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Dust
2012-02-21, 03:50 PM
Some stuff I made.
Note that it is noticeably more overpowered than standard 4e races and feats. The races were meant to be used in a bubble and not combined with already-existing 4e material, and thus my intention was really only to balance it against itself. Likewise, the feats are flat out better (though some are obscure canon feats that've been renamed) in order to promote players actually taking them instead of just sticking to charop builds.
You can't combine 4e racial feats with the following races, even if they're the same name (like dwarves or humans).

Gnome
http://img707.imageshack.us/img707/667/gnomeh.png

Average Height: 2'10"-3'0"
Average Weight: 38 - 44 lb

Ability Scores: +2 Intelligence, +2 Dexterity or +2 Wisdom
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Gnomish
Skill Bonuses: +2 Acrobatics, +2 Diplomacy
Escape Artist: You may use Escape Artist as an encounter power.
Inventor: You gain one [Profession] feat for free at 1st level.
Expansive Mind: You gain a +2 racial bonus to saving throws and all defenses against powers with the Illusion or Force keywords.

Expert Escape - Gnome Racial Power
You have a knack of getting out of sticky situations.
Encounter
No Action, Personal
Trigger: You become immobilized, restrained, grabbed, or slowed.
Effect: End all of the above conditions. You may shift 1 square.

Play a Gnome if you want...
✦ to be a cunning, mischievous, and often erratic genius.
✦ to be able to transform base materials into powerful equipment for your allies.
✦ To be a member of a race that favors the Psion, Wizard or Invoker classes.
Human
http://img339.imageshack.us/img339/2779/humanz.png
Average Height: 5'7"-6'3"
Average Weight: 130 - 220 lb

Ability Scores: +2 Charisma, +2 to any second ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Choice of 1 Other
Skill Bonuses: +2 Streetwise, +2 Insight
Bold: You gain a +5 bonus to saving throws against the fear condition.
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
For Honor: You gain a +1 racial bonus to attack rolls made against Orcs and Undead, and a +1 bonus to Fortitude and Will.

Play a Human if you want...
✦ to be versatile and tenacious, persevering against all odds.
✦ to raise your weapon for a great cause, in defense of your family or homeland.
✦ To be a member of a race that can do well as a member of any class but prefers Ardents, Paladins, and Sorcerers.
Dwarf
http://img195.imageshack.us/img195/6365/91747386.png

Average Height: 2'10"-3'0"
Average Weight: 38 - 44 lb

Ability Scores: +2 Constitution, +2 Strength or +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light

Languages: Common, Dwarven
Skill Bonuses: +2 Endurance, +2 Dungeoneering
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Encumbered Explorer: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed affect you normally.
Stability: When an effect forces you to move-through a pull, a push, or a slide-you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
Stoneform: You may use Stoneform as an encounter power.

Stoneform - Dwarf Racial Power
Your hardy resolve lets you shrug off attacks that would fell lesser heroes.
Encounter
Minor Action, Personal
Effect: You may immediately make a saving throw, and you gain resistance to all damage equal to your Constitution modifier until the end of your next turn.

Play a Dwarf if you want...
✦ to be an ancient weapon of the titans made flesh, who still enjoys a good pint.
✦ to be tough as nails, laddie.
✦ To be a member of a race that favors the Fighter, Battlemind or Runepriest classes.
Night Elf
http://img21.imageshack.us/img21/8580/nightelfd.png

Average Height: 6'0"-6'8"
Average Weight: 125 - 190 lb

Ability Scores: +2 Dexterity, +2 Charisma or +2 Intelligence
Size: Medium
Speed: 7 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Perception, +2 Stealth, +2 Nature
Elusive Wisp: You gain a +1 bonus to your Reflex defense, and a +4 bonus to Stealth in dim light or darkness.
Quickness: When you shift, you ignore difficult terrain.
Shadowmeld: You may use Shadowmeld as an encounter power.

Shadowmeld - Night Elf Racial Power
You slip into the shadows, hidden from those who would do you harm.
Encounter ✦ Illusion
Move Action, Personal
Effect: You become invisible until the end of your next turn or until you make an attack roll.

