4e Planescape Race updates.

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Wyrmwood's picture
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4e Planescape Race updates.

Okay, here's the deal. I've noticed that the majority of the site is not happy about 4e. That's cool, as everyone is entitled to their opinion. But for those who are interested, or merely like dabbling with the rules as I do, maybe you can help me with this. I'm working on updating some of the old 2e/3e races that haven't been covered by 4e yet. Such as Barriurs, and maybe Mephlings, Aasimar, etc. I've actually started doing a race write up for Barriurs, which is not currently with me as I write this thread. The long and short of it is that I noticed 4e to be much easier to adapt 2e races to. No weird balancing issues, like 3e had, and pretty straight forward bonuses based on the race that made everything fun to play.

My quandary now is with Barriurs, do I use the racial/gender bonuses for the race from 2e, or the flat bonuses from 3e that applied to all Barriurs regardless. To me, it makes sense both ways, but slightly more sense using the 3e adaptation. As most species in nature do have certain physiological differences in size, strength, and what not, but not often marked differences in intelligence as the 2e Barriurs had. So what to do? I'd like to hear everyone else's opinion on this, whether you're a 4e fan or not, merely as Planescape fans. And, for those who are interested, I'll post the finished race stats, or email them to you if you like.

Tell me what you think.

 

 

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I think there is a group of

I think there is a group of folks here who are interested in the 4th ruleset (though probably not so much the PoL setting for obvious reason). So I wouldn't assume you were alone here. I need to round up all of you guys and get started on the work of getting PS in 4th going Eye-wink

I post - cause I want to encourage you and cause I want to get notified on updated to this thread. Unfortunately I've not gotten a chance yet to sit down and learn the 4th rules yet. :-/

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As for the gender question

As for the gender question on bariaur. If I were in your position  I would actually present both. Don't differentiate for the normal stuff - and then present the differentiated version as an alternate sidebar.

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Seeing how they did Genasi

Seeing how they did Genasi as a PC race in the FRPG, I plan on redoing Tieflings in much the same way, giving them different "manifestations" for different bloodlines.  I'll probably just use 3 differents manifestations, with the one in the PHB as the Baatezu bloodline.

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Kobold Avenger wrote:Seeing

Kobold Avenger wrote:
Seeing how they did Genasi as a PC race in the FRPG, I plan on redoing Tieflings in much the same way, giving them different "manifestations" for different bloodlines. I'll probably just use 3 differents manifestations, with the one in the PHB as the Baatezu bloodline.

It's a lot of work (and I don't use 4e right now anyway), but it would be nice to see something like a point-buy system or "choose X from Y list" for tieflings -- specifically their supernatural powers.  Remember the huge number of options for tieflings in the Planewalker's Handbook?

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Here's my early version of

Here's my early version of the revised 4e Tiefling:

Tieflings are another variety of vermin across the planes.  On every plane and every world, a number of their kind exists.  Most of them are the descendants of Humans, the Rats of the 'verse that have plagued the planes, who've adapted to some of the more hostile planes and possibly bred with some of the most depraved creatures the planes have ever spawned.  Stories also speak of ancient pacts and random mutations as other sources of Tieflings.

It matters not their origins, for Tieflings are there and here.  There is nothing that can be done anymore about them and the rest of their kin.  Many because of their backgrounds are the orphans struggling in many metropoli across the planes, but their numbers grow and soon these disparate creatures may one day rise in ascension across the planes.

Three major bloodlines of Tieflings exist: Infernal Blood a kind associated with the Baatezu and the planes of Baator, the more primal varieties of Tieflings the dreaded Abyssal Bloods can trace their origins to the Tanar'i and the Obyriths and other dreaded Demons of the Abyss, the third major bloodline are the insidious Gloom Bloods thought to have descended from Yugoloths, Gehreleths, Night Hags and other dreadful creatures.

Traits - Here's the common traits

Ability Scores: +2 int, +2 cha Size: M Speed: 6 Vision: Low-light Language: Common, and another Skill Bonuses: +2 bluff, +2 stealth

{Yeah, exactly like the 4e PHB}

Infernal Blood:

Bloodhunt, Fire Resistance and Infernal Wrath as the PHB tiefling

Abyssal Blood:

Blood Fury: You gain +2 to damage when you are bloodied

Lightning Resistance: 5 + 1/2 your level Lightning Resistance

Abyssal Dread (Tiefling Racial Power) You unleash a small portion of the infinite terror and dread of the Abyss. Encounter * Fear Standard Action Close Burst 1 Target: Each Enemy in Burst Attack: Charisma or Intelligence vs. Will Increase to +2 at 11th level Increase to +4 at 21st level Hit: Target is pushed 1 square and takes a -2 penalty to attacks until the end of your next turn. Special: When you first get this power make a choice between using intelligence or charisma, this choice remains through out your character's life.

Gloom Blood:

Exploit Weakness: Bloodied creatures get a -1 penalty to hit you.

Acid Resistance: 5 + 1/2 your level Acid Resistance

Corrupting Whispers (Tiefling Racial Power) Your whispers are an insidious poison, that can bring out the worst of thoughts like a weight on a soul. Encounter * Psychic Standard Action Ranged 5 Target: One creature

Attack: Charisma vs. Will or Charisma vs. Fortitude Increase to +2 at 11th level Increase to +4 at 21st level Hit: Target is slowed until the end of your next turn, and takes 1d6 + charisma modifier psychic damage.  At 11th level this becomes 2d6, and at 21st level this becomes 3d6. Special: When you first get this power make a choice between targetting Will or Fortitude, this choice remains through out your character's life. While you can affect creatures that can't understand you with this power, a creature must be capable of hearing you to be affected by this power.

DM Options: For any racial feats that use fire, you may substitute lightning or acid for Abyssal and Gloom Bloods respectively.

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Clueless wrote:I think

Clueless wrote:
I think there is a group of folks here who are interested in the 4th ruleset (though probably not so much the PoL setting for obvious reason). So I wouldn't assume you were alone here. I need to round up all of you guys and get started on the work of getting PS in 4th going Eye-wink

Count me in if you want to put together a semi-official 4E Planescape project.

 

Here's a nice take on bariaurs as a 4E race, as well as planetouched, rogue modrons, and expanded versions of githyankis and githzerais:

http://www.enworld.org/forum/4e-fan-creations-house-rules/230803-kms-big...

 

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Yes, please, Clueless

Yes, please, Clueless Laughing out loud Round us up!

