a race that favors the cleric, bard, and warlock classes.
ID_TIV_RACE_21 ID_TIV_RACE_21
You count as an Vixen for meeting prerequisites.
You gain a +1 bonus to attack and damage rolls for Illusion abilities. 1
You gain a +1 Racial bonus to attack and damage rolls for Illusion abilities.
You gain a +1 bonus to your Will Defense. 1
You gain a +1 Racial bonus to your Will Defense.
Use Fox Spirit as an daily power 1 ID_TIV_POWER_142_142 Daily ID_TIV_POWER_142_142
You have the Fox Spirit Power.
ID_TIV_RACIAL_TRAIT_142,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_MOVE_ACTION,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_10 You create a duplicate to confound your enemies. Daily Vixen Racial Power Move Action Personal You can teleport 1 square. In addition you create an illusionary duplicate of yourself within 1 square of your starting position which lasts until the end of your next turn. When you move, you can also move your Fox Spirit. When you attack, you Fox Spirit does not make attack rolls and does not actually hit or do damage, but can be made to look like it is casting or swinging a weapon as part of your standard action. If the Fox Spirit is hit with an attack it immediately dissolves. The Fox Spirit has the same defense values as you. The Fox Spirit must remain within 20 squares of your position. The Fox Spirit persists. The Fox Spirit occupies a square but does not provide combat advantage for flanking. ID_TIV_RACIAL_TRAIT_142 Vixen Vixen Heroic You can make 2 Bluff checks per each combat encounter instead of the normal 1.
You can make 2 Bluff checks per each combat encounter instead of the normal 1. You can do this for both bluffing for combat advantage and bluffing for creating a diversion to hide.
Vixen Vixen Heroic You gain a +1 bonus to your Will Defense. In addition your Racial bonus to the Bluff skill raises from +2 to +5.
You gain a +1 bonus to your Will Defense. In addition your Racial bonus to the Bluff skill raises from +2 to +5.
Vixen, Wis 13 Vixen, Wisdom 13 Heroic Once per day, you can change the damage type of a single attack to Fire, and deal additional fire damage equal to your Wisdom modifier.
Once per day, you can change the damage type of a single attack to Fire, and deal additional fire damage equal to your Wisdom modifier.
Vixen, Trained in Stealth Vixen, Trained in Stealth Heroic Your penalty to stealth checks, while moving more than 2 squares or running, is reduced by 5.
Your penalty to stealth checks, while moving more than 2 squares or running, is reduced by 5.
Vixen, Cha 13 Vixen, Charisma 13 Heroic You gain a +1 bonus to attack and damage rolls whenever you use a power that has the Charm keyword.
Level 11: Increase bonus to +2.
Lever 21: Increase bonus to +3.
You gain a +1 bonus to attack and damage rolls whenever you use a power that has the Charm keyword.
Level 11: Increase bonus to +2.
Lever 21: Increase bonus to +3.
Vixen Vixen Heroic Whenever you use your Fox Spirit racial power, you regain hit points equal to your level.
Whenever you use your Fox Spirit racial power, you regain hit points equal to your level.
Vixen, 11th Level; Paragon Vixen, 11th Level Paragon Your Fox Spirit racial power now creates 2 Fox Spirits instead of one.
Your Fox Spirit racial power now creates Two Fox Spirits instead of one. Each must appear in an empty square adjacent to your starting position and can make an action when you do.
Vixen, 11th Level; Paragon Vixen, 11th Level Paragon Once per day. while a Fox Spirit is active, as a move action you can teleport and swap places with that Fox Spirit.
Once per day. while a Fox Spirit is active, as a move action you can teleport and swap places with that Fox Spirit.
Vixen Vixen I thought I was alone out here. But I am glad to have your company. ID_TIV_CLASS_FEATURE_140_01, ID_TIV_CLASS_FEATURE_140_02, ID_TIV_CLASS_FEATURE_140_03 ID_TIV_POWER_140_01_01_01,ID_TIV_POWER_140_01_01_02,ID_TIV_POWER_140_01_01_03 ID_TIV_POWER_140_01_01_01,ID_TIV_POWER_140_01_01_02,ID_TIV_POWER_140_01_01_03
Kitsune are very spiritual Vixens with mystical capabilities. Most are female, thought there are a few Vulpines who pursue this path as well. Due to their divine bent, Kitsune are often used by some gods for various tasks such as temple guarding and quest fulfillment.