Play a Night Elf if you want...
✦ to be a member of a once-immortal race, now world-weary and mystical.
✦ to be a consummate hunter, able to slip into the darkness at a moment's notice
✦ To be a member of a race that favors the Ranger, Rogue, or Sorcerer classes.
Worgen
http://img225.imageshack.us/img225/7131/worgen.png

Average Height: 6'0"-6'8"
Average Weight: 125 - 190 lb

Ability Scores: +2 Strength, +2 Dexterity or +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common
Skill Bonuses: +2 Stealth, +2 Intimidate
Two Faced: As a minor action outside of combat, you may take the form of a human. While in this form you gain a +5 to Bluff checks to conceal your true nature.
Viciousness: Whenever you reduce an adjacent enemy to a Bloodied state, you may immediately make a melee basic attack against that same target as a free action.
Shadowmeld: You may use Running Wild as an encounter power.

Running Wild - Worgen Racial Power
You drop down on all fours and dash rapidly toward your prey.
Encounter
Move Action, Personal
Effect: You may shift a number of squares equal to your speed + 2.

Play a Worgen if you want...
✦ to be a savage incarnation of your fellow man.
✦ to be able to dish out damage at a rate greater than any other race.
✦ To be a member of a race that favors the Rogue, Warden, or Monk classes.
Blood Elf
http://img842.imageshack.us/img842/9844/bloodelfb.png

Average Height: 5'9"-6'1"
Average Weight: 135 - 145 lb

Ability Scores: +2 Charisma, +2 Dexterity or +2 Strength
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Orcish, Elven
Skill Bonuses: +2 Arcana, +2 Stealth
Sin'dorei's Strength: You gain a +1 racial bonus to your Will defense and a +5 racial bonus to saving throws against charm effects.
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied enemies.
Magic Resistance: Choose cold, fire, or lightning. You gain resistance to the chosen energy type equal to 5 + one-half your level.
Arcane Torrent: You may use Arcane Torrent as an encounter power.

Arcane Torrent - Blood Elf Racial Power
Arcane energy explodes out from your very flesh, branding nearby targets with a pure magical backlash.
Encounter ✦ Arcane
Minor Action, Close burst 1
Target: All creatures in burst area.
Attack: Dexterity, Charisma or Intelligence vs Will
Hit: The target is dazed and may not spend Action Points until the end of your next turn.

Play a Blood Elf if you want...
✦ to have pure arcane energy coursing through your blood.
✦ to elegantly defeat your enemies and emerge from battle untouched.
✦ To be a member of a race that favors the Paladin, Bard or Sorcerer classes.
The Forsaken
http://img819.imageshack.us/img819/527/undeadh.png

Average Height: 5'4"-5'11"
Average Weight: 125 - 210 lb

Ability Scores: +2 Intelligence, +2 Constitution or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Orcish, Common, Choice of one other
Skill Bonuses: +2 Intimidate, +2 Bluff
Will of the Forsaken: You gain a +1 racial bonus to your Will defense and a +3 racial bonus to saving throws against fear and charm effects.
Past Life: You gain training in one additional skill. This skill does not have to be from your class skill list.
Walking Corpse: You are a horrible affront to all things natural. Needless to say, you are considered an undead creature for the purpose of effects that relate to creature origin.
Endless Suffering: You gain the Endless Suffering feat.
Cannibalize: You may use Cannibalize as a Daily power.

Cannibalize - Forsaken Racial Power
As you consume your unfortunate victim, your once rotting flesh is made whole.
Daily ✦ Healing
Standard Action
Target: One creature (friend or foe) in your square or an adjacent square.
Attack: Dexterity or Strength +2 vs Reflex
Hit: You can spend a Healing Surge and regain an additional +1d6 hit points, and the target takes an equal amount of damage.
Increase the amount regained to +2d6 at 11th level, and +3d6 at 21st level.
Special: If the target is helpless, grabbed or willing, there is no need for an attack roll and Cannibalize automatically hits.