Kobold Avenger wrote:
Seeing how they did Genasi as a PC race in the FRPG, I plan on redoing Tieflings in much the same way, giving them different "manifestations" for different bloodlines.  I'll probably just use 3 differents manifestations, with the one in the PHB as the Baatezu bloodline.

Personally, I don't like the idea of relegating tieflings to a strictly fiendish role, let alone using "bloodlines."  I suppose it is a better alternative for 4e than one strict power.  As some may recall, though, a tiefling is not strictly fiendish, he's simply a mutt.  I was disappointed by 3e's insistence that tieflings had to be specifically fiendish in origin and also had to typically be evil because they were fiendish.  That just does not ring well with me.

Planescape tieflings, in my not-so-humble opinion, should not be automatically assumed fiendish by the mechanics.  Earlier 2e books say that people usually assume a tiefling is a child of fiends, but most people really don't know, and most tieflings have no clue, either.  To quote Planewalker's Handbook:

Planewalker's Handbook wrote:
...tieflings are enshrouded with the mysteries of an unnamed heritage.  Obviously human and "something else" crossbreeds, the "something else" in the tieflings' case is usually assumed to be lower-planar.

In other words, people in the setting make assumptions (assumptions that seem to be made fact in 3e, much to my chagrin) that all tieflings are lower-planar, but it's really not known in most cases.  Sure, many tieflings are lower-planar-born, but tieflings are all incredibly different from each other.

Thus, if 4e tieflings were to be remade in the spirit of Planescape, I would personally avoid using mechanics to pigeonhole them into being fiendbloods.  I would say change their infernal wrath to the old darkness ability they had in 2 and 3e (similar to the one the cloud of darkness drow have now in 4e) or look at the Planewalker's Handbook, find all the tiefling options (they're on p. 80 and 81), and select a few from the list that can be modified to be "Level 1 Tiefling Powers." Then let each tiefling character select one power at creation and go from there.  Potentially, you can open up feats for allowing tieflings to take another tiefling power, similar to genasi.

I wish they hadn't done genasi as "one genasi can do all elements" but that's for another time.

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Center of All

Center of All wrote:
Personally, I don't like the idea of relegating tieflings to a strictly fiendish role, let alone using "bloodlines."  I suppose it is a better alternative for 4e than one strict power.  As some may recall, though, a tiefling is not strictly fiendish, he's simply a mutt.  I was disappointed by 3e's insistence that tieflings had to be specifically fiendish in origin and also had to typically be evil because they were fiendish.  That just does not ring well with me.

They dropped the "anywhere planar" for tieflings back in 2e exactly around the time they made Aasimar.  And then drove the point about the fiendish origins of Tieflings through books like Fiends: Faces of Evil and Hellbound. The more ambiguous origins for tieflings in early products came, because they didn't have much of a clue about tieflings back then, when they didn't really finalize what the planetouched were.  If you read the description in the boxed set, they are virtually describing planetouched in general rather than just tieflings.

Now the typcially evil thing was 3e's insistence which they ditched in 4e. Granted that 4e's tieflings typically look ridiculous, but as a core PC race the typically evil thing doesn't exist anymore which is probably the one good thing that did (though I doubt most 3e tiefling players made them all evil).

But if there was one thing that 3e did which I liked, it introduced other planetouched like the Dragon Magazine/Paizo's concept of the Axani and Cansin, or WotC's concept of the Chaond, Zenythri and Mechanitrix.  While it's a given fact thatI prefer the previous two over the latter three, they're all concepts that I actually like.

My attempt at redoing the 4e tiefling, is a way of bringing back the skills and power tiefling, without getting too complex like the skills and power tiefling.  Plus the bloodlines were meant to be ambiguous in origin though thematically linked to the Baatezu, Tanar'ri and Yugoloths, and fits in nicely with the rule-of-three too.  Expect me redoing the 4e Aasimar, or Deva as they've been renamed once that race comes along.

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Kobold Avenger wrote: Now

Kobold Avenger wrote:
Now the typcially evil thing was 3e's insistence which they ditched in 4e. Granted that 4e's tieflings typically look ridiculous, but as a core PC race the typically evil thing doesn't exist anymore which is probably the one good thing that did (though I doubt most 3e tiefling players made them all evil).

You know, I don't mind the idea of a larger percentage of tieflings being evil-aligned than, say, humans (who are sort of an archetypal neutral race in the PS setting). Nor do I mind the idea of more aasimar being good-aligned than humans. With that said, a substantial minority of good- and neutral-aligned tieflings (and evil aasimar!) exists.

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Wyrmwood

Wyrmwood wrote:

My quandary now is with Barriurs, do I use the racial/gender bonuses for the race from 2e, or the flat bonuses from 3e that applied to all Barriurs regardless.  To me, it makes sense both ways, but slightly more sense using the 3e adaptation.  As most species in nature do have certain physiological differences in size, strength, and what not, but not often marked differences in intelligence as the 2e Barriurs had.

Bariaur are outsiders.

 Also, I'm interested in 4e PS, but I've been waiting on the Manual of the Planes to see what basic mechanics we have to work with.

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Kobold Avenger wrote: They

Kobold Avenger wrote:
They dropped the "anywhere planar" for tieflings back in 2e exactly around the time they made Aasimar.  And then drove the point about the fiendish origins of Tieflings through books like Fiends: Faces of Evil and Hellbound. The more ambiguous origins for tieflings in early products came, because they didn't have much of a clue about tieflings back then, when they didn't really finalize what the planetouched were.  If you read the description in the boxed set, they are virtually describing planetouched in general rather than just tieflings.

 This is not entirely true, as the aasimar and the PC mechanics for it are also in the Planewalker's Handbook.  There, the aasimar are explicitly celestial-touched.  As I mentioned above, tieflings in the Planewalker's Handbook are not explicitly fiendish, but of unknown origin.  Incidentally, this book also introduced the mechanics for genasi characters. 

 It has been a very long time since I've read Faces of Evil or Hellbound, so I'd have to go poring over those books again to see what they said about tieflings and fiendish heritage.  Nevertheless, the Planewalker's Handbook description of tieflings paints a different picture than the fiendish, evil-inclined race that 3rd edition really wanted to make them, and it is the picture of tieflings that I personally prefer.

Quote:
Now the typcially evil thing was 3e's insistence which they ditched in 4e. Granted that 4e's tieflings typically look ridiculous, but as a core PC race the typically evil thing doesn't exist anymore which is probably the one good thing that did (though I doubt most 3e tiefling players made them all evil).