Kitsune dream of finding a perfect partner. They care not what species he is from, as long as his heart is pure. They adjust their form to fit his species, though they often retain fox-like traits. They can have children through these unions that are the same race as the father. The children often develop an affinity for the mystical fields.
Kitsune possess the wisdom to be happy and content in their lives. They understand what is most important.
11 When you spend an action point, you create a ball of white light that follows you around. This sphere provides you with temporary HP equal to 5 + your Wisdom modifier. Once the Temporary HP are gone, so is the sphere. 11
When you spend an action point, you create a ball of white light that follows you around. This sphere provides you with temporary HP equal to 5 + your Wisdom modifier. Once the Temporary HP are gone, so is the sphere.
11 Once per day, you can change shape to any medium sized, humanoid species. You do not need to keep the same sex or age. You can maintain the form indefinitely (for years if needed) though you change back if you reach 0 Hit Points or fewer. Changing shape, or reverting to your true form, takes a Standard action. 11
Once per day, you can change shape to any medium sized, humanoid species. You do not need to keep the same sex or age. You can maintain the form indefinitely (for years if needed) though you change back if you reach 0 Hit Points or fewer. Changing shape, or reverting to your true form, takes a Standard action.
16 Once per Encounter, you can reroll any d20 roll, but must take the second result. 16
Once per Encounter, you can reroll any d20 roll, but must take the second result.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_140,ID_FMP_CATEGORY_32,ID_FMP_CATEGORY_3,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Kitsune You spit out a great gout of fire. Encounter Kitsune Attack 11 Divine, Fire Standard action Close Blast 3 Each enemy in blast Charisma + 4 vs. Reflex 2d8 + Charisma modifier fire damage and suffers ongoing 5 fire damage (save ends). ID_TIV_PARAGON_PATH_140 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_140,ID_INTERNAL_CATEGORY_MOVE_ACTION,12 Kitsune You jump up and gracefully fly to a new position. Encounter Kitsune Utility 12 Move Action Personal You can shift your movement speed, ignoring any difficult terrain and opportunity attacks. You can also shift up or down (to land on a tree branch, for example) while using this ability. ID_TIV_PARAGON_PATH_140 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_140,ID_FMP_CATEGORY_11,ID_FMP_CATEGORY_32,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Kitsune You spin around unleashing lightning all about. Daily Kitsune Attack 20 Divine, Lightning Standard Action Close burst 5 All enemies in burst. Charisma +5 vs. Reflex or Wisdom +5 vs Reflex 4d8 + Charisma modifier or Wisdom modifier Lightning Damage and is weakened until the end of your next turn. Half damage and the target is not weakened. When you gain this power, choose Charisma or Wisdom as the ability score you use when making attack rolls with this power. ID_TIV_PARAGON_PATH_140 20 Attack Tail Lightning,Ability Choice Use WIS for Tail Lightning ID_TIV_POWER_140_01_01_03
You use Wisdom as your key ability with <i>Tail Lightning</i>.
Tail Lightning,Ability Choice Use CHA for Tail Lightning ID_TIV_POWER_140_01_01_03
You use Charisma as your key ability with <i>Tail Lightning</i>.
~VOLEM Sentient Golems of rock, crystal, flesh, mud, and more. Medium 5 squares Strong, sturdy, reliable, big stalwart, slow, unusual, unstoppable Volems are sentient golems of various substances. There are 6 main types of Volems, though alternate forms do exist. Volems can be made of rock, flesh, mud, crystal, wood, or metal. While each is different in appearance and make up, they are part of the same race and share certain characteristics.
Volems are typically slow and sturdy. They are also strong, and healthy. If they are damaged they do not bleed (except fleshbody Volems). Woodbody Volems bleed sap. Volems have an inner spark of life which resides near their stomach region. They are actually Living Constructs and don't need to eat, drink, or breathe. After becoming adults they no longer show signs of age.
Volems have no sex, though most are male in appearance. Each Volem has the ability to reproduce on its own. They can withdraw a portion of their spark of life and it develops into a new baby Volem. The element the baby Volem is primarily exposed to determines what of Volem it becomes. So a baby that lives underground in a cave is likely to grow into a rockbody Volem though it may become a crystalbody Volem if it plays extensively with gems or crystals found in the cavern.