Play a Forsaken if you want...
✦ to be a member of a race with no true loyalty to anyone but themselves.
✦ to horrify your enemies as you tear into their delicious flesh.
✦ To be a member of a race that favors the Warlock, Swordmage or Psion classes.
Orc
http://img690.imageshack.us/img690/3456/orccy.png

Average Height: 6'0"-6'5"
Average Weight: 260 - 380 lb

Ability Scores: +2 Strength, +2 to any second ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Orcish, Choice of 1 Other
Skill Bonuses: +2 Athletics, +2 Insight
Hardy: You gain a +5 bonus to saving throws against the helpless and stunned conditions.
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
For Glory: You gain a +1 racial bonus to attack rolls made against Humans, and a +1 bonus to Fortitude and Will.

Play an Orc if you want...
✦ to be a true warrior, willing to give your life for the horde and die in glorious battle.
✦ to demonstrate a loyalty as well as ferocity that no Alliance could match.
✦ To be a member of a race that can do well as a member of any class but prefers Barbarians, Clerics, and Fighters.
Tauren
http://img43.imageshack.us/img43/1807/taurahe.png

Average Height: 6'1"-8'0"
Average Weight: 270 - 520 lb

Ability Scores: +2 Wisdom, +2 Strength or Constitution
Size: Medium
Speed: 5 squares
Vision: Normal

Languages: Orcish, Taurahe
Skill Bonuses: +2 Nature, +2 Religion
Great Resilience: Your healing surge value is equal to one-quarter your hit points + your Constitution modifier.
Tauren Grace: Whenever you would be knocked prone, you may shift 1 square instead.
Wisdom of the Earth Mother: You may use Wisdom of the Earth Mother as a Daily power.
War Stomp: You may use War Stomp as an Encounter power.

Wisdom of the Earth Mother - Tauren Racial Power
You have learned much about the world from your ancestors. When this knowledge is needed the most, you will not fail.
Daily
No Action, Personal
Trigger: You make a Heal or Nature skill check and dislike the result.
Effect: You may reroll the check with a +2 bonus, and must take the new result even if it is lower.

War Stomp - Tauren Racial Power
A fierce stomp on the ground sends shockwaves rumbling outward and leaves your foes off-balance and off-guard.
Encounter ✦ Thunder
Minor Action, Close Burst 1
Target: Each creature in burst
Attack: Strength +2 vs Reflex or Wisdom +2 vs Fortitude. Increase to +4 bonus at 11th level, and +6 bonus at 21st level.
Hit: 1d6 + Strength modifier Thunder damage, and the target is marked until the end of your next turn and knocked prone. Increase damage to 2d6 + Strength modifier at 11th level, and 3d6 + Strength modifier at 21st level.

Play a Tauren if you want...
✦ to have strength of both body and spirit.
✦ to be closer to nature than any other race.
✦ To be a member of a race that favors the Fighter, Shaman or Druid classes.
Troll
http://img851.imageshack.us/img851/8614/trollv.png

Average Height: 6'6"-7'5"
Average Weight: 185 - 260 lbs

Ability Scores: +2 Dexterity, +2 Wisdom or +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Orcish, Zandali
Skill Bonuses: +2 Athletics, +2 Acrobatics
Quick Healing: If you are the target of a healing power that grants you regeneration, increase the regeneration value by 2 + one-quarter your level.
Throwing Precision: You gain a +1 racial bonus to ranged attack rolls when using weapons with the light thrown or heavy thrown property.
Da Voodoo Shuffle: If you are immobilized or slowed, you may make a saving throw to end the effect as an immediate reaction.
Berserker Rage: You may use Berserker Rage as a Daily power.

Berserker Rage - Troll Racial Power
Once your blood hits the ground your vision starts to blur a little b...Who j00 wan me keel?
Encounter ✦ Healing
Minor Action, Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter, or until rendered unconscious, you gain a +2 bonus to damage and regeneration 2 while bloodied. Both of these bonuses increase to +4 at 11th level, and +6 at 21st level.

Play a troll if you want...
✦ to be straight trippin’.
✦ to be extremely difficult to kill.
✦ To be a member of a race that favors the Rogue, Seeker or Avenger classes.

Dust
2012-02-21, 04:09 PM
General and Racial Feats
Blood Rage [Racial]
Prerequisites: Must be an Orc
Benefit: At the end of any turn in which you made a successful attack roll with an at-will, encounter or daily power, you gain a +1 bonus to AC, Fortitude, and Will until the start of your next turn.