But if there was one thing that 3e did which I liked, it introduced other planetouched like the Dragon Magazine/Paizo's concept of the Axani and Cansin, or WotC's concept of the Chaond, Zenythri and Mechanitrix.  While it's a given fact that I prefer the previous two over the latter three, they're all concepts that I actually like.

My attempt at redoing the 4e tiefling, is a way of bringing back the skills and power tiefling, without getting too complex like the skills and power tiefling.  Plus the bloodlines were meant to be ambiguous in origin though thematically linked to the Baatezu, Tanar'ri and Yugoloths, and fits in nicely with the rule-of-three too.  Expect me redoing the 4e Aasimar, or Deva as they've been renamed once that race comes along.

I agree with the ridiculousness of 4e's tieflings Eye-wink And as a World of Warcraft player, I can't help but note a very striking visual similarity between 4e tieflings and a certain race in WoW.  Though 4e does insist on forcing a fiendish heritage on tieflings.  I suppose, though, if that's how the majority wishes to run the race, that is how they are to be.  However, I still do not agree with the three bloodlines idea for tieflings, rule-of-threes or no.

Now, this is my own opinion, so take it for what you believe it's worth.  Thematically, however, I feel like the "three bloodlines" are not ambiguous at all.  The player selects up front what kind of fiend his tiefling is descended from.  To me, there's not much ambiguity there.  You're either a tanar'ri-touched or you're not.  You're either a 'loth-touched or you're not.  See what I mean?  I do not feel tieflings are meant to be so cut and dry.  Part of the racial concept includes a reasonable amount of mystique.  Most tieflings simply do not know what sort of fiend (or other creature) they are descended from and most don't really care, either.  An aasimar will typically be proud to say how he is descended from this celestial on that plane who serves this other power, so a bloodline sort of customization would make more sense for them.  Tieflings are not like that.  I feel attributing a decisive definition like which kind of fiend he's descended from at character creation removes the mystique and ambiguity of tieflings' heritage and detracts overall from the intent of the race. 

Furthermore, I'm not so sure the extra bloodline choices are necessary.  I realize the tiefling racial power says "infernal wrath," but it can easily be renamed for Planescape purposes to "fiendish wrath" and take out any perceived baatezu influence on the character's heritage.  It works for genasi because each element is so drastically different from each other element that the manifestations are very noticeable.  However, fiends and celestials not so much.  Remember that Planescape (and even 3e) tieflings are not half-fiends.  Their fiendish blood is very diluted by their mortal heritage, and so most fiend-specific traits won't show up -- that is, on most tieflings it's virtually impossible to tell if they're descended from baatezu, tanar'ri, or yugoloths.  So at the very least, I think calling the choices "bloodlines" is not a good way to portray tiefling customization. 

That being said, I think the alternative powers suggested are solid racial abilities.  I think that if they are portrayed as something other than separate bloodline options, they would make an excellent way to customize a tiefling character in the spirit of the original tiefling.  However, I would personally seriously reconsider the fluff behind the mechanics on these options.

 Again, this is all my personal opinion, so take it for whatever you believe it's worth Smiling

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Dragon #235 the one article

Dragon #235 the one article that is very influential in this approach to tieflings, makes it quite clear that the Baatezu, Yugoloth and Tanar'ri are major bloodlines, as there's a 3-related skills & powers point buy options worth 10 (minor power) or 15 (bloodline and major powers) points each.  Now it does have Bladeling and Hordeling bloodlines, but those only cost 10 points and there's only one such option for those two bloodlines.

Incidently enough that article does have Rilmani as an Aasimar bloodline, but no Archon bloodline, with Guardinal, Aasimon and Eladrin as the others.

Enkillo the Sly, in the pages of Fiends: Faces of Evil makes it quite clear that tieflings are descended from fiends.  He's also the first source to ever say that they are at the most 1/4 fiends.  Also I've read that entry in the Planewalker's Handbook, and nowhere does it say unknown origin specificly.  It mentions "something else" and implies that "something else" was merely a way of saying lower planar in a polite way.

Even if one took "something else" to mean somewhere like the Far Realm, well there already is the Half-Daelkyr race along with a lot of non-canon fan speculation on the Elan, in addition to a bunch of Abberation blooded feats that existed all through 3rd edition.

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Kobold Avenger

Kobold Avenger wrote:

.Enkillo the Sly, in the pages of Fiends: Faces of Evil makes it quite clear that tieflings are descended from fiends.  He's also the first source to ever say that they are at the most 1/4 fiends.  Also I've read that entry in the Planewalker's Handbook, and nowhere does it say unknown origin specificly.  It mentions "something else" and implies that "something else" was merely a way of saying lower planar in a polite way.

Obviously, you did not read correctly :)  I repeat:

Planewalker's Handbook wrote:
...tieflings are enshrouded with the mysteries of an unnamed heritage.  Obviously human and "something else" crossbreeds, the "something else" in the tieflings' case is usually assumed to be lower-planar.

Usually assumed to be lower-planar.  That is not the same thing as "saying lower planar in a polite way."

As far as the rest goes, I don't read Dungeon or Dragon, never have -- they used to cost too much.  I have no idea what all is in those books.  As far as I am concerned, those magazines are hardly canon codified law.  To me, they're more supplemental options that can be used if a person wants, but shouldn't be taken as gospel.  You want to use it?  Great!  However, I don't think that means tieflings should be changed so much when what's there works fine.  I'd wager the majority of gamers don't have access to these magazines.  I've played in several gaming groups throughout my life and I think I've only encountered one DM who even subscribed, let alone used the supplements therein.

Also, given that they list rilmani as an aasimar bloodline, but don't list archons, I find it very hard to take anything that article might say seriously.

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Center of All wrote:As far

Center of All wrote:
As far as the rest goes, I don't read Dungeon or Dragon, never have -- they used to cost too much.  I have no idea what all is in those books.  As far as I am concerned, those magazines are hardly canon codified law.  To me, they're more supplemental options that can be used if a person wants, but shouldn't be taken as gospel.  You want to use it?  Great!  However, I don't think that means tieflings should be changed so much when what's there works fine.  I'd wager the majority of gamers don't have access to these magazines.  I've played in several gaming groups throughout my life and I think I've only encountered one DM who even subscribed, let alone used the supplements therein.

It doesn't matter if you don't use Dungeon or Dragon Magazine, those magazines have always been canon in lieue of printed products.  Especially when a lot of what's printed in Dragon does make it into official products.

But now this has simply become an argument of what source material is more accurate over another, and it's come come down to the ones I'm referring to be more than that one, and in the case of Faces of Evil (1997 vs. 1996) supersceding because it was printed later.

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Dunamin wrote: Clueless

Dunamin wrote:

Clueless wrote:
I think there is a group of folks here who are interested in the 4th ruleset (though probably not so much the PoL setting for obvious reason). So I wouldn't assume you were alone here. I need to round up all of you guys and get started on the work of getting PS in 4th going Eye-wink

Count me in if you want to put together a semi-official 4E Planescape project.

Ok - a little bit closer to back on topic - here's what I was thinking of using as the basis for a Conversion for Planescape to 4th Edition (and vice versa) release:

Introduction

How to apply the Planescape Twist to the PoL Cosmology
(no rules changes - new cosmology, old flavor)
1) Planescape concepts to uphold inthe 4th Edition design
2) GM advice to Flavour for the PoL planes
3) How to place Sigil in the PoL cosmology
4) Translation of Faction Beliefs to PoL archetypes
5) Translation of the Blood War to the PoL Lower Planes
6) Translation of the Shadowplane
7) Translation of the Inner Planes
Cool Translation of the Outer Planes
9) Translation of the Transitive Planes

How to apply the 4th edition rules to the Planescape Setting
(all rules changes - old cosmology, old flavor)
1) Sticking points in the 4th Edition design to account for
2) Planar Affects
* Affects by Plane
* The Styx
* Madness Rules
3) Missing Races
4) Missing Classes and Prestige Class Conversions
5) Faction Classes and Feats
6) Belief Systems, alternate Belief Systems
7) Missing Spells and Psionic Effects
Cool Missing Equipment
9) Missing Monsters (non-standard PC races)



 



Thoughts? I will be starting up a new thread on this shortly - so start rounding up the folks what need to know about this on your end if you can, please? And I'll snag the ones I know about on mine. Eye-wink

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My thoughts starting off is

My thoughts starting off is that there should be backgrounds, much like the FR ones, that give small skill bonuses.  Start really basic with one for each Ward of Sigil.

For faction abilities a concept similiar to Multi-class only classes much like spellscars for those really devoted to a faction.  For the 'faction-classes' though I say that they are the exception to the 1-multiclass only rule that applied to every character except the Bard.

Reinstatement of the 9 alignments, or the application of law and chaos with the removal of good and evil, should be considered, as they do have a lot of the basis with the campaign setting.

And even when coming to the Eladrin in the PHB, what should they be?  Just another elf race or one of the lowest castes of the Eladrin race of Arborea.  If it's the latter point, then there could be the possiblity of Bralani, Ghaele, Firre and so on paragon paths.

What kind of other kinds of paragon paths and epic destinies should also go in...  I could see there needing to be some clarification on the Demigod Epic Destiny, even though I'll just say they aren't actually powers until they've actually ascended after completely their destiny quest and becoming 30th level.

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Just going to go through

Just going to go through here and mention each part I have commentary on.  Also, I know I should know this, but what does "PoL" stand for?  I have not looked too deeply at the official 4e cosmology.  I assume it's a term that references 4e's new layout?  Or is it that Paizo cosmology that's coming out?  Gonna gloss over the PoL stuff until I know for sure what it refers to.

 That being said, if you're referring to the new 4e cosmology, Wizards has already accounted for Sigil in the sidebar, listing it as a place that exists somewhere between the planes

How to apply the 4th edition rules to the Planescape Setting

(all rules changes - old cosmology, old flavor)

1) Sticking points in the 4th Edition design to account for

 - The Eladrin is probably one of the biggest sticking points.  I currently run an off-site PS4E game using old cosmology with new rules and I mandated the aasimar player use the "eladrin" for his race and hand-wave the name.  However, this aasimar was elf-blooded during his brief 3e run, so the natural teleport ability and the affinity for magic makes the 4e eladrin race far less of a stretch for him than it will be for most aasimar. 

- The other issue is the 4e eladrin PC race is really more fey- and elf-oriented and far less celestial-focused like Planescape eladrin.  The Court of Stars is not directly related to the Seelie Court.  They might have some ties on the basis of vaguely similar beliefs, but they are very different entities.  Among other things, Seelie are not good-aligned by definition, they're just typically a lot better for mortals to deal with than the Unseelie.  The very different backgrounds, in my opinion, mean that 4e eladrin would be better off divorced from traditional Planescape eladrin.  This could be as simple as renaming the race for PS4E purposes (though confusion would abound).  However, while the Court of Stars and the Seelie Court can probably coexist, they are not interchangeable, and that is a point that really needs to be addressed with the 4e eladrin race in Planescape. 

2) Planar Affects

* Affects by Plane -- I am sure I saw a table for planar effects somewhere, but I can't find it now.  Maybe I'm confusing this with something I read in an earlier edition.  Very possible, since I recently re-read the PS supplement on the Ethereal.

* The Styx -- I see the Styx as a level 30+ hazard.  Chant is that most of 4e D&D (at the very least, the encounter generator and monster creator on the Insider page) accommodates monsters of up to 40th level, so a level 40 hazard would not be unwarranted.  It's one of the most primal parts of the Lower Planes, so it should be one of the highest levels possible.  It would probably make an attack vs. Will and its damage would be removal of memories.  Countermeasures would simply be to get around it somehow, since really, you can't break the Styx.

* Madness Rules -- Should be easy.  Make them attacks vs. Will based on how barmy the sight really is.  Chant is that bashers on the Demiplane of Dread in 3e use their Will saves for all Madness, Fear, and Horror checks.  Unless a DM's got a reason to have the madness affect a sod based on his physical resolve or agility, seems like an attack on Will's the best bet.  Just don't tell Will I said so or the sod'll come after me with scribes.

3) Missing Races -- It would be most useful first to establish which races are to be transferred from 3E and which ones in the MM/PHB are going to be kept "as is" (see my comments on Eladrin, above).  For example, will all the planetouched (zenythri, et al.) get 4e cameos or will the races list be trimmed down somewhat?  My initial inclination is to include it if it's in the PS3E pdfs, this idea'll change from one body to the next.  On the plus side, mechanics-building in 4e is a lot easier to balance.

4) Missing Classes and Prestige Class Conversions -- Not sure which base classes qualify as "missing."  Also, most base classes from 3E that missed the PHB are going to be re-released for 4E relatively soon when PHB2 comes out.

Prestige classes are another, easier dark.  All the factions should get their own Paragon Path, and where possible, it should be one that is easily accessible to most bashers, regardless of class.  It might be good to see major sects get Paragon Paths (like the Merkhants and Ragers).  Personally, I think it'd be peachy to see some old, dead sects like the Incantifiers get a bit of mention this time around.