Volems vary greatly in appearance, even amongst those with the same material essence. They have a wide assortment of colors and physiques. Most Volems have red glowing eyes, though metalbody Volems have a partially mirrored shell covering much of their face.
Woodbody Volems are made of wood, and can resemble small Treants, of chiseled wooden constructs. Rockbody Volems are made of rock and might appear to be formed from marble, granite, or stone. Mudbody Volems are rounded and made of firm mud, though they can soften themselves when needed. Fleshbody Volems are made of pink flesh, sometimes with a pieced together appearance. They tend to feel less pain that others when damaged. The metalbody Volems are all made of various metals. They do not rust. Some look like chrome, while others are iron or copper. And crystalbody Volems are made of crystals in various color and forms. Unlike the other Volems, they can move fairly quickly and are not slow.
Volems typically live around 500-800 years before their spark of life fades away. They have deep, resonant voices and are warm to the touch. Volems were initially formed out of golem constructs and servants, long age. An Eidolon named Strengart achieved godhood and needed worshippers. He bestowed sentience and volition to the masses of golems serving in an ancient doppelganger empire. The Volems rebelled against their former controllers and grew over time to develop their own realms and cultures. Long ago their godling, Strengart, was stripped of his godhood and perished. The Volem race remains as his legacy.
Volems live a very long life and many can remember everything which happens to them, if they try. As such, older Volems have a wide assortment of skills and abilities. Volems tend to be very patient, and can be content standing in one place doing nothing but thinking. They have a full range of emotions and can feel anger, love, sadness, and joy. They make hearty companions and can be found in all professions. Darkvision 6' 2"-7'0" 120-320 lb. +2 Strength, +2 Constitution Common, Giant +2 Endurance, +2 Dungeoneering Strengarn, Vorton, Charrj, Pummlor, Gale, Brust, Empax, Ruby, Evergreen, Pulvor Volems are a race out of antiquity. Originally granted sentience and freedom by an Eidolon godling, Volems were initially golem automatons under service to a Doppleganger empire. Over time they have seen their own empires rise and fall. ID_TIV_RACIAL_TRAIT_150, ID_TIV_RACIAL_TRAIT_151
Play a Volem if you want ...
-to be slow yet sturdy.
-to do without eating, breathing, or sleeping.
-to be a member of a race that favors the paladin, fighter, and warlock classes.
ID_TIV_RACE_22 ID_TIV_RACE_22
You count as an Volem for meeting prerequisites.
1 You are a living constuct. As a living constuct you gain the following benefits:
*No need to eat, drink, or breathe, but this does not render you immune to any effects.
*Only 4 hours are needed for an extended rest.
*+2 to saves vs ongoing damage of any kind.
1
You are a living constuct. As a living constuct you gain the following benefits:
*No need to eat, drink, or breathe, but this does not render you immune to any effects.
*Only 4 hours are needed for an extended rest.
*+2 to saves vs ongoing damage of any kind.
1 ID_TIV_RACIAL_TRAIT_151_01, ID_TIV_RACIAL_TRAIT_151_02, ID_TIV_RACIAL_TRAIT_151_03, ID_TIV_RACIAL_TRAIT_151_04, ID_TIV_RACIAL_TRAIT_151_05, ID_TIV_RACIAL_TRAIT_151_06
When you select Volem as your character's race, choose one of the following powers. Your Volem character gains that power.
ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Rock (+1 bonus to Fortitude Defense) and use Earthstomp as an encounter power. 1 ID_TIV_POWER_151_01_01 Encounter ID_TIV_POWER_151_01_01(Encounter)
Gain the benefits of having a body made of Rock (+1 bonus to Fortitude Defense) and use Earthstomp as an encounter power.
ID_TIV_RACIAL_TRAIT_151_01,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_FMP_CATEGORY_8,ID_INTERNAL_CATEGORY_STANDARD_ACTION You stomp your foot, toppling those nearby. Encounter Rockbody Volem Racial Power Elemental, Force Standard Action Close burst 2 All creatures touching the ground in the burst Strength +2 vs. Reflex
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
1d4 + Strength modifier damage and the target is knocked prone.
