Winning Races: Winterkin Eladrin
This is the third Winning Races article that introduces a kind of "race specialization" that I like. The one on elves was kind of meh, but then I'm not exactly an elf fan, so take that for what its worth. I like the tiefling and dwarf one just fine.
Winterkin Eladrin introduces mechanics that help justify a connection to the Winter Court in the form of a racial path and series of bloodline feats. I feel that game mechanics are important in these situations because it helps the dice rolls and rules reinforce your character and the decisions you've made.
Anyone can say that they work for those guys, but having cold resistance and the ability to summon wintry gales to conceal their presence just has a lot more...clout, I guess. The path and feats do a fine job, but you dont need to take both and instead opt to spend either a single feat or dive in head first if the path appeals to you.
If you're really fucking hardcore, do both.
The bralani wintersoul path plays up the concepts of, well, winter. And wind to a point. When you get hit by cold attacks you deal extra cold damage for a turn, and if you burn an action point it creates a zone of flurrying snow with a pretty hefty range. At level 16 you auto-slow any enemy that gets too close. The racial powers are somewhat predictable, dealing cold damage with a slow/immobilizing kicker effect.
Winter's kiss is a level 11 attack that only hits one critter, while blizzard blast is a level 20 blast 5 attack blinds and immobilizes. You also get to teleport afterwards, which is pretty damned cool. Snowfall is the level 12 reaction utility that creates a zone that obscures the area and makes you insubstantial. All in all these attacks are pretty useful over a broad range of classes, especially given that they use your highest ability mod. I'd certainly pick it up as a feylock, but would also be tempted to do so as even a fighter since it would give me a nifty ranged attack and close blast (the auto-slow effect would also rule).
There arent a lot of feats, and they all focus on Winterkin Hertiage, which is a bloodline/gateway feat to the rest of them. By itself it gives you cold resistance in addition to winter's shroud, which lets you teleport and gain concealment when hit as a reaction. It doesnt fuck with fey step, so thats two potential teleports per encounter. Since cold damage is fairly common, this is a really awesome feat.
The rest either modify winter's shroud or just do something else. For example, Winter's Reach increases the teleport range of winter's shroud, while Winter's Heart slows enemies that hit you when you arent bloodied (its a paragon feat, though).
Good for eladrin players, particularly those that have a reason to be tied to Winter Court fey. This is a lot better than making up a bunch of lame-ass subraces like they did in the past. At any rate, I can reskin these feats and present them as additional options for the players in my Songs of Erui game that actually do work for the Winter Court.
Winterkin Eladrin introduces mechanics that help justify a connection to the Winter Court in the form of a racial path and series of bloodline feats. I feel that game mechanics are important in these situations because it helps the dice rolls and rules reinforce your character and the decisions you've made.
Anyone can say that they work for those guys, but having cold resistance and the ability to summon wintry gales to conceal their presence just has a lot more...clout, I guess. The path and feats do a fine job, but you dont need to take both and instead opt to spend either a single feat or dive in head first if the path appeals to you.
If you're really fucking hardcore, do both.
The bralani wintersoul path plays up the concepts of, well, winter. And wind to a point. When you get hit by cold attacks you deal extra cold damage for a turn, and if you burn an action point it creates a zone of flurrying snow with a pretty hefty range. At level 16 you auto-slow any enemy that gets too close. The racial powers are somewhat predictable, dealing cold damage with a slow/immobilizing kicker effect.
Winter's kiss is a level 11 attack that only hits one critter, while blizzard blast is a level 20 blast 5 attack blinds and immobilizes. You also get to teleport afterwards, which is pretty damned cool. Snowfall is the level 12 reaction utility that creates a zone that obscures the area and makes you insubstantial. All in all these attacks are pretty useful over a broad range of classes, especially given that they use your highest ability mod. I'd certainly pick it up as a feylock, but would also be tempted to do so as even a fighter since it would give me a nifty ranged attack and close blast (the auto-slow effect would also rule).
There arent a lot of feats, and they all focus on Winterkin Hertiage, which is a bloodline/gateway feat to the rest of them. By itself it gives you cold resistance in addition to winter's shroud, which lets you teleport and gain concealment when hit as a reaction. It doesnt fuck with fey step, so thats two potential teleports per encounter. Since cold damage is fairly common, this is a really awesome feat.
The rest either modify winter's shroud or just do something else. For example, Winter's Reach increases the teleport range of winter's shroud, while Winter's Heart slows enemies that hit you when you arent bloodied (its a paragon feat, though).
Good for eladrin players, particularly those that have a reason to be tied to Winter Court fey. This is a lot better than making up a bunch of lame-ass subraces like they did in the past. At any rate, I can reskin these feats and present them as additional options for the players in my Songs of Erui game that actually do work for the Winter Court.
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