Qirsi (4e Race)

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Qirsi[edit]

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From the Young Elites trilogy by Marie Lu

The Qirsi are a magical race of people, each individual possessing at least one of seven different magics: Gleaning (enhanced perception and the ability to predict the future), Fire, Healing, Mists and Winds, Shaping (destroying matter), Language of Beasts (the ability to talk to and control creatures), and Mind-Bending (mind control). These powers fall under 2 categories--The categories are the common powers (Gleaning, Fire, and Healing) and the deeper powers (Mists and Winds, Shaping, Language of the Beasts, and Mind-Bending). While a Qirsi's power is normally unmatched, their great power greatly strains their life force.

Racial Traits
Average Height: 5'2"-6'4"
Average Weight: 90 lb to 180 lb
Ability Scores: +2 Intelligence; +2 Wisdom or Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Arcana, +2 Nature
Qirsi Bloodline: When your Qirsi character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a Qirsi utility power of the same level or lower.
Qirsi Caste: Select one of the following traits.

Gleaner Caste- +1 bonus to AC against opportunity attacks and +1 bonus to Reflex.

Flame Wielder Caste- +1 bonus to Will and +1 to damage rolls you make with powers with the Fire keyword.

Healer Caste - You and allies adjacent to you gain a +2 bonus to saving throws.

Mist and Wind Wielder Caste- +1 bonus to Fortitude and +1 to damage rolls you make with powers with the Cold keyword.

Shaper Caste - Resist untyped damage equal to half your level against attacks with the Weapon keyword.

Beast Tamer Caste- You gain a +4 bonus to Nature checks made to handle animals.

Mind-Bender Caste - You may use Arcana instead of Bluff to gain combat advantage. When you successfully gain combat advantage using Arcana, you may also slide the target 1 square.


Grinsa jal Arriet awakens suddenly. While his companions are fast asleep, he can hear shuffling not too far away. A boar emerges from the shadowy forest. Wounds cover his body, and there's a crazed look in his eyes. The boar prepares to charge into the camp. Grinsa sighs in relief, before the the boar drops to its side fast sleep. The sigh of relief stemmed for the fact that he thought that goblins would come and attack the band of travelers. But that was short lived, because then Grinsa started gasping for breath. Using any of his Qirsi powers takes a taxing toll on him. He watches the boar for a few minutes, before drooping int an uneasy slumber. As Grinsa drifts off, a pair of red eyes watch him from a distance.

Play a Qirsi if you want...

  • A race with amazing power, with a price.
  • A versatile race that supports support, offensive, and defensive players.
  • To play using a relatively difficult character.
  • To be a member of a race that strongly favors the any class that can cast magic.

Physical Qualities[edit]

Qirsi are strange men and women. They look like you and I, only they are very pale with very white hair. They also have small frames and shallow faces. This gives them a frail, sickly look to them. But don't let this fool you. Qirsi wield very powerful magic and fight quickly. Their power drains their life force, and causes them to age much quicker than other races. Life expectancy for a Qirsi is essentially about 40 years.

Playing a Qirsi[edit]

You wield fearsome power yes, but after using your powers you are left vulnerable to attacks and other hazards. Play with a party consisting of close-range combatants that can handle being hit by enemies a lot, while you support them and even cripple your enemies. While versatile, their powers are limited, so it's advisable to have a battlemage or a warlock in the party.

Qirsi Characteristics: Generally Qirsi keep to themselves. But once you strike up a friendship with one, you will be inseparable. Qirsi are very proud and are not afraid to show off their amazing skills and talent. They will lay their lives to support their cause. This shows how they die as loyal friends and comrades.

Male Names: Grinsa jal Arriet

Female Names: Enid ja Kovar

Qirsi Adventurers[edit]

Three sample Qirsi adventurers are described below.

Goblins surround a group of Qirsi. There are 7 Qirsi, each Specializing in one of the 7 powers. They raise their hangs and in the next second, all the goblins fly into the air dead. Each taking varying degrees in damage. The group laughs in jubilation, as they all sink to the ground panting as if they had run a marathon...

Glock sits alone at the bar, closely watching the barmaid. He takes the last gulps of his ale before closing his eyes tightly. He opens his eyes, and there stands the barmaid blushing and shuffling her feet. They passionately kiss, and she tells Glock to meet her up stairs in 10 minutes. He orders one more ale before going up stairs, to go mount his quarry. Glock finishes his ale, and looks up to the skys. He mutters under his breath, "Thank the Gods i was born with the power of Mind Bending." He slowly saunters up the stairs...

