Racial Traits

Average Height: 6 0˝ – 6 6˝
Average Weight: 270–300 lb.

Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 5
Vision: Darkvision

Languages: Forgespeak, Old House
Skill Bonuses: +2 Endurance, +2 Intimidate
Inexorable Advance: You move at your normal speed even when it would normally be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affect you normally. However, when making a move in difficult terrain you can ignore the movement penalty to the first square of difficult terrain you encounter.
Unwavering Stance: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Forgeblood: You can use Forgeblood as an encounter power.

Forgeblood Mannor Racial Power
Immediate Reaction Close Burst 1
Targets: Creature in burst who hit you.
Trigger: You are hit in melee.
Attack: Strength +2 or Constitution +2 vs. Reflex
Hit: 1d6 + Constitution modifier damage and the enemy takes a -2 to any attacks they make until the end of your next turn. (Increase the damage to 2d6 + Con at 11th level and 3d6+con at 21st level.)

Physical Qualities

Mannor, at first blush, do not appear to be living things. These stoic people appear to be as much metal as man, with skins in deep bronze, iron, copper and other metallic colors. Though at touch their skin is as soft as any Ysgard's, they do appear to have a certain added heat to their broad, muscular forms, as if stoked with some inner fire. Mannor are tall and often completely hairless, never growing beards and seldom growing military-short hair on their heads, both men and women. Their eyes are luminous, often in reds, yellows and oranges.

Playing the Mannor

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