Chirot (4e Race)

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Chirot[edit]

The Chirot people have a colourful history, usually always living in large cities they have carved from the mountains.

Racial Traits
Average Height: 5'0-5'8
Average Weight: 80-120lb
Ability Scores: +2 to Strength; +2 Dexterity or Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common
Skill Bonuses: +2 Acrobatics and Athletics
Wings: You have a fly speed of 6: You can move over creatures and objects. You must spend a move action to move at least 2 squares each round, or else you crash. You cannot shift whilst flying, and provoke opportunity attacks as normal. In addition, you may only fly if you are carrying a normal load or lighter. Your altitude limit is 1: If you fly higher than this limit, you crash at the end of your turn. You are also a clumsy flyer: You take a -4 penalty to attack rolls and defenses whilst flying.
Cover of Night: You gain a +2 racial bonus to stealth checks at night.
Bloodied Response: You gain the Bloodied Response power.


Bloodied Response Chirot Racial Power
Losing the battle gives the Chirot a second chance
Encounter
Immediate Reaction Personal
Trigger: An attack bloodies you.
Effect: You shift a number of squares equal to half your speed.


Living in the near pitch darkness of the caverns, often counting on the cover of the night to protect them, Chirot are a race who very often hunt together, though sometimes they do go off alone to hunt or to find something new.

Play a Chirot if you want...

  • To be a race often feared by others.
  • To rely on the cover of night.
  • To eventually be able to fly freely.
  • To be a member of a race that favors the Fighter, Ranger, Rogue, and Monk classes.

Physical Qualities[edit]

Not a tall race, the Chirot have large wings, but unlike a bat they are not attached to their arms, and hollow bones to allow them to move around easier. Their skin is usually a pale reddish shade, and most Chirots don't have any hair, at least keeping it short in order to prevent it from being an issue while flying. Their teeth are sharp, like a bat's, but not oversized like a vampire's (unless they happen to also be a vampire).

Playing a Chirot[edit]

You despise the feather winged races, but otherwise you are kind to all who wish you no harm. Of course, some Chirot are mean to others, but generally they're nice unless reason prooves a need for otherwise.

Chirot Characteristics: The sterotype of them being 'flighty' and unfocused could not be more incorrect. The Chirot are a proud race, though they usually do only look out for themselves, they shall protect others if they see an advantage to it later on (even so much as that a feathery race won't get their way).

Male Names: Rock, Jade, Alexandrite, Topaz, Garnet, Amethyst, Peridot, Jacinth, Diamond

Female Names: Ruby, Crystal, Amber, Jade, Turquoise, Aquamarine, Moonstone, Pearl, Emerald, Opal, Sapphire,

Chirot Adventurers[edit]

Three sample Chirot adventurers are described below.

Ruby is a young Chirot, cast out of the tribe shortly after adulthood. She has made a bit of a name for herself in the nearby area, actually befriending the feathered races when they healed her wing. She still has a long way to go before she can tell exactly why everying is why it is, but she's slowly getting there as the time dreggs onward.

Topaz is a male fighter, who used to spend his days guarding the entrance to his cavernous city before going off to fight a group of feathered beings not far away. That feeling of power never died down, and so Topaz continued to fight, knowing that each one down would mean a safer home.

Crystal is a female Rogue. Having infiltrated the Avain settlement of Candor, she managed to take them out by herself. She regularily joins groups of fellow adventurers in order to have her own means met, taking them to avain cities and sneaking away to fight another day.



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