5) Faction Classes and Feats -- Faction classes, again, should be addressed with Paragon Paths.  One Paragon Path per faction should be sufficient, but if a certain case warrants a second Paragon Path, then why not? 

- It would be possible to make Factions into "multiclass-only classes" like the Spellscarred from FRPG, but that would take far more work than faction Paragon Paths.  Thirty levels' worth of powers vs. three inherent abilities and three powers spread across 10 levels.  To draw another comparison from FR to suggest why this may not be the best idea: Spellscarred is the sole "multiclass class" presented in FRPG, while anything specifically related to a faith or a god (both similar concepts to Factions) is a Paragon Path.  There's such a thing as giving a body too many options, and 4e already offers a sodding large number on its own.

- To draw something from multiclassing that might be usable, perhaps faction feats are required to enter a faction-specific Paragon Path.  Instead of 4 feats total, perhaps cut the number by half since you're not getting an access to a class's full range of abilities, but rather a very specific selection.  Plus, you can use the feats to denote ranks. 

- For example, Joe Leatherhead takes the Guvner Namer feat to get a foothold in the faction and gain a special ability and possibly a trained skill bonus (see Planewalker's Handbook for examples of special abilities namers got just for being namers).  At level 4 or 6, he becomes eligible to take the Guvner Factotum feat and gains another benefit relevant to the faction.  Finally, at level 11, he can become a Guvner Factor by entering that faction's Paragon Path.

- Perhaps introduce Factol (or similar idea) as an epic destiny.  I think that someone who embraces a factions ideal so thoroughly as to become that ideal deserves to be given an epic destiny.

7) Missing Spells and Psionic Effects -- Spells are easy enough to work out as rituals (for most utility functions) or powers (for most combat-related and some short-term utility functions).  I would hold out on psionic effects until Wizards makes a stance on what they're going to do with psionics as a player class option.

Cool Missing Equipment  -- Also easy enough to address.  The toughest part will really be drawing up the list of what needs to be included from past editions.

9) Missing Monsters (non-standard PC races) -- Missing monsters are also relatively easy to handle, although a "completed" monster entry in 4e seems to include several varieties of the creature that span a certain level range.  The monster generator on the Insider page makes creating monsters a snap, though.

Other Thoughts (not specifically for things on this list)

The 4e new alignment system is really ridiculous.  First off is the implication that law is inherently good-aligned and chaos is inherently evil-aligned.  People can't be chaotic and good anymore?  A body can't be so focused on law that good and evil are not relevant so long as the law is followed and order established? That's screed, friends, and any berk who's met a Guvner or a Modron'll tell you that.  Obviously, this alignment system just doesn't work in a Planescape context where people and places are varying shades of good, evil, lawful, and chaotic.

Should we bring alignment back as a fundamental aspect of a character?  In my opinion, this all depends more on powers (that's the 4e term, not the Ivories, berk) available and planar traits to be used.  In previous editions, alignment was very important because there were spells to ward against, buff, protect, attack, and destroy creatures based solely on their alignment.  In 4e, virtually none of those things exist.  If PS4E isn't going to re-introduce these kinds of effects to the game, I say don't bother much about it.  List a sidebar that touches on planar alignments and go from there.

If PS4E does re-introduce that to the game, then it's best to keep the four poles.  Even the barmiest barmy knows that good and evil have just as profound effects on the planes as law and chaos.  We don't have archons and eladrin at war with each other, but we do have celestials and fiends getting into spats.

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PoL = Points of Light, so

PoL = Points of Light, so yes - we are talking about the 4th edition Campaign Setting.

The reason I mention the placement of Sigil is not so much from the point of view of 'physical' location, but more the point of view of 'how do we use it'. The way I see it this work would have two primary target audiences. The the second half - which your summary of the work is pretty solidly dead on as far as I can tell - is clearly aimed at one of the two audiences: The older 3e / 3e player who wants to use the new system and play the old setting.

Our other audience is: The new 4e player who has never seen any of this before but is very interested in playing. That half of the book isn't about the numebrs at all, but on orrienting the new player. For example, I would expect a section on 'how to place Sigil in the PoL campaign' to not cover just the physical locality of the city, but also accesible planes, and more importantly 'how to use this in a game', how accessible it should be, how the natives of other planes should view it. All the contextual things that were distinctly left out of that sidebar.

Re: Alignments - at the *very* least I would bring them back in the roleplaying context. It is possible we could and perhaps should tie some mechanical elements to the alignements as one of the common planar effects it to be an anti-thesis to creatures of its opposite and a boon to its friends. But the existance of other extremes should *definately* come back - the existing system simply doesn't cover the older work, and frankly reveals some signifigant biases on the part of the designers.

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Here's a thought. What

Here's a thought.

What if we included a sidebar or small segment that discussed Sigil with the PoL system and included it in the overall Sigil chapter, probably near the beginning?  It seems from my perspective the nature of Sigil is that it will be Sigil whether it is linked to the Great Wheel or to the Astral Sea.  So, I don't think a portion discussing how to make Sigil work int he context of 4e planar cosmology would require very much discourse.

Does that address what you're trying to say or am I unwittingly talking past you? Smiling

Re: Alignments, if we include chant on mechanics at all, I think we should limit it strictly to planar effects.  As mentioned, none of the classes have significant (or any, to my immediate memory) abilities that hinge on alignment.  We could add them, but that seems like it's more work than is actually necessary.  I agree the alignment system needs to be addressed at least for flavor since the whole sodding Great Wheel is built on it.  And it makes sense that berks from one plane will suffer adverse effects when they're on a plane contrary to their alignment.  But that makes a good line to draw, I think.

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It makes sense. The outline

It makes sense. The outline I gave had just the topics that came to mind on a quick lookover. If there's enough to talk about on a topic to make it a full section - or if it's short enough to just cover in a sidebar... really on some level  that's a matter of what comes out during writing and if we think we've covered the topic sufficiently in the end. I'm sure there are things we'll think of as we write that I didn't think of in the initial outline. That's just more reason to get started asap to find those gaps. Eye-wink

So - given that, where do we wanna start?

Shall I set up a new thread to gather the folks from this thread and Project Paradigm together on? 

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Sounds like a plan to me!

Sounds like a plan to me!

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I agree on most of the

I agree on most of the suggestions put forth here – reintroduce the original alignment scheme, have mechanical aspects of faction training be represented by paragon paths, etc.

