Triton (4e Race)
From D&D Wiki
- 1 Tritons
- 2 Racial Feats
The first rulers of the seas, the Tritons are a proud people, slow to trust outsiders.
|Average Height: 5'9"-6'8"|
|Average Weight: 145-225 lbs|
|Ability Scores: +2 Dexterity, +2 Strength or Wisdom|
|Speed: 6, Swim 6 squares|
|Languages: Common, Seaspeak|
|Skill Bonuses: +2 Nature, +2 Endurance|
|Aquatic: You are an aquatic creature. You can breathe and speak normally under water.|
| Adaptive Resistance: Choose one of the following damage types: Fire, Cold, or Lightning. You gain a resistance to that damage type equal to 2 + 1/2 of your level.|
When you take a rest, you can change this resistance to another type.
|Triton Weapon Proficiency: You gain proficiency with the Trident.|
|Reflective Scales: You can use Reflective Scales as an encounter power.|
Tritons are a race of noble warriors, well adapted to their home in the Everdeep Sea. Their contacts with other races are few, and they are quick to attack any ships that pass through their territory. A people that proves themselves capable warriors can earn the friendship of these aloof marauders.
Play a Triton if you want...
- To be a confident, adaptable, self-sufficient warrior.
- To be a part of a mysterious lost civilization.
- To be a member of a race that favors the ranger, avenger, and fighter classes.
Tritons are tall, but not musclebound, with broad chests and shoulders. An aquatic people, they have strong legs for swimming and walking alike. Their feet end in two long webbed toes. Triton hair is usually white or nearly white, and Male and female tritons alike tend to keep it long, sometimes tied back in a ponytail or topknot, but often loose and free.
Their most distinctive feature is the tiny scales that cover their entire bodies. These scales protect the Tritons from the elemental energies that seep into the everdeep sea from the elemental chaos. Most Tritons are either red, blue, or yellow, hues that protect them from fire, cold and lightning respectively, but some have learned to change their scales to black or white to defend against more exotic dangers. All Tritons are capable of changing the color of their scales, but it takes several minutes of restful concentration for them to do so. More experienced Triton warriors can generate a striped pattern of scales, to defend against two elements at the same time.
Tritons have a somewhat longer lifespan than humans, living anywhere from 90 to 120 years.
Playing a Triton
The Everdeep Sea floats above a massive scar in the earth. The walls between the world and the Elemental Chaos are thin here, and volcanic vents spew elemental fire into the sea, only yards from ice-cold currents. The skies themselves give into the elemental fury, as unnatural storms are common. This is the home of the Tritons, a race of deep-sea warriors who protect their land fanatically from outsiders.
The most common Triton origin myth goes something like this: during the Dawn War, a great battle was fought in what is now the Everdeep Sea, carving out a massive trench and throwing up several islands which dot the sea. The battle weakened the walls between the primal and elemental planes, something the gods couldn't easily repair. To defend against the threat of elemental creatures escaping into the world, the goddess Melora created a race of beings to guard this sea, a race of beings uniquely fit to brave the harsh environment. These were the ancestors of the Tritons. There are other stories about the Triton's origins, such as a tale of shipwrecked humans or elves who were twisted by the elemental energies of the Everdeep, but these are considered heresy, and are not well tolerated.
All peoples, as far as the Tritons are concerned, must prove themselves worth of the Triton's friendship. This generally means anyone new to the area is in for a trial by combat: best their warriors several times, and the Tritons are likely to extend an alliance. Their justice system is similar, with disputes between citizens settled by duels. Punishments are generally meted out in a gladiator arena, with a more powerful opponent for a more serious crime; victory earns the convicted a pardon.
Triton adventurers are common enough in the Everdeep, where small raiding parties frequently clash with the more barbaric Sahuagin inhabitants of the area. Tritons rarely leave the Everdeep, however. The rest of the world simply seems boring to them, and their traditions teach them their duty is to their homeland. Still, a Triton might venture out into the world after hearing of a great adventure or battle, to seek the unique glories of a land far away.
Tritons speak Seaspeak, the language of dolphins and whales. While their relationship with dolphins is cordial, the true allies of the Tritons are the Orca Whales, powerful marine predators who share the Triton's warrior spirit. Many who see a Triton riding on the back of one of these awesome creatures assume the Orca is the property of the Triton, but in reality the two are equal partners in combat.
<!-Your race-> Adventurers
Three sample <!-Your race-> adventurers are described below.
Triton Trident Mastery
Benefit: When you use a trident as a thrown weapon, increase the normal range to 10 and the long range to 20. In addition, you recieve a +2 feat bonus to damage rolls with a trident. This bonus increases to +3 at 11th level and +4 at 21st level.
Prerequisites: Any Divine or Primal Class
Benefit: While wielding a trident, you can use it as a holy symbol or totem.
Prerequisites: Triton, Rogue
Benefit: You can treat a trident as a light blade for the purposes of your Sneak Attack class feature, and for rogue powers which require a light blade.
Prerequisites: Triton, Any Arcane or Psionic Class
Benefit: While wielding a trident, you can use it as a staff or wand implement.
Prerequisites: Triton, Trained in Nature
Benefit: You gain a +2 bonus to Bluff, Diplomacy, and Intimidate rolls against Aquatic creatures, and a +2 bonus to nature checks to tame aquatic creatures. All aquatic creatures understand you as if you speak a language they understand.
Prerequisites: Triton, Trained in Athletics
Benefit: You can jump from the surface of water as if you were jumping from solid ground. You gain a +2 bonus to athletics checks to jump from the surface of water.
Cleanse the Chaos
Benefit: You gain a +2 bonus to damage rolls against elemental creatures. This bonus increases to +3 at 11th level and +4 at 21st level.
Prerequisites: Triton, Adaptive Resistance
Benefit: When choosing your Adaptive Resistance damage type, you can choose necrotic instead of another damage type. Add necrotic to the list of damage types that can trigger your reflective scales power.
Prerequisites: Triton, Adaptive Resistance
Benefit: When choosing your Adaptive Resistance damage type, you can choose radiant instead of another damage type. Add radiant to the list of damage types that can trigger your reflective scales power.
Prerequisites: 11th level,Triton, Adaptive Resistance
Benefit: When choosing your Adaptive Resistance damage type, you can choose to resist two damage types instead of just one. If you do, the resistance becomes half it's normal value.
Prerequisites: 11th level, Triton, Trained in Perception
Benefit: While in the water, you have blindsight with a radius equal to your wisdom modifier against other creatures in the same volume of water. You lose this ability while deafened.
Greater Spell Reflection
Prerequisites: 11th level, Triton, Reflective Scales power
Benefit: Instead of Melee Touch and Ranged 10, you can choose to use your Reflective Scales power as a Close Blast 3 or an Area Burst 1 within 10. If you do, it targets each creature in the burst or blast.
Prerequisites: 21st level,Triton, Adaptive Resistance
Benefit: Once per encounter as a minor action, you can rechoose your Adaptive Resistance damage type, as if you had taken a rest.