Cerinian (4e Race)

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Scales.png This page is of questionable balance. Reason: Never limit alignment choice. Psychic Foresight is implying an automatic hit (with potentially any power). If the player focuses on initiative, this can also mean up to 14 bonus damage, at 1st level. Telepathy allows the PC to learn every language regardless of feat progression, and its other effects are vague. Telekinesis is overwrought and overpowered, and the idea of them eventually becoming at-will boggles the mind. The wording in Spiritual Calming is confusing and broken in various ways. It talks about a "skill", which skill? Ignores the 4e short rest and extended rest mechanic for healing resourcing. Forces the PC into the Leader role, which is the domain of Classes.


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CREATOR'S NOTE (MarioMariox2): This race is still being tested in games. Though mostly complete, please make sure to check back here occasionally and make necessary edits to your Cerinian characters as this page is edited.

Cerinians[edit]

Cerinians are somewhat mystical blue fox-like humanoids from a faraway planet that usually go out of their way to aid others. Despite their kind natures, they are often willing to take on a challenge when it arises.

Racial Traits
Average Height: 5'4" to 6'2"
Average Weight: 80 to 180 lbs.
Ability Scores: Female: +2 Wisdom, +2 Intelligence; Male: +2 Dexterity, +2 Strength
Size: Medium
Speed: 6 squares
Vision: Low-Light Vision
Languages: Common, Other (Females can quickly learn a language by reading a creature's thought pattern)
Skill Bonuses: Female: +2 Insight; Male: +2 Acrobatics; Both: +2 Nature or Heal
Natural Kindness: Cerinians are inclined to help others by nature and as such, cannot have an evil or unaligned nature.

(Although rare, some Cerinians aren't as openly kind as an average Cerinian (perhaps due to a traumatic event). Despite this, they still maintain their natural kindness, leading to these rare examples having an "anti-hero" status. In a different way of speaking, you would classify this as "Chaotic Good".)

Wild Step: Ignore difficult terrain while shifting.
Fleet Footed: You gain +2 AC vs opportunity attacks provoked by movement (You don't get this bonus if you are forced to move).
Psychic Foresight: If you have the highest initiative at the start a combat encounter, you do not have to make an attack roll and can deal extra damage = 1/2 Initiative score on your first turn.


Telepathy General Racial Power
Making a psychic link between your minds, you peer into the target's thoughts to predict their next move and surprise them.
Daily Star.gif Charm, Illusion
Standard Action Ranged 1/2 Wisdom Stat (Rounded Up) + Wisdom modifier
Requirement: Must be a Female Cerinian
Target: One Creature
Effect: You can learn target's language. You can also attempt to learn the target's thought patterns and/or also attempt to gather information.
Special: Uses improvised skill check + Wisdom Modifier. Becomes At-Will Power at level 15.


Telepathy General Racial Power
Making a psychic link between your minds, you peer into the target's thoughts in an attempt to gain information.
Daily Star.gif Charm, Illusion, Reliable
Standard Action Ranged 1/2 Wisdom Stat (Rounded Up) + Wisdom modifier
Requirement: Must be a Female Cerinian
Target: One Creature
Attack: 1d20 + Wisdom Modifier Vs. Will
Hit: Target is Dazed and Slowed until its next turn
Miss: You are Dazed until your next turn.
Special: Becomes Encounter Power at level 5 and At-Will at level 11. Lasts 2 turns at level 11 and Immobilizes at level 21.

If used on an ally, the you can boost their next attack roll by 1d8 (2d8 at level 15). Also increase their damage roll by 1d10 at level 11 and 2d10 at level 21).


Telekinesis General Racial Power
You project your force of will onto an object or an enemy to move them--either over obstacles, or into them!
Daily Star.gif Charm, Reliable
Standard Action Ranged 1/2 Dexterity Stat(Rounded Down)+ Dexterity Modifier
Requirement: Must be a Male Cerinian
Target: Up to 3 small, 2 medium, or 1 heavy creatures/objects
Effect: Move character or object within the range of the telekinesis. Target is immobilized until hold is released.
Special: Roll an improvised skill check to use this power (1d20) + Dexterity Mod. 8 to carry small objects, 12 for medium, and 19 for large objects.

When used against characters, Dexterity + Modifier vs their Will (unless they make no attempt to resist) then roll an improvised skill check (+Dexterity modifier) depending on their size.

Moves character or object within the range of the telekinetic hold.

Becomes an Encounter power at level 5 and At-Will at Level 15. Can carry small creatures/objects without roll, medium at 8, and heavy at 12 at Level 11.


Telekinesis General Racial Power
You project your force of will onto an object or an enemy as a way to damage them!
Daily Star.gif Charm, Reliable
Standard Action Ranged 1/2 Dexterity Stat(Rounded Down)+ Dexterity Modifier
Prerequisite: For attack roll, must have successfully carried target.
Requirement: Must be a Male Cerinian
Target: Up to 3 small, 2 medium, or 1 heavy creatures/objects
Attack: (When hitting with an object) +6; (When pushing creature against another/object) +3 Vs. AC
Hit: 1d12 for small, 2d12 for medium, 3d12 for heavy
Miss: You are Dazed until your next turn.
Special: Roll an improvised skill check to use this power (1d20) + Dexterity Mod. 8 to carry small objects, 12 for medium, and 19 for large objects.

When used against characters, Dexterity + Modifier vs their Will (unless they make no attempt to resist) then roll an improvised skill check (+Dexterity modifier) depending on their size.

Moves character or object within the range of the telekinetic hold. Target is Immobilized until hold is done.