I’m unsure about how to handle eladrins in 4E Planescape, but I’ve never been fond of the idea that the primary exemplars of Chaotic Good both visibly and flavour-wise consistently are represented as very elf- and fey-like. I think it would be prudent to keep the PHB race mechanically as is but conceptually divorce it completely from the exemplar race - possibly also change the name to high elf or such.

 

Center of All wrote:
* The Styx -- I see the Styx as a level 30+ hazard. Chant is that most of 4e D&D (at the very least, the encounter generator and monster creator on the Insider page) accommodates monsters of up to 40th level, so a level 40 hazard would not be unwarranted. It's one of the most primal parts of the Lower Planes, so it should be one of the highest levels possible. It would probably make an attack vs. Will and its damage would be removal of memories. Countermeasures would simply be to get around it somehow, since really, you can't break the Styx.

This might go against strict canon, but I don’t think it’s too much of a stretch to vary the severity of Styx effects depending on location. We could have a successful attack vs Will result in severe amnesia on the deeper layers of the Wastes but more moderate memory loss at regions bordering to non-Lower planes.

So, rather than fix the Styx as a hazard at a single defined very high level, you could use it within a level range for broader applicability (though perhaps the lower end of the range should still not be lower than epic tier).

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As far as I understand it

As far as I understand it in canon there is a variable effect of the waters, sometimes by location depending on how much non-Styx water is mixed in (think Elemental Water), and sometimes by the amount of water you get splashed on you. There's s difference between a spray and full emmersion all the way back through 2nd ed. So the amount you get hit with matters.

Including a variable effect will also allow us to have the rules on hand for players just crazy enough to mix Styx water into drinks to take care of 'problems'.... *ahem* not that I would ever have done that to a fellow PC...

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Another area of 4e campaign

Another area of 4e campaign setting mythology to consider is the Primordials.  They're a big part of the 4e backstory, and even if they've sort of existed in the PS backstory is things like Titans, or entities that existed before the Gods in the campaign setting and through out the myths of many cultures.

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Kobold Avenger

Kobold Avenger wrote:

Another area of 4e campaign setting mythology to consider is the Primordials. They're a big part of the 4e backstory, and even if they've sort of existed in the PS backstory is things like Titans, or entities that existed before the Gods in the campaign setting and through out the myths of many cultures.

I think we generally can connect them with the various elemental lords of the Inner Planes. Thus, Imix and Yan-C-Bin would be considered primordials, for instance. However, offhand I see no reason why we need to give them as much focus as 4E generally gives.

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Ok - I have the thread

Ok - I have the thread created for organizing this project!

I'd like to move some of this conversation over there, so we can get started on pounding out the details.

You can find it here: /forum/4e-conversion-organization-thread

Please update that thread with links to any other threads that are relevant to this so I can start gathering the information together, and so we don't end up accidently redoing work that's already been done.

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Kobold Avenger wrote:

Kobold Avenger wrote:

Another area of 4e campaign setting mythology to consider is the Primordials.  They're a big part of the 4e backstory, and even if they've sort of existed in the PS backstory is things like Titans, or entities that existed before the Gods in the campaign setting and through out the myths of many cultures.

What about Carceri?  Perhaps like the Titans in 2e, the Primordials were imprisoned in Carceri, or similar realms (the Godlike face stretching out of Bedlam, Pademonium's gate town comes to mind)  One of the ideas I've had, cosmologically was that the war between the Gods and the Primordials destroyed the old Great Wheel cosmology.  It would account for the floating Realms in the Astral, the absence of various deities, and sundry other minutia.   Also, being Sigil is barred to these entities, it remains unscathed, or at least survives the planar destruction.  Now the remnants of the old planes remain as realms floating in the Astral Sea, which once was the underpinning of all of the Outer Planes.  Maybe this even destroyed or reshaped the other transitive planes, and the rigid order imposed by the Powers on the Inner Planes and Ethereal. 

 

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Otogi wrote: Nathri -Natives

Otogi wrote:

Nathri -Natives to the Shadowfell -Racial alignment of Unaligned Small size Speed 6 Squares Darkvision +2 Dexterity, +2 Constitution +2 Racial Skill Bonus to: Religion and Thievery Racial Features: Vicious: +1 bonus to damage against Bloodied foes Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage. This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.

Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier and 10 at Epic tier (save ends)

Shad

-Natives to the Feywild
-Trust races inclined towards nature (Eladrin & Elves), distrust those inclined towards technology (Gnomes, maybe Dwarves), fear those that are technology (Warforged, maybe Modrons)
-Racial alignment of Good
Small Size
Speed 7 Squares
Low-light Vision
+2 Constitution, +2 Intelligence
+2 Racial Skill Bonus to: Nature and Acrobatics
Racial Features:
Contortion: the Shad can squeeze through any opening that is 6” by 6” or greater in size.
Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an allied being.
Racial Power: Wild Runner

Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy

Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation

Claw: Your unarmed attacks deal 1d6
Resist Acid: 5 + 1/2 level
Razor Storm: You may use Razor Storm as encounter power

Razor Storm Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same spines explode out of your body and pierce your enemies skin. Your skin hardens and alieves the pain. The same can't be said for your foes...
Encounter
Standard Action Close burst 2
Targets: All creatures in area
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier
damage at 11th level, and to +6 bonus and 3d6 +
Dexterity modifier damage at 21st level.
Effect: You gain a +1 to AC. Increase to +2 at 11th level, and +3 at 21st level. This lasts until your next turn.

Khaasta

Typical Alignment: Unaligned
+2 STR, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Demonic
Skills: +2 Bluff, +2 Thievery

Endurance of the Clan: You gain a +1 to Fortitude Defense
Demonic Surge: +2 damage to bloodied foes
Jawed Reposite: You may use Jawed Reposite

Jawed Reposite Khaasta Racial Power
You strike your enemy with your weapon, your back hunched. You know that there's a good chance that they might hit you, but you grin your teeth when they just do
Encounter
Standard Action Melee Weapon
Targets: One Creautre
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] +Strength modifier damage at 21st level.
Effect: When an opponent strikes you with a melee attack, you may make an attack Str vs. AC. If you hit, you deal 1d4 + Strength modifier damage. This increases to 2d4 at 21st level.

Spiker

+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight

Infernal Vangaurd: You gain a +2 to oppritunity attacks
Spined Hide: You gain a +1 bonus to AC defense

Spiker Armor: You may use spiker armor as an encounter power:

Razor Storm Spiker Racial Power
You extend the spines out of your skin and loosen them like a porcupine. Your enemies should stay away from you,
Encounter
Standard Action Personal

Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at 11th level, and to 15th at 21st level.

