Cullen (4e Race)
From D&D Wiki
Born from the Culling of Pelor's light, these humans were blessed after years of hard labor.
|Average Height: 5' 4"-6' 2"|
|Average Weight: 110 - 200lb.|
|Ability Scores: +2 Charisma, +2 Wisdom or Dexterity|
|Speed: 6 squares|
|Languages: Common, choice of one other.|
|Skill Bonuses: +2 Diplomacy, +2 Endurance|
|Humanity Preserved: You are treated as a Human for purpose of effects relating to the race, you can also select feats that require you to be Human as a prequisite.|
|Radiant resistance: You have radiant resistance equal to 5 + one half your level.|
|Cullen Durability: You gain a + 1 racial bonus to your Fortitude defense. In addition, you gain a +2 racial bonus to saving throws while in direct sunlight.|
The Cullens are a race of Refugees who settled in a valley for farming after fleeing from a kingdom of Dark forests and mist. When Vampires began to appear among some of the noble families, not all were pleased. Many of the families still believed the surrender of their humanity to be too great a cost. But the budding Vampires trapped these families in both regulation and force. So the few remaining faithful prayed for a miracle, to free themselves from the curse that threatened to consume them. An angel appeared, and told them that the city was lost. They could not make a life there anymore. The families despaired, and asked if there was any way to save themselves and their subjects. The angel told them that they would need to cast aside what had made them candidates for "Vampirism" in the first place. Their wealth, and their power had to be sacrificed to ensure their escape. So each family opened their vaults and let the gold flow into the streets, and they took the deeds for their homes and burned them, and they set free all their slaves and workers. As they surrendered their power, a new one replaced it. They craved sunlight now, where the Vampires had shunned it. The power they gained spread to their subjects as well as their kin.The Vampires were angered by this sudden show of insubordination,and they began to organize a great hunt. But the families, moving in the light of day, gathered up their old subjects and fled the city. On that day, the sun shone brighter than it had in years. After a long winter of harsh travel, the refugees finally escaped the forests and dark places, and found a valley, deep and open. There, they founded a few settlements with the little money they had left, and began the process of healing. As they formed their new Society, Pelor had rained down rays of hope, for they became his chosen people for generations to come.
Play a Cullen if you want...
- To gain sparkly powers in sunlight.
- To come from a Society that farms.
- To have an edge against Undead foes.
- To be a member of a race that favors the Cleric, Paladin, Ranger, Sorcerer, and Rogue classes.
Playing a <!-Race Name->
<!-Your race-> Characteristics:
<!-Your race-> Adventurers
Three sample <!-your race-> adventurers are described below.
Heroic Tier Feats:
Paragon Tier Feats:
Epic Tier Feats: