MasterSqueak said:
No, I could not get a PH.
I picked Rogue, because I wanted an Assasin's Creed-esque character. So, Artful Dodger sounds good.
Okay. I'm going to just list off all the racial basics here. For the record, your best choice is Halfling, while elves, humans, and razorclaw shifters (think werecat) are all good other choices.
Dragonborn: folk who have elemental breath, intimidation and a historical focus. They resist whatever element is the same as their breath weapon. They have a bonus to Charisma and Strength.
Dwarves: bonuses to Constitution and wisdom, and skill bonuses to dungeoneering and endurance. They have no racial encounter power, but they are nifty in other ways. They resist poison and can move at full speed even when encumbered. They are the only race that can making saving throws against falling prone, as well as being harder to move around the battlefield.
Eladrin: Bonuses to Dexterity and Intelligence, and skill bonuses to Arcana and history. They can teleport once per encounter, gain an extra "trained" skill, and have extra defense against charm effects. Finally, they "Trance" rather than go to sleep, which means they can get the effects of an extended rest from four hours rather than 6.
Elves: bonuses to Dexterity and Wisdom, and skill bonuses to nature and perception. Once an encounter, they can reroll attacks and ignore difficult terrain while shifting. They also aid ally Perception.
Goliath: Bonuses to Strength and Constitution, and skill bonuses to athletics and nature. They can always roll twice on athletics checks and choose either result, and once per encounter resist all damage for a whole turn.
Half-elf: Bonuses to Constitution and Charisma. Skill bonuses to diplomacy and insight. half-elves are the second most flexible class, getting the ability to choose an extra at-will ability from another class and use it as an encounter power, able to take feats that have elf, human, OR half-elf as a prerequisite, and granting all allies a diplomacy bonus.
Half-Orc: Have a bonus to strength and Dexterity, and skill bonuses to endurance and intimidation. Once per encounter, they can gain temporary hit-points, and also once per encounter deal extra damage. They have a speed bonus to charging.
Halflings: Have a bonus to Dexterity and Charisma, and a skill bonus to acrobatics and thievery. Once per encounter, they can force their opponents to reroll an attack. They have a bonus against fear, and are good at dodging opportunity attacks.
Humans: The most variable, getting a bonus to one skill of their choice and one Stat of their choice. However, they have a bonus to all defenses, an extra feat and extra skill training. Finally, they gain an extra at-will power from their class.
Shifters: As written, shifters suck. They are really two different races (werewolves and werecats). As a whole, I have added the following to make them more fun to play.
They ignore difficult terrain while shifting (position, not into or out of wereform), They deal extra damage if unarmed (but it's nothing to really write home to mom about,) and have a save bonus against fear.
--Longtooth have a bonus to strength and wisdom, and a skill bonus to athletics and endurance. When bloodied, they regenerate and deal extra damage.
--razorclaw have a bonus to dexterity and wisdom, and a skill bonus to acrobatics and stealth. When bloodied, they have a speed bonus and are a tad harder to hit.
Tieflings: They have a tad of a demonic heritage, but not directly. They deal extra damage to the enemies that just hit them once per encounter, and are stealthy and good at bluffing. They also resist fire. They have a bonus to Charisma and Intelligence.