Increase to 2d4 + Strength modifier damage at 11th level, and to 3d4 + Strength modifier damage at 21st level. ID_TIV_RACIAL_TRAIT_151_01 ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Mud (+1 bonus to Fortitude Defense) and use Absorb Strike as an encounter power. 1 ID_TIV_POWER_151_02_02 Encounter ID_TIV_POWER_151_02_02(Encounter)
Gain the benefits of having a body made of Mud (+1 bonus to Fortitude Defense) and use Absorb Strike as an encounter power.
ID_TIV_RACIAL_TRAIT_151_02,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_IMMEDIATE_INTERRUPT You absorb the attack into your mudlike body. Encounter Mudbody Volem Racial Power Immediate Interrupt Personal A melee attack hits your AC or Reflex Defense When a melee attack hits your AC or Reflex defense, make a saving throw. If successful, you gain resistance vs all damage from that attack equal to 10 + your Constitution modifier. This ability does not prevent damage from ranged attacks or damage from fire, cold, or acid. ID_TIV_RACIAL_TRAIT_151_02 ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Flesh. You gain the following benefits:
-Gain resistance to fire and cold damage equal to 5 + 1/2 your level.
-Your Healing Surge value is increased by your Constitution modifier.
-You gain 2 additional Healing Surges.
1
Gain the benefits of having a body made of Flesh. You gain the following benefits:
-Gain resistance to fire and cold damage equal to 5 + 1/2 your level.
-Your Healing Surge value is increased by your Constitution modifier.
-You gain 2 additional Healing Surges.
ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Crystal (your speed is 7) and use Resonance as an daily power. 1 ID_TIV_POWER_151_04_04 Daily ID_TIV_POWER_151_04_04(Daily)
Gain the benefits of having a body made of Crystal (your speed is 7) and use Resonance as an daily power.
ID_TIV_RACIAL_TRAIT_151_04,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_INTERNAL_CATEGORY_MINOR_ACTION Sonic vibrations resonate from your body. Daily Crystalbody Volem Racial Power Minor Action Personal You produce sonic vibrations which last until the end of your next turn. Any creature who hits you with a melee attack takes Constitution modifier +2 damage.
Increase to Constitution modifier +4 damage at 11th level, and to Constitution modifier +6 damage at 21st level.
The effect persists. ID_TIV_RACIAL_TRAIT_151_04 ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Metal. You gain the following benefits:
-Gain a +1 to your Fortitude Defense.
-Gain resistance to poison damage equal to 5 + 1/2 your level.
-You reduce by 1 any push, pull or slide effect you do not want.
1
Gain the benefits of having a body made of Metal. You gain the following benefits:
-Gain a +1 to your Fortitude Defense.
-Gain resistance to poison damage equal to 5 + 1/2 your level.
-You reduce by 1 any push, pull or slide effect you do not want.
ID_TIV_RACIAL_TRAIT_151 Gain the benefits of having a body made of Wood. You gain the following benefits:
-Gain a +1 to your Will Defense.
-Gain resistance to poison damage equal to 5 + 1/2 your level, but suffer a vulnerability 5 to fire.
-You gain the Grasping Roots racial ability.
1 ID_TIV_POWER_151_06_06 Encounter ID_TIV_POWER_151_06_06(Encounter)
Gain the benefits of having a body made of Wood. You gain the following benefits:
-Gain a +1 to your Will Defense.
-Gain resistance to poison damage equal to 5 + 1/2 your level, but suffer a vulnerability 5 to fire.
-You gain the Grasping Roots racial ability.
ID_TIV_RACIAL_TRAIT_151_06,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_FMP_CATEGORY_33 You call forth roots from the ground to entangle your foes. Encounter Woodbody Volem Racial Power Primal Standard Action Close Burst 1 All creatures touching the ground in the burst Charisma +2 vs Reflex
Increase to +4 bonus at 11th level, and to +6 bonus at 21st level.
The target is immobilized (save ends). ID_TIV_RACIAL_TRAIT_151_06 Rockbody Volem Rockbody Volem Heroic You are immune to petrification.
You are immune to petrification.
Crystalbody Volem Crystalbody Volem Heroic Your resistance to thunder increases to 5 + 1/2 your level.
Your resistance to thunder increases to 5 + 1/2 your level.
Volem Volem Heroic You move normal speed, even when you would normally be encumbered by armor or a heavy load. Other effects which limit speed affect you normally (such as spell effects).
You move normal speed, even when you would normally be encumbered by armor or a heavy load. Other effects which limit speed affect you normally (such as spell effects).