Da Voodoo [Racial]
Prerequisites: Must be a Troll
Benefit: Whenever you target an ally with a Daily power that grants regeneration, the regeneration is increased by a value equal to 2 + one-quarter your level.

Darkspear Berserker [Racial]
Prerequisites: Must be a Troll
Benefit: You gain a +1 bonus to your Fortitude and Will defenses while bloodied and after having activated Berserker Rage in the encounter.

Elemental Blast
Benefit: Choose an energy type from the following list: Acid, Cold, Fire, Lightning, Thunder, and choose any of the At-Will powers with one of the previously-listed keywords. When using the chosen power, you may choose for it to deal the chosen type of energy damage instead, and it takes on the corresponding keyword and loses the keywords of its former damage types.

Elemental Mastery
Prerequisites: Any Arcane, Divine, or Primal class
Benefit: Choose one of the following keywords; Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, or Thunder. You gain a +2 bonus to damage rolls and a +1 bonus to attack rolls when using a power with the chosen keyword. You suffer a -2 penalty to attack rolls for any power that does not have the chosen keyword.
When you use any Encounter or Daily power with the Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, or Thunder keyword, you can choose to change its damage type to your chosen keyword (the power gains the appropriate keyword and loses the keywords of its former damage types).
The bonus bonus increases to +4 at 11th level and +6 at 21st.

Elune's Swiftness [Racial]
Prerequisites: Must be a Night Elf
Benefit: You gain a +1 feat bonus to speed, and the invisibility granted by Shadowmeld persists even if you attack.

Endless Suffering [Racial[
Prerequisites: Must be Forsaken
Benefit: Choose one ability from among the following:
✦ You gain Darkvision and are immune to disease
✦ You gain Necrotic resistance equal to 5 + 1/2 level
✦ You no longer need to eat or breathe and may take 10 on death saving throws.
✦ You may spend two healing surges instead of one when you use the Cannibalize power.
Special: You can take this feat up to four times. Each time you select this feat, choose one more ability from the above list.

Gun Expertise
Benefit: You gain a +1 feat bonus to attack rolls with a Musket, Blunderbuss or Rifle. This bonus increases to +2 at 11th level and +3 at 21st level. While you have a gun equipped, you gain a +2 bonus to initiative rolls.

Gunslinger [Achievement]
Benefit: You may use a crossbow or Gun as an implement.

Human Spirit [Racial]
Prerequisites: Must be a Human
Benefit: After spending an action point, you gain a +3 bonus to attacks and a +2 bonus on saving throws until the end of your turn.

Improved Poisons
Benefit: You can apply a poison to a weapon as a minor action.

Mana Tap [Racial]
Prerequisites: Must be a Blood Elf
Benefit: Upon dealing damage to an opponent with any attack, you may spend an Action Point. If you do, the target must expend (without using) an encounter, daily, or recharge power of its' choice. You regain a previously expended healing surge and gain a +1 to all defenses until the end of your next turn.

Master of Mounts
Benefit: You can use a creature's mount powers as if you had the Mounted Combat feat. While you are mounted on a natural beast, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC.
If you have a beast companion, your beast companion gains a +2 feat bonus to speed and a +1 feat bonus to AC.
You can master and perform the Animal Messenger (PHB pg.300) and Steed Summons (Eberron pg.119) rituals as if you had the Ritual Caster feat for no associated cost.

Nightstalker
Benefit: In Dim Light or Darkness you increase the concealment penalty to attack rolls made against you by a further -2.

Opening Salvo
Prerequisite: Proficient with Blunderbuss, Musket or Rifle
Benefit: At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter. This benefit is only granted while you have a gun weapon equipped.

