Qirsi (4e Race)

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Scales.png This page is of questionable balance. Reason: Unbalanced abilities and skill bonuses. "May not use healing surges" is broken. None of the Unconscious Powers fall within 4e design guidelines. "1d20" isn't a defense. Several at-will powers bloodies and immobilizes the PC regardless of if it hits, some would be overpowered even as encounter or daily powers, some ignore existing 4e mechanics altogether.


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Created by: ArcanaNumberIX

CoCreated by: MarioMariox2

NOTE: MM2 and i are currently balancing race~AN9

Contents

[edit] Qirsi

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). Qirsi are usually born with 2 common powers and in rare cases a deeper power. 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: Gleaners: +1 WIS; Flame Wielders: +1 INT; Healers: +CON; Mist and Wind Wielders: +1 INT; Shapers: +1 INT; Beast Tamers: +1 WIS; Mind-Bender: +1 CHA
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, 1 other
Skill Bonuses: Gleaners: +1 Insight and Perception; Flame Wielders: +1 Arcana; Healers: +1 Heal; Mist and Wind Wielders: +1 Arcana, Shapers: +1 Arcana and; Beast Tamers: +1 Dungeoneering and Nature; Mind-Bender: +1 Diplomacy, Insight, and Perception
Qirsi Bloodline: Choose 2 common powers and 1 deeper power for your character. The common powers are: Gleaning, Fire Wielding, and Healing. The deeper powers include: Mist and Wind Wielding, Language of the Beasts, Shaping, and Mind-Bending.
Lifestream: Although all Qirsi racial powers are at-will powers, you can only use up to 2 of any of your racial powers per day. Example: Using gleaning once and then healing. Another example: using shaping power twice. You may use a 3rd power, but upon ending your turn your HP drops to 0.
Qirsi Pride: You may not using healing surges.
Unconscious Power: Each power comes with an unconscious power that happens no matter what. Gleaners: Upon being attacked, roll a d20. If you roll a 19 or higher, you dodge the attack; Flame Wielders: Add another dice roll when calculating damage for any attack with the "Fire" keyword your character uses; Healers: You may re-roll failed save rolls; Mist and Wind Wielders: Add another dice roll when calculating damage for any attack with the "Cold" keyword your character uses; Shapers: When attacked by a melee weapon or arrow, roll a d20. If you roll a 19 or higher, the weapon or arrow shatters; Beast Tamers: When attacked by a beast, roll a d20. If you roll a 19 or higher, the animal misses its attack on you; Mind-Bender: At the beginning of your turn, roll a d20. If you roll a 19 or higher, select a target. Move the target based on the targets speed.


Gleaning of the Future General Racial Power
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 Star.gif Charm
Standard Action Ranged 10 squares
Requirement: Must be a Qirsi Gleaner
Target: One Enemy
Attack: Intelligence Vs. 1d20
Hit: Caster dodges all attacks made by the target the next time they attack the caster.
Special: After using this power, take damage equal to 1/2 of your max health. You are immobile until the end of your next turn.


Raging Flame Blaze General Racial Power
You must the magical force of your birthright in the form of searing flames.
At-Will Star.gif Arcana
Standard Action Ranged Blast 3
Requirement: Must be a Qirsi Flame Wielder
Target: 1 Enemy
Attack: Intelligence Vs. Reflex
Hit: 3d8 fire damage
Miss: Quarter damage
Special: Take half damage you dealt to target. You are immobile until the end of your next turn.


Healers Grace General Racial Power
You concentrate all your focus and life energy, to heal yourself and your allies.
At-Will Star.gif Healing
Standard Action Ranged Blast 3
Requirement: Must be a Qirsi Healer
Target: Yourself or one ally
Effect: Roll 2d6 + CON mod. Add to targets HP.
Special: You are dazed and immobile until the end of your next turn.


Mist of the Damned General Racial Power
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.
At-Will Star.gif Arcana
Standard Action Ranged 5 squares
Requirement: Must be a Qirsi Mist and Wind Wielder
Target: Up to 2 enemies
Attack: Intelligence Vs. Reflex
Hit: Enemy(s)become engulfed in a mist grid of 5 by 5 with them being in the center
Miss: You become dazed and immobile until the end of your next turn
Special: Anyone in the mist is blind and slowed until they exit. You can dissipate the fog with a Minor Action. While using this power, you become dazed. While the mist is up, you take 1d4 of damage at the end of every turn the mist is active. Lifting the mist is considered a minor action. After lifting the power, you are dazed and immobile until the end of your next turn.


Cold Cutting Wind General Racial Power
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.
At-Will Star.gif Arcana
Standard Action Ranged Blast 3
Requirement: Must be a Qirsi Mist and Wind Wielder
Target: 1 Enemy
Attack: Intelligence Vs. Reflex
Hit: 1d6 cold damage Target becomes dazed and immobile until the end of their next turn.
Miss: You are dazed and immobile until the end of your next turn.
Special: You are dazed and immobile until the end of your next turn. You take half the damage dealt to the enemy.


Weapon Crusher General Racial Power
You muster all of your mental power to shatter every enemy weapon posed to attack you and your comrades
At-Will Star.gif Arcana
Standard Action Ranged Burst 3
Requirement: Must be a Qirsi Shaper
Target: Any enemy in the burst
Attack: Intelligence Vs. Reflex
Hit: All enemies in the burst have any equipped offensive equipment shattered and unusable. All targets in the burst that had their weapon shattered takes 1d4 damage.
Miss: You become dazed and immobile until your next turn.
Special: After casting this power, you take 1d4 damage for every weapon shattered. You are dazed and immobile until the end of your next turn.


Bone Breaker General Racial Power
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.
At-Will Star.gif Arcana
Standard Action Ranged Blast 3
Requirement: Must be a Qirsi Shaper
Target: 1 enemy
Attack: Intelligence Vs. Reflex
Hit: Target's speed becomes halved. Odd numbered results are rounded down.
Miss: You become dazed and immobile until the end of your next turn.
Special: Upon hit, you become dazed and confused until the end of your next turn and you take half of your max HP in damage.


Greater Control of Beasts General Racial Power
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. The wolf begins to attack the other members of his pack, until they slay him.
At-Will Star.gif Arcana,Charm
Standard Action Ranged Blast 2
Requirement: Must be a Qirsi Beast Tamer
Target: 1 animal enemy
Attack: WILL+ WIS mod Vs. WILL+ INT mod
Hit: Target becomes an ally
Miss: You become dazed and immobile until the end of your next turn.
Special: You take damage equal to 1/2 your max HP. You are dazed and immobile until the end of your next turn.


Thought Twister General Racial Power
2 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.
At-Will Star.gif Arcana
Standard Action Ranged Blast 2
Requirement: Must be a Qirsi Mind Bender
Target: 1 Enemy
Attack: WILL + CHA mod Vs. WILL + INT mod
Hit: Upon hit, select another enemy. Until that enemy hp is dropped to 0, the target of this power must attack the selected enemy.
Miss: You take damage equal to 3/4 your max HP. You are dazed and immobile save ends
Special: You take damage equal to 3/4 your max HP. You are dazed and immobile save ends



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.

[edit] Physical Qualities

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.

[edit] Playing a Qirsi

NOT A SOLOING CLASS. YOU MUST HAVE ALLIES BACKING YOU WILL AND AFTER YOU ARE USING YOUR POWERS. 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

[edit] Qirsi Adventurers

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...


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