Mudbody Volem Mudbody Volem Heroic If your Absorb Strike racial ability succeeds the attacker is now considered grabbed as they are stuck in your mud.
If your Absorb Strike racial ability succeeds the attacker is now considered grabbed as they are stuck in your mud.
Metalbody Volem Metalbody Volem Heroic You gain a +1 to AC vs Opportunity attacks and opponents Flanking you.
You gain a +1 to AC vs Opportunity attacks and opponents Flanking you.
Metalbody Volem Metalbody Volem Heroic You are immune to Gaze attacks.
You are immune to Gaze attacks.
Volem Volem Heroic If you spend a Standard action memorizing something, you can recall it perfectly at any time in the future.
If you spend a Standard action memorizing something, you can recall it perfectly at any time in the future.
Fleshbody Volem Fleshbody Volem Heroic When you use your Second Wind, gain an additional Constitution modifier in hit points.
When you use your Second Wind, gain an additional Constitution modifier in hit points.
Woodbody Volem Woodbody Volem Heroic Your Grasping Roots ability increase its burst size by 1.
Your Grasping Roots ability increase its burst size by 1.
Volem Volem Heroic You gain +1 to your Bull Rush attack rolls. On a successful Bull Rush, you can push the target 2 squares instead of 1.
You gain +1 to your Bull Rush attack rolls. On a successful Bull Rush, you can push the target 2 squares instead of 1.
Root System, Woodbody Volem Root System, Woodbody Volem Heroic You can choose to use your Grasping Roots ability as a Area burst 1 within 10 squares racial power or as a Close Burst 3 racial power.
You can choose to use your Grasping Roots ability as a Area burst 1 within 10 squares racial power or as a Close Burst 3 racial power.
Woodbody Volem or Crystalbody Volem or Metalbody Volem Woodbody Volem or Crystalbody Volem or Metalbody Volem Heroic You are covered in thorns or sharp spikes. Creatures that grab you take damage equal to your Constitution modifier each round they hold you.
You are covered in thorns or sharp spikes. Creatures that grab you take damage equal to your Constitution modifier each round they hold you.
Crystalbody Volem Crystalbody Volem Heroic When you attack with a power that has the Lightning keyword, you gain a +1 to your attack and damage rolls.
Level 11: The bonus increase to +2.
Level 21: The bonus increase to +3.
When you attack with a power that has the Lightning keyword, you gain a +1 to your attack and damage rolls.
Level 11: The bonus increase to +2.
Level 21: The bonus increase to +3.
Mudbody Volem Mudbody Volem Heroic You gain Swamp Walk speed 5.
You gain Swamp Walk speed 5.
Fleshbody Volem Fleshbody Volem Heroic Your saving throws against ongoing cold and fire effects gain a +2 bonus.
Your saving throws against ongoing cold and fire effects gain a +2 bonus.
Rockbody Volem Rockbody Volem Heroic You can choose to use your Earthstomp ability as an Area burst 2 within 10 squares racial power.
You can choose to use your Earthstomp ability as an Area burst 2 within 10 squares racial power.
Rockbody Volem, 11th Level; Paragon Rockbody Volem, 11th Level Paragon The damage die for your Earthstomp racial ability changes to d8's
The damage die for your Earthstomp racial ability changes to d8's
Volem, 11th Level; Paragon Volem, 11th Level Paragon Your benefit for being trained in a skill increases to +6 instead of +5, increasing all your trained skills by 1.
Your benefit for being trained in a skill increases to +6 instead of +5, increasing all your trained skills by 1.
Mudbody Volem, 11th Level; Paragon Mudbody Volem, 11th Level Paragon You can squeeze through tiny openings or perforations, limited only by the size of your equipment your wearing.
You can squeeze through tiny openings or perforations, limited only by the size of your equipment your wearing. You gain +2 on your rolls to escape a restrained condition.
Fleshbody Volem, 11th Level; Paragon Fleshbody, Volem, 11th Level Paragon When you spend an Action Point, you gain 1d6 + Constitution modifier temporary Hit Points.
When you spend an Action Point, you gain 1d6 + Constitution modifier temporary Hit Points.
Woodbody Volem, 11th Level; Paragon Woodbody, Volem, 11th Level Paragon Once per encounter, you can reduce any push, pull, or slide effect by your Strength modifier (Minimum 1).
