Inhabitants of Horizon

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Elves

Reyala

Ability Scores: +2 to any two stats
Size: Medium
Speed: 6
Vision: Normal
Languages: Elven
Elven Origin: You are considered an elf for the purposes of effects that relate to creature origin.
Elven Weapon Training: You gain proficiency with the longsword.
Fortune of the Gods: You have the Fortune of the Gods racial power.
Slippery Mind: At the start of your turn, you can make a saving throw against each effect currently rendering you dazed or dominated. If you fail the saving throw, you do not make a saving throw against the effect at the end of your turn.
Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Fortune of the Gods
The god of luck smiles upon you. Maybe.
Encounter
Immediate Interrupt Personal
Effect:
When an attack hits you, force an enemy to roll the attack again with a -2 penalty. The enemy uses the second roll.

Alae’Velahrn

Ability Scores: +2 to any two ability scores
Size: Medium
Speed: 6
Vision: Normal
Languages: Elven
Elven Origin: You are considered an elf for the purposes of effects that relate to creature origin.
Elven Weapon Training: You gain proficiency with the longsword.
Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hit points. The temporary hit points increase to 10 at 11th level and to 15 at 21st level.
Trained for Battle: You have the Trained for Battle racial power.
Trance: Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.

Trained for Battle
Encounter
Free Action Personal
Trigger:
Your hit an enemy.
Effect: The attack deal 1[W] extra damage if it’s a weapon attack or 1d8 extra damage if it isn’t.

Dwarves

Byrr

Ability Scores: +2 to any two abilities
Size: Medium
Speed: 6
Vision: Normal
Languages: Dwarven
Battle Frenzy: When you’re bloodied, you gain a +1 racial bonus to attack rolls.
Heart of Fire: You have a +5 racial bonus to saving throws against cold effects.
Incredible Toughness: You have the incredible toughness power.
Sea Legs: 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. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.

Incredible Toughness
Through dogged determination and sheer physical hardiness, you shrug off an effect that would daunt a lesser person.
Encounter
No Action Personal
Trigger:
You start your turn.
Effect: You end any ongoing damage or any dazed, slowed, stunned, or weakened condition currently affecting you.

Ontcheyba

Ability Scores: +2 to any two abilities
Size: Medium
Speed: 6
Vision: Normal
Languages: Ontcheyban
Storm-hardened: You have a +2 racial bonus to saving throws against effects that daze, dominate, or stun.
Warrior’s Blood: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Racial Power: You have your choice of either the elemental blast or battle cry power.

Elemental Blast
With a wave of your hand you harness the power of spirits to destroy your enemies.
Encounter ♦ Cold, Fire, Lightning or Thunder
Minor Action Close blast 3
Target:
All creatures in area
Attack: Your highest ability modifier vs. Reflex
Hit: 1d6 + your highest ability modifier damage.
Level 11: 2d6 + your highest ability modifier damage.
Level 21: 3d6 + your highest ability modifier damage.
Special: When you create your character choose the power’s damage type: cold, fire, lightning, or thunder. This choice remains throughout your character’s life and does not change the power’s other effects.

Battle Cry
You let out a fearsome shout that causes your enemies to quake and tremble.
Encounter ♦ Fear
Minor Action Close burst 5 (increase to close burst 10 at 21st level)
Target:
Each enemy in burst
Attack: Your highest ability modifier vs. Will
Hit: The target takes a -2 penalty to attack rolls and grants combat advantage until the end of your next turn.

Goblins

Explorer Goblins (Name in Progress)

Ability Scores: +2 to any two abilities
Size: Small
Speed: 6
Vision: Normal
Languages: Goblin
Goblin Defense Bonuses: You gain a +1 racial bonus to Fortitude, Reflex, and Will.
Teamwork: You deal an extra 2 damage on attacks against an enemy that has two or more of your allies adjacent to it.
Nature’s Aspect: Whenever you complete an extended rest, choose one of the following aspects of nature.

  • Aspect of the Ancients: You can use the voyage of the ancients power while you are in this aspect.
  • Aspect of the Destroyer: You can use the wrath of the destroyer power while you are in this aspect.
  • Aspect of the Hunter: You can use the pursuit of the hunter power while you are in this aspect.

Voyage of the Ancients
You vanish and leave a bewildered foe in your wake.
Encounter ♦ Teleportation
Free Action Personal
Trigger:
You hit an enemy with an area or a close attack.
Effect: You teleport 3 squares. Choose a single enemy you hit with the attack. You and one ally you can see gain combat advantage against that enemy until the end of your next turn.