Prodigy [Racial]
Prerequisites: Must be a Gnome, character level 3 or higher.
Benefit: Choose an encounter attack power you know of lower level than your highest level encounter attack power. That power gains recharge 5 and 6.
You may select this feat multiple times, allowing its effects to apply to a different encounter attack power you know.
Special: 'Recharge [5, 6]' allows you to roll 1d6 at the beginning of your turn. If you roll 5 or 6 on the die, you regain the use of that power for the encounter until you expend it again. You may, in theory, recharge a power multiple times in an encounter. No matter how many powers you have with Recharge you only roll one die, and you regain the use of all powers with a recharge number equal to the number rolled.
If you retrain the power you have focused on, this feat automatically transfers to the new power.
If you replace the focused power with a higher level power, this feat transfers to an available legal choice. For example, if you have Attack Focus for your level 1 encounter power, then replace that power at level 13 with a level 13 encounter power, this feat will automatically transfer to one of your other encounter powers (your level 3, 7, or 11 power, but not your level 13 as it is your highest level encounter power).

Rapid Reload
Benefit: You may reload a Musket or Rifle as a minor action, and you may reload a Blunderbuss as a move action.

Rend and Tear [Racial]
Prerequisites: Must be a Worgen
Benefit: Whenever you deal damage to a target that you have combat advantage against, that target bleeds and suffers an ongoing 2 damage (save ends).

Silent Footfall
Benefit: During your first turn of any encounter you do not provoke opportunity attacks.

Totem Expertise [Overwrites the implement feat of the same name]
Prerequisites: Must be a member of a Primal class with Totem implement proficiency
Benefit: As a Minor action, you may conjure a 'Totem' construct in any adjacent square. The Totem is immune to area and close attacks and is unable to move, but any attacks made against the Totem causes it to vanish and the effect to end. The Totem can cause any of the following effects, chosen at the time the minor action is used;
✦ Sentry: You can determine line-of-sight and line-of-effect for all powers from either your location or the totem's location.
✦ Stoneskin: All allies within 5 squares of the Totem gain a +1 bonus to AC. This increases to +2 to AC at 11th level, and +3 to AC at 21st level.
✦ Tremor: Aura 2. Any ally that begins its turn within 2 squares of the Totem or enters the aura can make a saving throw as a free action against any ongoing effect that has the Fear, Charm, or Sleep keywords. When this totem is first placed, all allies within the aura can make a saving throw as a free action against any ongoing effect that has the Fear, Charm, or Sleep keywords.
✦ Earthbind: All squares within 3 of the Totem are considered to be Difficult Terrain for all enemies.

Furthermore, you gain a +1 feat bonus to attack rolls when you use a Totem as an implement. This bonus increases to +2 at 11th level and +3 at 21st level.

Unarmed Specialization
Prerequisite: Monk, Unarmed Combatant class feature
Benefit: When you make a melee basic attack using your monk unarmed strike, you can use Dexterity instead of Strength for the attack and damage rolls. While both of your hands are free, and an adjacent enemy misses you, you can slide that enemy 1 square as an immediate reaction.

Unstoppable Resilience [Racial]
Prerequisites: Must be a Tauren
Benefit: You may add your Wisdom or Strength modifier to your Healing Surge value, and you gain an additional +1 bonus to all defenses after taking a Second Wind action.

Vendetta
Benefit: Enemies grant combat advantage while subject to effects caused by you that a save can end.

Walk Softly [Racial]
Prerequisites: Must be a Dwarf
Benefit: You gain Tremorsense 2
Special: Tremorsense allows you to ignore obscured squares or invisibility within range. You can see creatures in range regardless of these conditions.

Wild Speaker
Prerequisite: Must have an animal companion or familiar, or be a member of a Primal class
Benefit: You gain a +5 feat bonus on Handle Animal checks to influence Natural Beasts (see the Nature skill, PHB pg.186). You may also perform such checks on Beasts and Magical Beasts of the Elemental, Fey, and Shadow origins. Such creatures must have an Intelligence score of 5 or less and can be no more than one level higher than you.
Profession Feats
Alchemist [Profession]
Benefit: You can make alchemical Items of your level + 3 or lower. You must have the correct formula and an appropriate skill.
Special: You can take this feat instead of the Ritual Caster feat granted by a class feature.

Crafter [Profession]
Benefit: You have mastered the Enchant Magic Item ritual (Player's Handbook, p.304). When you use the Enchant Magic Item ritual to create a magic item, you can create a magic item of your level + 3 or lower.