Becomes an Encounter power at level 5 and At-Will at Level 15. Can carry small creatures/objects without roll, medium at 8, and heavy at 12 at Level 11. Does +15 damage at level 11 and +30 damage at level 21.


Telekinesis General Racial Power
You project your force of will onto an object or an enemy as a way to counter their blow!
Daily Star.gif Charm
Immediate Reaction Ranged Close
Trigger: You are about to be hit by a projectile or melee attack.
Prerequisite: To use, must have successfully carried target.
Requirement: Must be a Male Cerinian
Target: Attacker
Attack: Reflex Vs. Reflex
Hit: (When reflecting projectiles) 1-15 = No damage to you. 15-20 = 1/4 damage to opponent; (When countering physical blows) 1-15 = 1/2 damage. 15-20 = No damage.
Miss: No damage reduction.
Special: Roll an improvised skill check + Dexterity Modifier to use. 8 for small objects, 12 for medium, and 18 for heavy.

Roll 1d20 to determine damage reductions.

Becomes an Encounter power at level 11 and At-Will at Level 21. Can carry small creatures/objects without roll, medium at 8, and heavy at 12 at Level 11.


Spiritual Calming General Racial Power
Drawing the power of the ancient Krazoa spirits, you aid wounded allies or other creatures .
Encounter Star.gif Healing
Standard Action Ranged 1/2 Wisdom Ability (Rounded Down)
Target: Up to 3 targets at a time.
Effect: Heal target(s) using one of your healing surges (Surge value + Constitution Mod) for each target.
Special: If skill not used that day, you can completely heal your party (including yourself) without healing surges but disables use of this skill for the rest of the day. This also knocks you unconscious for the next 10 rounds or 1 minute.

Becomes At-Will at level 5 and can use special heal at any time (up to two times) at Level 11. Does not require healing surges, becomes a minor action, and can use special heal three times (still a standard action) before going unconscious at Level 21.


"The two Cerinians approached the foot of the monster's cave with caution; the female touched her temples and began to assess the beast's intentions.

'Such strange thought patterns. It's not quite malice, it's more like... sorrow?'

The male, bolder than his companion was still furious at the destruction the monster caused on the nearby village.

'Whatever it is we can't let it keep attacking people like this. Let's go!'"

Play a Cerinian if you...

  • Want to play a solid, but luck-rewarding character.
  • Want to have a different play-style for each gender.
  • Want to be able to use a mix of psychic, arcane, and martial abilities.
  • Want to have a character with a kind nature.
  • Want to be a member of a race that favors the Fighter, Paladin, Psychic Warrior, Sorcerer, and/or Cleric classes.

...and most especially...

  • Want to play a race that benefits from overall hard work and perseverance (powers become very strong and easier to use at higher levels)!

Physical Qualities[edit]

Cerinians are average-height, blue, humanoid foxes with their five fingers and 3 toes tipped with a sharp claw. All Cerinians are tattooed with white markings on their arms and legs and have hair a different shade than their fur. Cerinians also sport aquamarine/teal eyes, adding to their mystical qualities. Their tail is tipped with white and separated into 3 sections with 2 special bracelets.

In adulthood, they are about 5'4 to 6'2 and usually weigh about 80 to 180 pounds.

Playing a Cerinian[edit]

Cerinians generally act as nimbler Paladins, but do not have the defensive powers that other races would provide. However, Cerinians can channel the power of the ancient Krazoan spirits to act as naturally good psychic healers. As such, a fighting Cerinian should have a somewhat more strategic approach and make use of his/her psychic and medical capabilities.

Cerinians can act as nimbler Sorcerers, being able to do greater physical feats while retaining the benefits of unprepared magic. Utilizing their natural psychic abilities, Female Cerinians have amazing foresight and can outpredict an opponent to the point of dazing them! Male Cerinians can use telekinesis to provide cover or attack! As such, the more mystical Cerinian should have a more aggressive approach and make use of his/her psychic capabilities.

Should a Cerinian become a Paladin, he/she would most likely follow the ancient Krazoan spirits--a ancestral race of various planets in Cerinia's region (such as Sauria) with deity-like powers. A Cerinian may also worship a good-aligned god that is worshipped by the race he/she dwells with.

Cerinian Characteristics: Cerinians are kind, regardless of where they were raised and will help those in need. This has to do somewhat with an ancestral tie to good magic. Though often seen wearing ancient clothing and practicing traditional values, Cerinians can easily adapt to other cultures with their intelligence and charisma. This leads other races (with the ability to have a good alignment) being somewhat more accepting to Cerinians.

Male Names: Unknown, but one assumption one can make is that many Cerinians have names that represent a natural element in some way. Cerinians do not have to follow this trend and can have the names of the race they dwell with.

Female Names: Krystal

Cerinian Adventurers[edit]

Three sample Cerinian adventurers are described below.


Krystal was supposedly the only Cerinian to survive the destruction of their planet. Despite the tragedy, Krystal's kind nature leads her to respond to a distress call on Sauria, a dinosaur planet.


In a future alternate reality, Krystal suffers from much trauma after the invasion of fish-like aliens known as the Anglars. Wanting to make a fresh start, she changes her name to Kursed and goes off the a planet nearing the border of the Lylat, Kew.


Reiji Hanasaki was one of the lucky Cerinian infants to be sent off their home planet preceding their planet's destruction. Found and taken care of by a couple of Human monks of Bahamut, Reiji has lived comfortably in a primarily Human-inhabited village, aiding his adoptive parents' religious work. At 17, he one day receive a very vivid dream of adventuring and tells his father about it. His father talks to Reiji about the holy adventurer--the paladin, giving him his old sword when he himself was a paladin and so begins Reiji's journey!



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