Difference between revisions of "Flowerchild (4e Race)"
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|description7=Rather than sleep during an extended rest, you put down roots. While rooted, you are both Restrained and Immobilized. | |description7=Rather than sleep during an extended rest, you put down roots. While rooted, you are both Restrained and Immobilized. | ||
|trait8=Solar Energize | |trait8=Solar Energize | ||
− | |description8=You | + | |description8=You gain the ''Solar Energize'' power. |
|trait9=Root Rush | |trait9=Root Rush | ||
− | |description9=You | + | |description9=You gain the ''Root Rush'' power. |
}}</onlyinclude> | }}</onlyinclude> | ||
Latest revision as of 17:57, 16 April 2013
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Flowerchild (Flowerchi)[edit]
Elves of the Fey, converted by mystical powers into half-plant beings. They are graceful creatures with great knowledge of the wild.
Average Height: | 5'4" - 6'1" |
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Average Weight: | 130 - 170 lb. |
Ability Scores: | +2 Strength, +2 Charisma |
Size: | Medium |
Speed: | 7 squares |
Vision: | Low-light |
Languages: | Common, Elven |
Skill Bonuses: | +5 Nature, +2 Heal |
Natural Beauty: | You take a -2 penalty to intimidate skill checks due to your elegance and beauty. |
Fire Hazard: | When you take fire damage (except from this effect), roll 1d6. If the result of the roll is a 1 you take 1d6 fire damage at the end of each turn, and powers with the "Root" keyword deal 1d8 fire damage (save ends both). |
Fey Origin: | Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin. |
Wild Step: | You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). |
Elven Heritage: | You can take feats that have elf as a prerequisite (as well as those specifically for flowerchi), as long as you meet any other requirements. |
Vine Grip: | You gain a +2 racial bonus to Athletics checks for climbing. |
Ingrain: | Rather than sleep during an extended rest, you put down roots. While rooted, you are both Restrained and Immobilized. |
Solar Energize: | You gain the Solar Energize power. |
Root Rush: | You gain the Root Rush power. |
Root Rush Flowerchild Racial Power
| |
Roots erupt from the palms of your hands and rush into the earth towards your foes. | |
Daily ✦ Root | |
Standard | Close Burst 3 |
Target: Each enemy in burst | |
Attack: Nature vs. Reflex | |
Hit: 1d8 + Wisdom modifier. Targets must make make a Acrobatics check vs a DC equal to your Nature, targets that fail the check fall prone. | |
Miss: Targets must make make a Acrobatics check vs a DC equal to your Nature, targets that fail the check fall prone. | |
2d8 at 11th level. 3d8 at 21st level. |
Solar Energize Flowerchild Racial Power
| |
You draw in energy from the surrounding light, healing yourself. | |
Encounter ✦ Healing, Reliable | |
Immediate Reaction | Personal |
Trigger: You become Bloodied. | |
Requirement: At least 1 Healing Surge. | |
Effect: You spend a Healing Surge and regain an additional 1d8 in bright light. | |
Sustain Minor: When you sustain this power, regain either 1d4 hit points in dim light or 2d4 hit points in bright light (this power cannot be sustained in darkness). |
Play a Flowerchild if you want...
- To become a natural controller or a durable striker.
- To take advantage of any given situation by utilizing the environment around you.
- To be a member of a race that favors the Druid, Ranger and Shaman classes.
Back to Main Page → 4e Homebrew → Races