Wrath of the Destroyer
Your destroyer aspect responds to an attack with deadly force.
Encounter
Immediate Reaction Personal
Trigger:
A bloodied enemy attacks you or your ally adjacent to you.
Effect: You either make a melee basic attack against the triggering enemy or charge it. If your attack hits, the enemy is also dazed until the end of your next turn.

Pursuit of the Hunter
Your prey tries to maneuver away, but there is no escape.
Encounter
Immediate Reaction Personal
Trigger:
An enemy within 2 squares of you moves on its turn.
Effect: You shift 3 squares. Until the end of your next turn, you deal 1d6 extra damage to the triggering enemy when you hit it, and you ignore the -2 penalty to attack rolls for attacking it when it has cover or concealment.

Daeglins

Ability Scores: +2 to any two abilities
Size: Medium
Speed: 6
Vision: Low-light
Languages: Goblin
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Beast Within: You have the beast within racial power.

Beast Within
You unleash the beast within and take on a savage countenance.
Encounter ♦ Healing
Minor Action Personal
Requirement:
You must be bloodied.
Effect: Until the end of the encounter, you gain a +2 bonus to damage rolls. In addition, while you are bloodied, you gain regeneration 2.
Level 11: Regeneration 4.
Level 21: Regeneration 6.

Miroblins

Ability Scores: +2 to any two ability scores
Size: Small
Speed: 6
Vision: Normal
Languages: Goblin Creole
Spirit Graft: Choose one spirit. That spirit is part of your nature. Each spirit offers particular benefits and provides an associated encounter power.

  • Fire: You gain +1 Reflex defense, resist 5 fire and the firepulse power. At 11th level the resistance improves to 10 fire. At 21st level the resistance improves to 15 fire.
  • Earth: You gain a +1 racial bonus to your Fortitude defense, a +1 racial bonus to saving throws, and the earthshock power.
  • Storm: You gain a +1 racial bonus to your Fortitude defense, resist 5 lighting, and the promise of storm power. At 11th level the resistance improves to 10 lightning. At 21st level the resistance improves to 15 lightning.
  • Water: You can breath underwater. You also gain a +2 racial bonus to saving throws against ongoing damage and the swiftcurrent power.
  • Wind: You gain resist 5 cold and the windwalker power. At 11th level the resistance improves to 10 cold. At 21st level the resistance improves to 15 cold.
  • Acid: You can breathe underwater. You also gain resist 5 acid and the acid surge power. At 11th level the resistance improves to 10 acid. At 21st level the resistance improves to 15 acid.
  • Magma: You gain a +1 racial bonus to Fortitude, resist 5 fire, and the firedeath power.
  • Plague: You gain resist 5 poison, a +5 racial bonus to saving throws against disease, and the plaguebearer power. At 11th level the resistance improves to 10 poison. At 21st level the resistance improves to 15 poison.
  • Void: You gain resist 5 psychic, a +1 racial bonus to Will, and the void assumption power. At 11th level the resistance improves to 10 psychic. At 21st level the resistance improves to 15 psychic.

Firepulse
As an enemy lands a blow, retributive fire ignites from your arms and fists.
Encounter ♦ Fire
Immediate Reaction Melee 1
Target:
The triggering enemy.
Trigger: An enemy hits you with a melee attack.
Attack: Your highest ability score vs. Reflex
Hit: 1d6 + your highest ability score modifier fire damage.
Level 11: 2d6 + your highest ability score modifier fire damage.
Level 21: 3d6 + your highest ability score modifier fire damage.

Earthshock
The earth moves in response to your stomping foot or slapping hand, buckling to knock your enemy to its knees.
Encounter
Minor Action Close burst 1
Target:
Enemies in the burst that are touching the ground
Attack: Your highest ability score vs. Fortitude
Hit: The target is knocked prone.

Promise of Storm
The lightning living within you calls out to its companion, the thunder. Sparks dance across your skin, and the air around you seems to darken and rumble..
Encounter ♦ Lightning, Thunder
Minor Action Personal
Effect:
Until the end of your next turn, you deal 1d8 extra damage when you hit with a thunder attack or a lightning attack.
At 11th level, increase your extra damage to 2d8. At 21st level, increase your extra damage to 3d8.

Swiftcurrent
Your form ripples like water as you flow forward, whipping past enemies and rubble in a graceful but deadly surge.
Encounter
Move Action Personal
Effect:
You can shift up to your speed over ground or liquid terrain. You take no penalties for squeezing during this movement, can move through enemy spaces, ignore difficult terrain, and take no damage if the surface or substance you move across would ordinarily deal damage to you.

Windwalker
You harness the power of the winds. Air swirls about you, lifting you from the earth.
Encounter
Move Action Personal
Effect:
Fly 8 squares. If you don’t end your move on solid ground, you float to the ground without taking falling damage.