Rogue Slaad

+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana

Elemental Origin

Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder

You gain resistance equal to 5 + half your level from that damage.

Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls with melee attacks, but suffer a -1 to AC.

Chaos Warp: Rogue Slaad Racial Power

You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous but somehow patterned blob. The blog lightens and dark, and finally, you force it out of your hands, into your foes

Encounter + Acid, Cold, Fire, Lightning or Thunder
Standard Action Blast 3 within 5 squares
Targets: All creatures in area
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Increase to +4 bonus and 2d6 + Charisma modifier
damage at 11th level, and to +6 bonus and 3d6 +
Charisma modifier damage at 21st level

There are only a few more things more powerful than the free-flowing, destructive and awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are proof of it's power. But some things, the littlest things, can make boulders stop. In this case it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power is calmed in an instant. It could be as simple as just asking him, or complex and painstaking as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it why that makes a slaad go rouge.

Play a rouge slaad if you want to...

* be a brute with a loud and colorful personality
* be whimsical and unpredictable
* to favor the barbarian, paladin and warlock


I like your basic work for these races.
The things I see, that I disagree with are:

NATHRI
-(Natives to the Shadowfell) ethereal
-(Racial alignment of Unaligned) no lawful
(Speed 6 Squares) 5 is good for their small feets
(Darkvision) races don't gain darkvision in 4e at the begin. Maybe we can give it a feat.
(+2 Racial Skill Bonus to: Religion and Thievery) why religion?
(Poison Spike) the ongoing poison damage is too much 5-10-15 maybe constitution modifiers or 2 is better. We can improve with feats.

SHAD

-(Natives to the Feywild) elemental earth
-(Racial alignment of Good) no restrictions
( +2 Intelligence) (maybe dexterity?)
(Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an allied being.) this is a very simple condition. What do you say about +5 vs. poison?
(Wild Runner
You may shift up to 5 spaces to avoid being struck by an enemy)
maybe dex. modifiers? It's a very strong basic power.

BLADELING
(Typical Alignment: Unaligned or Evil) Lawful, No good
(+2 INT) better the constitution for the old damage resisitence
(Claw: Your unarmed attacks deal 1d6) Now, this is a 3e mostrous style stuff but it couldn't work with 4e. maybe a new encounter power adding +2 bonus; +4 at 11 and +6 at 21 and improve with feats.

KHAASTA
(Typical Alignment: Unaligned) chaotic and no good
(+2 INT ) better consitituition. the old was +4
(Jawed Reposite Khaasta Racial Power) No one basic racial power requires weapon. Could you like a bite power?

SPIKER

(Spined Hide: You gain a +1 bonus to AC defense) +2 ca vs. enemies in charge?
(Spiker Armor:
Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at 11th level, and to 15th at 21st level. ) each attack hits you?

What do you say of 1d6 +modifier constitution damage vs enemies in charge, immediate reaction? 2d6 at 11 3d6 at 21

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My disagreement is ditch

My disagreement is ditch the Spiker and just use Bladeling because all I ever saw out of Spikers were a low ECL version of Bladelings.

They've already done that with Doppelgangers and Changelings, made them all into one race, I feel that the same should happen with Bladelings and Spikers.

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Honestly - I'd merge the

Honestly - I'd merge the spiker and bladeling too. If I recall the spiker background story tied them to the bladelings anyway right?

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Why set alignment

Why set alignment restrictions on these races? A good khaasta may not be typical, but I don't see why it should be disallowed - we're not talking exemplars here (who basically are their alignments).

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The typical I think should

The typical I think should be in there - I can see including a usual race as a guide point for DMs who are looking for something that matches what they need - but "Typical" is an important distinction.

Otagi? Since the original was yours according to the quote: Thoughts?

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I agree with you about the

I agree with you about the spiker.
We could put down a complete list of planar races we support and the others could be supported in an ipotetic mostrous manual conversion.
About Zenithri, Chaond, cansin, thuladara, mechanatrix, I had thoughts about an unique race in the 4e genasi style.
My proposal name is Outsider seeing it doesn't the name of all the planar exemplars in 4e.
Another my proposal about a unique race in the same genasi style are the Animal Folks. Obviously I would work for the Catfolk feats Eye-wink .

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Clueless wrote: The typical

Clueless wrote:

The typical I think should be in there - I can see including a usual race as a guide point for DMs who are looking for something that matches what they need - but "Typical" is an important distinction.

Otagi? Since the original was yours according to the quote: Thoughts?

That's actually what I was implying. Those races naturally gravitate toward those alignments.

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Otogi wrote: That's

Otogi wrote:

That's actually what I was implying. Those races naturally gravitate toward those alignments.

Have you seen my comments about your races? And have you some thoughts about these?

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Yep Nathri: I didn't

Yep

Nathri:

I didn't choose religion but it did make sense to me. After all, when it was made, there wasn't any real word on the ethereal plane. It made more sense back when I read it, but I think it was somthing about the shadow. I do agree about poison, though.

Shad:  Fitted more with the new edition to be in the Feywild (Elemental Chaos felt to fluxuating). The intelligence is a throwback. The power makes sense, maybe 2+Dex. The bonus to poison seems to much like the dwarves, maybe a bonus agaisnt elemental creatures?

Bladelings: Alright, I can agree with that, but we need to replace the claw with something else.

Khaasta: I know it makes more sense that way, but do we really need another +2 STR +2 CON brute? Khaastas are shrewd traders and warriors, and I think intelligence lends itself to them. Good point on the weapon part, though, really should be by itself.

Spiker: I really didn't think the AC ting was a big deal. It can be powerful, but really, +1 AC when you can get bonuses to healing and free swords and hammers? It's even less than the non-AC defenses (you gotta keep up your NADs)

I did mean that it's when you get attacked, but I guess changing the value to 3 would be a better and advancing it to 6 and 9 wouldn't be to strong.

 

Are there any other races we should convert other than the ones previously mentioned?

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I agree with all except for

I agree with all except for I don't think dwarves are the only race with poison resistence in the planes.

About Khasta if we give him a +2 Int we must give another fortification.

About Bladelings they could have 2 racial powers: razor storm and the wounderer defense, my first proposal for spiker, and made them all into one race.

Of sure we should convert aasimar, bariaur, modron, githyanki (feats), githzerai (feats). I don't know if we want convert the others minor folks.

My proposal is for a unique race for Chaond, Zenithry etc..

 

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Otogi wrote:Shad: Fitted

Otogi wrote:
Shad: Fitted more with the new edition to be in the Feywild (Elemental Chaos felt to fluxuating). The intelligence is a throwback. The power makes sense, maybe 2+Dex. The bonus to poison seems to much like the dwarves, maybe a bonus agaisnt elemental creatures?