Isabella was a simple Qirsi. She was born with only the powers of gleaning and healing. Her bread and butter are the sick and the wounded, who wish to know if they are going to live another day. Usually it goes something like this: A person entering her caravan with the sick or the injured. The sick/injured plead to her asking to know what the future holds for them. She asks them to close their eyes, before placing a cold hand on their face. They feel a tingling sensation as healing energy enters their bodies. Isabella chants none sense words to add to the mysticism. Gently, she tells the cured person that they will be fine. By the next day, they come back to give her riches and wealth that they thought they would never see again. But she only takes what she needs to survive. To her, the job well done is reward enough for her...

Qirsi Utility Powers[edit]

Gleaning of the Future Qirsi Utility 2
You tap into the magic that flows through your veins, to see into the future. You get ready to dodge your enemies oncoming attacks.
At-Will
Move Action Personal
Effect: You gain a +1 power bonus to AC and Reflex until the start of your next turn.


Weapon Crusher Qirsi Utility 2
You muster all of your mental power to shatter every enemy weapon posed to attack you and your comrades
At-Will
Immediate Reaction Personal
Trigger: An enemy hits you with a melee weapon.
Target: The triggering enemy
Effect: The target is disarmed until the end of its next turn.


Raging Flame Blaze Qirsi Utility 6
You must the magical force of your birthright in the form of searing flames.
Encounter Star.gif Fire
Move Action Personal
Effect: You activate an aura 1 that lasts until the end of your next turn. Enemies that end their turn in the aura take fire damage equal to 1/2 your level.


Bone Breaker Qirsi Utility 6
You focus energy into shattering his blade. He suddenly rushes at you. You panic and tap into even greater mental power. You splinter your enemy's leg bones, slowing your enemy.
Encounter
Immediate Interrupt Personal
Trigger: An enemy you can see charges at you.
Effect: The target is slowed until the end of your next turn. If the target is still able to make an attack with its charge, it takes a -2 penalty to the attack roll.


Healers Grace Qirsi Utility 10
You concentrate all your focus and life energy, to heal yourself and your allies.
Encounter Star.gif Healing
Immediate Reaction Close burst 3
Trigger: You or an ally in burst spends a healing surge.
Target: You or the ally spending a healing surge.
Effect: The target gains an additional 1d6 hit points. You are dazed until the end of your next turn.


Greater Control of Beasts Qirsi Utility 10
You speak to the wolf that is about to lunge at your comrades throat. He stops and looks at you with malice in his eyes.
Encounter Star.gif Charm
Standard Action Personal
Effect: You make an Arcana check instead, using that result to determine the outcome of the handle animal check.
Special: You may make this check if situations when a normal handle animal check would not work, such as if the animal is already hostile. If you successfully make this check as part of a skill challenge, this contributes two successes towards the challenge if appropriate.


Mist of the Damned Qirsi Utility 16
You take a strong stance, with your arms outstretched in front of you. Suddenly your enemies are engulfed in a thick mist. You and your allies watch as your enemies frantically flail about looking for away out of the pitch whiteness.
Daily Star.gif Zone
Minor Action Close burst 2
Effect: The burst creates a zone of fog until the end of your next turn. Allies in the fog have concealment. Enemies in the fog take a -5 penalty to Perception checks and may not make opportunity attacks.
Sustain Move: The zone persists and you may move it 4 squares. You may teleport to any square in the zone.


Thought Twister Qirsi Utility 16
Two ogres loom over you grinning. You look into the eyes of the stupider one. Suddenly he turns to his friend and bashes his skull in with the club he's holding. You hobble behind a tree gasping for breath. Manipulating the mind of another is a taxing cost to your body.
Daily
Immediate Interrupt Ranged 5
Trigger: The target attacks you.
Target: One enemy
Effect: The target does not make the attack, and instead makes a basic attack against another enemy with a +2 power bonus to the attack roll. You are weakened until the start of your next turn.


Cold Cutting Wind Qirsi Utility 22
You summon a raging wind that you focus to one point. The speed of the winds are so fast that they cut the flesh, and freeze the wound before the wound can bleed.
Daily Star.gif Cold
Minor Action Area burst 2 within 10
Effect: The burst creates a zone of cutting wind. Enemies treat squares in the zone as difficult terrain, and are vulnerable to Cold whilst in the zone, equal to half your level. Creatures flying in the zone, or that fly into the zone, immediately crash.
Sustain Move: The zone persists and you may move it 4 squares.



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