Acid Surge
You dissolve into a bubbling, hissing liquid and surge through your enemies.
Encounter ♦ Acid
Move Action Personal
Attack:
Your highest ability score vs. Reflex
Effect: You shift half your speed over ground or liquid terrain and through squares occupied by enemies. You must end your movement in an unoccupied square. You make the attack against each creature whose space you enter.
Hit: 1d8 + your highest ability score modifier acid damage.
Level 11: 2d8 + your highest ability score modifier acid damage.
Level 21: 3d8 + your highest ability score modifier acid damage.

Firedeath
As all fires must burn out, so does each attack on you dwindle and die.
Encounter
Immediate Interrupt Personal
Trigger:
You take damage.
Effect: All damage dice rolled for the triggering attack are considered to have a result of 1.

Plaguebearer
The breath you exhale is a carrier of poison and death.
Encounter ♦ Poison
Minor Action Personal
Effect:
Until the end of your next turn, any creature that starts its turn adjacent to you take 5 poison damage.
Level 11: 10 poison damage.
Level 21: 15 poison damage.

Void Assumption
You become the void, the absence of all, for just long enough.
Encounter
Minor Action Personal
Effect:
You cease to exist and can take no actions until the start of your next turn. You have line of sight and line of effect to no creature, and no creature has line of sight or line of effect to you. At the start of your next turn, you reappear in the square of your choice within 3 squares of the square you left.

Monkeys (Name in Progress)

Ability Scores: +2 to any two stats
Size: Medium
Speed: 7
Vision: Normal
Languages: Ontcheyban
Monkey Fu: You have the monkey fu racial power.
Prehensile Tail: Once per turn, you can draw or sheathe a weapon (or retrieve or stow an item stored on your person) as a free action instead of a minor action.
Wild Step: You ignore difficult terrain when you shift.

Monkey Fu
You lash out with your tail and any limbs you have available.
Encounter
Minor Action Melee 1
Target:
One, two, or three enemies
Attack: Any ability + 2 vs. AC
Hit: 1d8 + chosen ability modifier damage. You gain a bonus to the damage roll equal to the number of targets.
Level 11: 2d8 + chosen ability modifier damage.
Level 21: 3d8 + chosen ability modifier damage.

Mantodea

Ability Scores: +2 to any two ability scores
Size: Medium
Speed: 6
Vision: Low-light
Languages: Mantodean
Danger Sense: You have a +2 racial bonus to initiative checks.
Mantis Wings: You have the mantis wings power.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Torpor: Rather than sleep mantodea enter a torpid state. In this state, you remain aware of your surroundings, and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest.

Mantis Wings
Encounter
Move Action Personal
Effect:
You can fly your speed.

Catarsians (Undead)

Ability Scores: +2 to any two ability scores
Size: Medium
Speed: 6
Vision: Normal
Languages: Catharsian
Living Dead: Because your soul is tainted by undeath, you are both living and undead. You do not need to breathe or sleep. If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.
Necrotic Resistance: You have necrotic resistance equal to 5 + one-half your level.
Unnatural Vitality: When you drop to 0 hit points or fewer and are subjected to the dying condition, you are dying but you can choose to remain conscious until you attempt your first death saving throw. If you remain conscious, you can take only one standard action before you attempt your first death saving throw.
Lifeblood: You have the lifeblood power.

Lifeblood
Encounter
Free Action Personal
Trigger:
You kill or bloody an enemy.
Effect: You gain one of the following benefits.

  • You shift up to your speed.
  • You gain temporary hit points equal to 5 + one-half your level.
  • You gain a +2 power bonus to attack rolls until the end of your next turn.

Yumi

Ryaka

Ability Scores: +2 to any two stats
Size: Medium
Speed: 6
Vision: Low-light
Languages: Yumi
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Perfect Composure: You have a +1 bonus to all defenses against attacks made by bloodied creatures.
Yumi Power Selection: Choice of the following two.

  • Expertise: You know one extra 1st level at-will attack power from your class.
  • Push the Limit: You have the Push the Limit racial power.

Push the Limit
Your grim focus and unbridled energy mean that failure is not an option.
Encounter
No Action Personal
Trigger:
You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw.

Kinyoa

Ability Scores: +2 to any two ability scores
Size: Medium
Speed: 6
Vision: Low-light
Languages: Yumi
Dilettante: At 1st level, you choose a 1st-level at-will attack power from a class different from yours. You can use that power as an encounter power.
Diverse Training: Gain proficiency in a martial weapon of your choice.
Perfect Composure: You have a +1 bonus to all defenses against attacks made by bloodied creatures.

Inhabitants of Horizon

Horizon Schifflr