4E Rime Elves


4th Edition


Rime Elves

Since the GSL has effectively killed the chance for one of my 'fan-projects', we now have some material that's pretty much going to be dead electrons. Rather than just destroy it completely, I felt that it made more sense to post it up here in case people wanted to see or use Icebound concepts in their 4E campaigns. Remember, this is considered CANCELLED, and not part of any final GSL product.

The Rime Elves are descendants of those Eladrin of the Exodus that found their natures distorted by both the severity of Aruz’s climates and their complete disconnect from the natural world that they once knew. Isolated, these elves slowly adjusted to the cold, becoming distant and often even vicious. Rime Elves are isolationist and fiercely territorial, with some tribes quite willing to cut down anyone that comes across them. As a general attitude, most Rime Elves could be considered ‘evil’, though there are some rare exceptions.

Racial Traits
Average Height: 5’2”- 5’9”
Average Weight: 110 - 160lb

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Kaltan (racial), Elven
Skill Bonuses: +2 Arcana, +2 Endurance

Resistance to Cold: Rime Elves gain a +5 racial bonus on any defense against cold, ice, or related effects.
Fey Origin: Rime Elves are descended from those native to the Feywild, so they are considered fey creatures for the purposes and effects of creature origin.
Trance: Rime Elves enter a trance state for sleep identical to the state for Eladrin. (See the Player’s Handbook)
Chilling Touch: A Rime Elf can use ‘Chilling Touch’ as an at-will power.

Physical Qualities: Rime Elves have pale blue skin and dark, often raven-black hair. Their most distinctive feature, however, is their eyes, which are often deep reds and oranges, giving a striking contrast to the rest of their appearance. Rime Elves stand a little shorter and a little thinner than most Eladrin.

Regions: For the most part, the Rime Elves are found on the shores of the great northern continent of Kalta, which is considered their homeland. A handful of Rime Elves still exist around Haravok and Arukova, though they are considered unwelcome sights to most others.

Chilling Touch (Rime Elf Racial Power)
The touch of a Rime Elf can burn with ice.
At-Will * Arcane, Cold
Standard Action / Melee
Target: One creature
Attack: Strength vs. AC
Hit: 1d6 cold damage
Increase damage to 2d6 at 21st level

Dark Archive

vance wrote:


Chilling Touch: A Rime Elf can use ‘Chilling Touch’ as an at-will power.

At-will? Damn. I'll have to check my PHB when I get home to see which other core races have similar at-will powers.


joela wrote:
vance wrote:


Chilling Touch: A Rime Elf can use ‘Chilling Touch’ as an at-will power.
At-will? Damn. I'll have to check my PHB when I get home to see which other core races have similar at-will powers.

I don't think any race has an at-will power like this. It needs to be an encounter power.

See the Dragonborn:

Dragon Breath Dragonborn Racial Power
As you open your mouth with a roar, the deadly power of your
draconic kin blasts forth to engulf your foes.
Encounter ✦ Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex, Constitution + 2 vs. Reflex, or
Dexterity + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Increase to +4 bonus and 2d6 + Constitution modifier
damage at 11th level, and to +6 bonus and 3d6 +
Constitution modifier damage at 21st level.


Just in case it is an angle you hadn't considered, AC is generally a few points higher than other defenses. This is compensated by the fact that most attacks vs AC are Weapon tagged, so a proficiency bonus is available for use. The Rime Elves racial power, however, doesn't benefit from any proficiency bonus, nor any kind of enhancement bonus from magical items at higher levels.

Just something to think of. Otherwise, not bad. Would you say they are more evil from the PoV of other races, due to their isolationism/xenophobia, but more unaligned towards each other?


David Marks wrote:

Just in case it is an angle you hadn't considered, AC is generally a few points higher than other defenses. This is compensated by the fact that most attacks vs AC are Weapon tagged, so a proficiency bonus is available for use. The Rime Elves racial power, however, doesn't benefit from any proficiency bonus, nor any kind of enhancement bonus from magical items at higher levels.

Just something to think of. Otherwise, not bad. Would you say they are more evil from the PoV of other races, due to their isolationism/xenophobia, but more unaligned towards each other?

They were more designed as a monster race, so they're more comparable with the 'monster races' from the MM than those of the Player's Handbook. I don't think that their racial power is all that great, when you think about it, since it's about the same as typical weapon damage, requires the to-hit roll, and so on. You're also right in that there's nothing that extends that power, meaning that it's effectiveness is greatly overshadowed pretty quickly in levels.

The Rime Elves may be neutral to one-another in attitudes, but they're also a bit feral and territorial. There's a certain bestial maliciousness about them, a 'hunger' if you will.


Rather than arguing game balance against other races to just look at the race from a position of in game reasoning. Being really cold so you burn people with it once an encounter? That really doesn't fly for me. Whatever the effect it needs to be a permanent thing. I'd argue that maybe folks that hit them in combat take a few points of cold damage, and that likewise any weapon they use does a some cold damage as well. That seems like a more balanced option, while making some story sense too.

On second reading...it is an arcane effect, so maybe willing up their connection to the cold through some kind of arcane means once per encounter does actually make sense really.


Grimcleaver wrote:
Rather than arguing game balance against other races to just look at the race from a position of in game reasoning. Being really cold so you burn people with it once an encounter? That really doesn't fly for me. Whatever the effect it needs to be a permanent thing. I'd argue that maybe folks that hit them in combat take a few points of cold damage, and that likewise any weapon they use does a some cold damage as well. That seems like a more balanced option, while making some story sense too.

You could always do something like "Rime Elves receive +[stat] mod Cold damage to all melee attacks; melee attackers targeting a Rime Elf likewise take +[stat] mod Cold damage on a hit"


Grimcleaver wrote:
On second reading...it is an arcane effect, so maybe willing up their connection to the cold through some kind of arcane means once per encounter does actually make sense really.

It's a little tricky, since it had to have something that 'played right' as well as fit the backstory for the race. I was dealing with balancing between 'game balance' and 'theme'... and I went a little closer with 'theme'.

Tougher call.. but if you want to use them and make the power 'per encounter', then there is the 'magical curse' excuse built in already, so the justification is already there.

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