Once per encounter, you can reduce any push, pull, or slide effect by your Strength modifier (Minimum 1).
Metalbody Volem or Rockbody Volem, 11th Level; Paragon Metalbody or Rockbody Volem, 11th Level Paragon You gain Tremorsense 3.
You gain Tremorsense 3.
Crystalbody Volem, 11th Level; Paragon Crystalbody Volem, 11th Level Paragon Your Resonance racial ability is now an Encounter power.
Your Resonance racial ability is now an Encounter power.
Crystalbody Volem Crystalbody Volem Listen to these harmonics. Purity of sound produces purity of spirit. ID_TIV_CLASS_FEATURE_150_01, ID_TIV_CLASS_FEATURE_150_02, ID_TIV_CLASS_FEATURE_150_03 ID_TIV_POWER_150_01_01_01,ID_TIV_POWER_150_01_01_02,ID_TIV_POWER_150_01_01_03 ID_TIV_POWER_150_01_01_01,ID_TIV_POWER_150_01_01_02,ID_TIV_POWER_150_01_01_03
The Resonator is a sound savant. they excel at all things having to do with tones and tunes. Their crystalline bodies allow sound to resonate within, amplifying it to astonishing levels.
Resonators can be very destructive causing cacophony on the battlefield. Resonators often start out as one if the bardic classes, learning to love song and music.
Resonators are attracted to the sounds of nature, such things as the tinkling of streams and the howling of the wind. They also tend to highly value musical works, often paying hefty prices for original, noteworthy pieces. Their homes are usually filled with a wide variety of instruments.
11 When you spend an action point, instead of taking an extra action, you can allow an ally within 10 squares to reuse an Encounter power that they have already expended. The ally can use the Encounter power on one of their normal turns. 11
When you spend an action point, instead of taking an extra action, you can allow an ally within 10 squares to reuse an Encounter power that they have already expended. The ally can use the Encounter power on one of their normal turns.
11 When you do damage with a power that has the Thunder keyword, you do additional damage equal to your Constitution modifier. 11
When you do damage with a power that has the Thunder keyword, you do additional damage equal to 1/2 your Constitution modifier.
16 Whenever you deal extra Thunder damage because of Perfect Tone it also adds ongoing Thunder damage equal to your Constitution modifier (save ends). 16
Whenever you deal extra Thunder damage because of Perfect Tone it also adds ongoing Thunder damage equal to your Constitution modifier (save ends).
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_150,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Acoustic Resonator You release a discordant blast of sound. Encounter Acoustic Resonator Attack 11 Elemental, Thunder Standard action Close blast 5 Each enemy in blast Constitution + 4 vs. Fortitude 3d6 + Constitution modifier Thunder damage and dazed until the end of their next turn. ID_TIV_PARAGON_PATH_150 11 Attack ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_150,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_20,12 Acoustic Resonator You emit frequencies harmful to enemies around you. Daily Acoustic Resonator Utility 12 Elemental, Thunder Minor Action Aura 1 Until the end of your next turn, any enemies who start their turn adjacent to you suffer Thunder damage equal to you Constitution modifier. You can sustain this power until the end of the encounter. One combined Minor action can sustain both this power and Resonance racial ability simutaneously. ID_TIV_PARAGON_PATH_150 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_150,ID_FMP_CATEGORY_20,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Acoustic Resonator You release a crescento of tumultuous tones. Daily Acoustic Resonator Attack 20 Elemental, Thunder Standard Action Close burst 5 All enemies in burst. Constitution +5 vs. Fortitude 4d8 + Constitution modifier Thunder damage, is pushed 1 square, and gains vulnerability of 5 Thunder (save ends). Half damage and no push or vulnerability ID_TIV_PARAGON_PATH_150 20 Attack Metalbody Volem Metalbody Volem some find me attractive, others find me relpulsive, but hey, what is a bloke to do? ID_TIV_CLASS_FEATURE_160_01, ID_TIV_CLASS_FEATURE_160_02, ID_TIV_CLASS_FEATURE_160_02_02, ID_TIV_CLASS_FEATURE_160_03 ID_TIV_POWER_160_01_01_01,ID_TIV_POWER_160_01_01_02,ID_TIV_POWER_160_01_01_03 ID_TIV_POWER_160_01_01_01,ID_TIV_POWER_160_01_01_02,ID_TIV_POWER_160_01_01_03
The Magnetist makes use of his metallic structure to control the elemental power of magnetism. He is adept at moving enemies around the battlefield, regardless of if they are wearing iron or make of metal. Elemental magnetism works against all creatures.
