Teddy Bear (4e Race)

Teddy Bears

You look cute and harmless and are too playful for your own good.

Racial Traits
Average Height: 3' 8"-4' 0"
Average Weight: 80-90 lb.
Ability Scores: +2 Charisma; +2 Dexterity or +2 Wisdom
Size: Small
Speed: 5 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Acrobatics, +2 Thievery
Agile: You gain a +1 racial bonus to Reflex.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Cute Charm: You can use Charm as an encounter power

Charm Teddy Bear Racial Power
You use fey magic to momentarily charm your enemies. Those effected cannot bring themselves to strike such an adorable creature.
4e Power Usage::Encounter  Charm, Gaze
4e Power Action Type::Minor Action Close blast 3
Target: All enemies in blast
Attack: Charisma + 2 Vs. Will
Hit: The targets take a -5 penalty on all attack rolls against your defenses until the end of your next turn.

<!- Fluff. ->

Play a Teddy Bear if you want...

  • To look like a bear cub.
  • To be a creature that loves to work with others.
  • To not be the smartest but be surprisingly flexible.
  • To be a member of a race that favors the ranger, rogue, and warlock classes.

Physical Qualities

Teddy bears look like upright bear cubs. They are slightly shorter than Halflings, but much heavier. Their thumbs have one claw. They have large eyes and their heads are bigger than the rest of their bodies. Teddy Bears have thick fur all over themselves. Fur colors include brown, yellow, black, and white. Their eyes, which look like perfect orbs, are solid brown and black. Teddy bears usually don't care to wear clothes; when a circumstance arises in which they do need some sort of clothing, they wear nothing more than rags.

Playing a Teddy Bear

Teddy bears are Feywild creatures who look like cute bear cubs. They are typically very friendly and won't attack without good reason (or are tricked into attacking, which is common). Teddy bears love to play around, sometimes getting into trouble. Loner Teddy Bears are few and far between.

Teddy Bears tribes are each centralized around a big tree, and use the power of nature to make tree houses out of the tree. Each tribe has one teddy bear chieftain with divine powers that leads the tribe. They have a high sense and feel for society.

For Feywild creatures, teddy bears are pretty dumb, but they are smarter than Ogres. Teddy bears than can tricked easily which sometimes gets them into mischief (for example, a teddy bear will wonder what a button will do and then set off a trap, even if it is apparent that there is a trap around.) What they lack in intelligence they make up in power, easily defeating a group of people believing them to be harmless.

Teddy bears migrate often. If their homeland is destroyed or becomes unsuitable, teddy bears will travel hundreds of miles to find a new home. Because of this, teddy bears know their surroundings well and often stumble into new plains. Teddy bears are not only in the natural world, but also in worlds that were abandoned by the gods and in the Shadowfell. The evil cousins of the teddy bears are the Winged Bears.

Teddy bears are often identified as the Feywild echo of bears, but they act more like the echo of halflings as both teddy bears and halflings are underestimated, small, and make natural rogues. Teddy bears worship Corellon, Avandra, Melora, and Sehanie.

Teddy Bears Characteristics: Cute, Funny, Naive, Playful, Loyal, Travelers

Male Names: Pogo, Rocky, Tim, Teddy, Ya-Ya, Zim, Wicket

Female Names: Bing-Bing, Bo-Bo, Lora, May, Rosy, Theodora

Teddy Bear Adventurers

Three sample teddy bear adventurers are described below.

Tim was a Teddy Bear ranger who had spent his whole life traveling between the world and the Feywild. After a pack of hobgoblins sneak attacked Tim's clan, Tim was kidnapped. Before the hobgoblins sold the Teddy Bear to slavery a group of adventurers slayed the hobgoblins and rescued Tim. He travels with his new friends but tries to find his long-lost family.

May was a rogue who lived with her tribe for most of her life. But May wanted to know what was beyond the Feywild. One day she decided to travel to the world through a worldfall. After several adventures, she found a group of adventurers.

Wicket was a fey warlock. During a ceremony he wandered off and encountered a fey hag. She offered a deal to give Wicket powers that he could use to change the world one day. Later, when the tribe found out Wicket made a pact, he was exiled and thrown into the natural world. He wonders if his new-found powers are good or evil.



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