Enchanter [Profession]
Benefit: You have mastered the Enchant Magic Item and Disenchant Magic Item rituals (Player's Hanbook, p.304) as well as the Transfer Enchantment ritual (Adventurer's Vault p.199), and may perform any of these as if you were two levels higher.

Gatherer [Profession]
Benefit: Upon defeating a Solo enemy, you gain an additional treasure parcel item equal to 1/18th of the total monetary treasure value for the party per level. (Thus, a level 1 character, whose party will earn 720g over the course of the level, will obtain a singular item worth 40g. This might be anything from herbs to ore, or even Residuum.)

Scribe [Profession]
Benefit: Choose two languages; You can speak, read, and write those languages fluently. When you gain a level, you can retrain one of these languages instead of a feat, a power, or a skill.
You can master and perform rituals as if you had the Ritual Caster feat. Furthermore. you can create scrolls in half the normal time (that is, the same amount of time it takes create a ritual book).
Achievement Feats
Advantage Yours [Achievement]
Prerequisite: Retake an occupied stronghold for your faction.
Benefit: Whenever you attack a target that has combat advantage against you, you gain a +1 bonus on melee attack and damage rolls. The damage increases to +2 at 11th level and +4 at 21st level.

Anarchist [Achievement]
Prerequisite: Defeat an enemy with a damage type it has a resistance to. Powers and abilities that negate enemy resistances prevent you from qualifying for this feat.
Benefit: Choose a damage type; Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, or Thunder. Whenever you deal damage of your chosen type, you may either Slide the target of your attack 1 square or deal an additional +2 damage with the attack. This bonus increases to +4 at 11th level and +6 at 21st level.

Bad Idea [Achievement]
Prerequisite: Trick an enemy into killing itself or its ally with its own power or weapon.
Benefit: Once per encounter, when an opponent marks you with an attack, you end the mark immediately and the opponent grants combat advantage to you and all allies until the end of your next turn.

Body and Soul [Achievement]
Prerequisite: Cure a Disease.
Benefit: Whenever you use a healing power on an ally or use Heal to allow an ally to spend his or her second wind, that ally can also make a saving throw with a +2 bonus.

Combat Medic [Achievement]
Prerequisite: Stabilize the dying more than 2 times in one combat encounter.
Benefit: When you spend an action point to take an extra action, you and all allies that have line of sight to you gain a +1 bonus to their Fortitude and AC defenses, and are considered immune to critical hits until the end of your next turn.

Didn't See It Coming [Achievement]
Prerequisite: Land the killing blow on any major Solo enemy with an improvised weapon
Benefit: When you spend an action point to take an additional standard action, you may choose to take three minor actions instead.

Dodge This [Achievement]
Prerequisite: Deliver a point-blank critical attack from a traditionally ranged weapon.
Benefit: When you spend an action point to take an extra action, you can shift a number of squares equal to half your speed and gain a +4 damage bonus to ranged attacks made against targets adjacent to you.

Dragonslayer [Achievement]
Prerequisite: Bring the head of Onyxia back to the leader of your faction to prove her defeat.
Benefit: Whenever you deal damage of a type your opponent is vulnerable to, or whenever you deal damage to black-scaled Dragons or Dragonkin, the target of your attack may not use any powers with the Recharge keyword until the start of your next turn.

I Have The High Ground [Achievement]
Prerequisite: Kill an enemy by using forced movement to push them off an elevation.
Benefit: Whenever a power you possess allows you to Push an enemy, you may choose to Slide the target instead.

Juggernaut [Achievement]
Prerequisite: An enemy’s critical hit is made into a normal attack, or you survive a coup de grace.
Benefit: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1.
Whenever you mark an enemy. that enemy takes a -3 penalty to attack rolls for attacks that don't target you instead of the normal -2 penalty.

Just A Flesh Wound [Achievement]
Prerequisite: Fail three consecutive saving throws.
Benefit: You may choose to take damage equal to your Healing Surge value to automatically succeed on any saving throw.

Kind of a Big Deal [Achievement]
Prerequisite: Intimidate a Huge-sized Solo or defeat a Solo with a critical hit.
Benefit: You gain a +3 feat bonus to Intimidate checks and Initiative rolls.

Last Man Standing [Achievement]
Prerequisite: Be the last conscious member of your party and win the encounter without your allies dying.
Benefit: You gain an untyped damage resistance 1. This bonus increases to 2 at 11th level and 3 at 21st level.

Legendary [Achievement]
Prerequisite: Obtain and soulbind an Artifact weapon.
Benefit: Choose a type of weapon, such as Light Blade or Heavy Blade. You gain proficiency with all weapons of that category, and treat all weapons of the chosen category as high crit weapons. Furthermore, you may use weapons of the chosen category as an Implement and treat them as any other type of weapon for the purpose of powers that require specific types of weapons to be equipped to be used.

Mudsnout Chieftain [Achievement]
Prerequisite: Land the killing blow against a powerful member of the Mudsnout gnoll tribe; the great and powerful Hogger.
Benefit: You learn to speak Gnoll. Whenever you attack a target that is adjacent to at least one of your allies, you gain a +1 bonus on melee attack and damage rolls. The damage increases to +2 at 11th level and +4 at 21st level.

Pacifist [Achievement]
Prerequisite: Deal no damage for one encounter.
Benefit: Whenever you restore hit points to an ally, that ally gains a +2 bonus to one defense of your choice until the start of your next turn.

Persistant [Achievement]
Prerequisite: Roll a natural 1 twice in a row.
Benefit: If you miss with an At-Will attack that doesn't deal damage on a miss, the target takes damage equal to your STR or DEX modifier.

Ready for Anything [Achievement]
Prerequisite: Roll a natural 20 on a Perception or Insight skill check.
Benefit: At the beginning of an encounter in which you are surprised, you do not grant combat advantage and may shift your speed. In addition, you gain a +2 bonus to your perception skill.

Smooth Talker [Achievement]
Prerequisite: Overcome a monster encounter without combat
Benefit: You gain the Signs of Influence bardic class feature (Heroes of the Feywild, p.53), allowing you to use your influence and guile outside of combat situations.

Team Player [Achievement]
Prerequisite: You include all party members as attack targets for a damage area or burst power, or reduce an ally to 0 hit points or less with an attack.
Benefit: You can omit up to 2 squares from the area of your area and close powers.

The Immortal [Achievement]
Prerequisite: Fail two death saving throws in a single encounter and survive the encounter.
Benefit: When first bloodied in an encounter, you gain temporary hit points equal to half your healing surge value.

Till the Break of Dawn [Achievement]
Prerequisite: Must inflict any condition or ongoing damage that a saving throw can end on an enemy in the first round of combat and keep the effect on the enemy for a minimum of three rounds.
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to saving throws against ongoing damage and a -1 penalty to its Will defense until the end of the encounter. These effects are cumulative.

Time Is Money, Friend [Achievement]
Prerequisite: Sell three items to a member of the opposite faction.
Benefit: You learn to speak one additional language of your choice and may roll your Diplomacy or Bluff skill against a Moderate DC whenever you deal with an NPC merchant - a success reduces the price of all items by 10%.

Dust
2012-02-21, 04:13 PM
Guns
The following classes gain a proficiency with the Blunderbuss and Musket: Artificer, Fighter, Ranger, Seeker
The following classes gain a proficiency with the Rifle: Artificer, Ranger, Seeker

Blunderbuss: Proficiency +2, Damage 1d6, Range: 5/10
Load standard, Blast 2, High crit
25g

Musket: Proficiency +2, Damage 1d8, Range 15/30
Load move, High crit
35g

Rifle: Proficiency +3, Damage 1d10, Range 25/50
Load move, High crit
50g

Bullets: 20 for 2g

Tingel
2012-02-21, 11:32 PM
Looks very good. You did a great job on the racial powers and feats especially, I think.

But blood elves with a Str bonus? Weird. Why not Int, they are masters of arcane magic and scholarly after all.

I was also surprised at the skill boni you gave gnomes. Are they particularly acrobatic?

Dust
2012-02-22, 12:21 AM
Lots of the racial attributes don't fit QUITE the way they should, but I decided it was important for the races to play well as the classes they were most commonly depicted, as well as to ensure that if you were limited to 5 races, they'd have all the possible attribute options covered.