Many Magnetists develop distinct personalities. They tend to have many quirks. They are typically not dull to be around and are very outgoing. A common trick is to pull a flagon of ale down the length of the bar to their hand. Just because they don't drink, does not mean it is not fun to do so in a social situation.
Magnetists tend to enjoy electrical and lightning items and effects and are most comfortable in extreme cold. Magnetists have an affinity for gadgets.
11 When you spend an action point, in addition to gaining an extra action, all your defenses go up by +2 until the end of your next turn. 11
When you spend an action point, in addition to gaining an extra action, all your defenses go up by +2 until the end of your next turn.
11 When you score a Critical Hit the target receives +2 to all defenses until the end of the encounter. 11
When you score a Critical Hit the target receives +2 to all defenses until the end of the encounter.
11 You can use the Wizard's Mage Hand ability on anything made of metal. No hand is visible. 11 ID_FMP_POWER_1227
You can use the Wizard's Mage Hand ability on anything made of metal. No hand is visible.
16 Whenever an ally uses a power that pushes, pulls, or slides a targer within 10 squares of you, you can increase that movement by 1 square as an immediate reaction. 16
Whenever an ally uses a power that pushes, pulls, or slides a targer within 10 squares of you, you can increase that movement by 1 square as an immediate reaction.
ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_ENCOUNTER,ID_INTERNAL_CATEGORY_ENCOUNTER_USAGE,ID_TIV_PARAGON_PATH_160,ID_INTERNAL_CATEGORY_STANDARD_ACTION,11 Magnetist You increase the attraction of the ground and your foes. Encounter Magnetist Attack 11 Elemental Standard action Area burst 2 within 10 squares Each enemy in burst Constitution + 4 vs. Fortitude or Intelligence 14 vs Fortitude the target is immobilized (save ends). Any flying creature in the area is pulled down to the ground. When you gain this power, choose Intelligence or Constitution as the ability score you use when making attack rolls with this power. ID_TIV_PARAGON_PATH_90 11 Attack Immobilize,Ability Choice Use CON for Immobilize ID_TIV_POWER_160_01_01_01
You use Constitution as your key ability with <i>Immobilize</i>.
Immobilize,Ability Choice Use INT for Immobilize ID_TIV_POWER_160_01_01_01
You use Intelligence as your key ability with <i>Immobilize</i>.
ID_INTERNAL_CATEGORY_UTILITY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_160,ID_INTERNAL_CATEGORY_MINOR_ACTION,ID_FMP_CATEGORY_8,12 Magnetist You generate a repulsion field that repels enemies. Daily Magnetist Utility 12 Elemental, Force Minor Action Personal Until the end of your next turn, whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. The Repulsion Field persists. ID_TIV_PARAGON_PATH_160 12 Utility ID_INTERNAL_CATEGORY_ATTACK,ID_INTERNAL_CATEGORY_DAILY,ID_INTERNAL_CATEGORY_DAILY_USAGE,ID_TIV_PARAGON_PATH_160,ID_FMP_CATEGORY_8,ID_INTERNAL_CATEGORY_STANDARD_ACTION,ID_INTERNAL_CATEGORY_MISS,20 Magnetist You rapidly spin creating a tornado of repulsion. Daily Magnetist Attack 20 Elemental, Force Standard Action Close burst 5 Each enemy in burst. Constitution +5 vs. Fortitude or Intelligence +5 vs Fortitude 4d10 + Constitution modifier Force damage and is pushed an amount of squares equal to your Constitution midifier (minimum 1). Half damage and the target is not pushed. When you gain this power, choose Intelligence or Constitution as the ability score you use when making attack rolls with this power. ID_TIV_PARAGON_PATH_160 20 Attack Magnetic Vortex,Ability Choice Use CON for Magnetic Vortex ID_TIV_POWER_160_01_01_03
You use Constitution as your key ability with <i>Magnetic Vortex</i>.
Magnetic Vortex,Ability Choice Use INT for Magnetic Vortex ID_TIV_POWER_160_01_01_03
You use Intelligence as your key ability with <i>Magnetic Vortex</i>.