I was curious about that Intelligence bonus myself. I've never shads being treated as more gifted than average in other sources, so I didn't give them an Int bonus in my own 4E version.

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Actually, most of the

Actually, most of the droids races your looking for are over here, Cat.

 

Remember, though, Dunamin, they do have to survive and being toughing it out isn't a strong suit for the Shad (at least according to the PSCS).

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Otogi wrote: Actually, most

Otogi wrote:

Actually, most of the droids races your looking for are over here, Cat.

 

Remember, though, Dunamin, they do have to survive and being toughing it out isn't a strong suit for the Shad (at least according to the PSCS).

I don't know if we can take it and expand with corredges and new ideas? Are maybe you the writer of these?

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This is my proposal List of

This is my proposal List of 12 races:
Animal Folk
- Catfolk
- Hawkfolk
etc....
Aasimar
- Deva (PH2)
- of the Blessed Fields
- Arborean
Bariaur
Bladelings
Genasi (FRPG)
- Fire
- Earth
- air
- water
+ para e quasi
Githyanki (MM)
Githzerai (MM)
Rouge Modron
Nathri
Planetouched or Outsider
- Chaond
- Zenithri
- Thuladara
etc...
Shad
Tiefling
- Infernal(PHB)
- Gloomy (kobold avenger)
- Abyssal (kobold avenger)

Thoughts?
Another question about Modrons. Do you think we should use the living construct type?

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And this is my trial

And this is my trial Bladeling

 

BLADELING

Racial Traits

Ability Scores: +2 Dexterity, +2 Constitution

Size: Medium

Speed: 6 squares

Vision: Low-light

Languages: Common, Supernal

Skill Bonuses: +2 Athletics, +2 Intimidate

Resist Acid: 5 + 1/2 level

Body Blade: +2  damage versus push or pull adiacent to you, grab or charged attack.

RAZOR STORM Bladeling Racial Power

Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same spines explode out of your body and pierce your enemies skin but you reduce your cover.

Encounter

Standard Action                                Close blast 3

Effect: You take a -2 penalty to your AC until the end of your next turn.

Targets: All creatures within blast

Attack: Dex +2 or Con +2 vs. Reflex

Hit: 1d8 + Dexterity damage Increase to +4 bonus and 2d8 + Dexterity modifier damage, at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage at 21st level.

 

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catland93 wrote:Body Blade:

catland93 wrote:
Body Blade: +2  damage versus push or pull adiacent to you, grab or charged attack.
The wording is a bit confusing, rather I'd have something like "adjacent enemies who attack you with a push, pull or charge attack take 2 damage, enemies who grab you also take 2 damage.  As some reading this will wonder, "where does that damage come from, that a +2 to be added to?"

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Kobold Avenger

Kobold Avenger wrote:
catland93 wrote:
Body Blade: +2  damage versus push or pull adiacent to you, grab or charged attack.
The wording is a bit confusing, rather I'd have something like "adjacent enemies who attack you with a push, pull or charge attack take 2 damage, enemies who grab you also take 2 damage.  As some reading this will wonder, "where does that damage come from, that a +2 to be added to?"
Yes, at these small hours I'm a bit confused. My idea was for power with pull effect, charge attack, push effect with damage they stucks +2. But your corredge looks good. I Update with your suggestion. Now, What do you say about the racial wish list?

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  BLADELING Racial



 



BLADELING



Racial Traits



Ability Scores: +2
Dexterity, +2 Constitution



Size: Medium



Speed: 6 squares



Vision: Low-light



Languages: Common,
Supernal



Skill Bonuses: +2
Athletics, +2 Intimidate



Resist Acid: 5 + 1/2 level



Body
Blade
:  adjacent enemies who attack you with a push, pull or charge attack take 2 damage, enemies who grab you also take 2 damage.



RAZOR STORM Bladeling Racial Power



Your skin feels starts to
feel painful, your spines feeling loose. Within a second, those same spines
explode out of your body and pierce your enemies skin but you reduce your cover.



Encounter



Standard Action                                Close blast 3



Effect: You
take a -2 penalty to your AC until the end of your next turn.



Targets: All creatures within blast



Attack: Dex +2 or Con +2 vs. Reflex



Hit: 1d8 + Dexterity
damage
Increase to +4 bonus and 2d8 + Dexterity
modifier damage, at 11th level, and to +6 bonus and 3d8 + Dexterity modifier
damage at 21st level.



 

update

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Otogi wrote: Remember,

Otogi wrote:

Remember, though, Dunamin, they do have to survive and being toughing it out isn't a strong suit for the Shad (at least according to the PSCS).

From reading both the original 2E PS Monstrous Compendium III and the 3.x PSCS it seems like toughing it out is pretty much what shads are best at.

Intelligence doesn't seem a bad choice as the second ability bonus, but I'm thinking Dex may be more appropriate due to their flexible freely contorting bodies. The Con bonus is a given, of course.

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catland93 wrote:This is my

catland93 wrote:
This is my proposal List of 12 races: Animal Folk - Catfolk - Hawkfolk etc.... Aasimar - Deva (PH2) - of the Blessed Fields - Arborean Bariaur Bladelings Genasi (FRPG) - Fire - Earth - air - water + para e quasi Githyanki (MM) Githzerai (MM) Rouge Modron Nathri Planetouched or Outsider - Chaond - Zenithri - Thuladara etc... Shad Tiefling - Infernal(PHB) - Gloomy (kobold avenger) - Abyssal (kobold avenger) Thoughts? Another question about Modrons. Do you think we should use the living construct type?

Most of them look good to me, but isn't aasimars and tieflings technically grouped with the other planetouched?

I'm not much for animal people, but if they were implemented I'd suggest it be as aasimars of guardinal heritage - that's one of the most established "animal folk niches" in Planescape.

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There's also the Beastlands-

There's also the Beastlands- what 'human' folk are there tend to be a little 'touched' - which I think is what Catland is going for here. Creating rules for beast-touched ll give us additional options for guardinal-touched and arcanaloth-touched - the rules can be reused there I think. Eye-wink

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For the Beastlands, I'd put

For the Beastlands, I'd put the Shifters orginally from the Eberron Campaign Setting there, as it's my preference over the idea of 3e's Planar Handbooks Wildren.

As for a completely different idea with the so-called beast-touched, well if it was a standard 4e PoL campaign I'd make them Guardinals, but it would end up as something strange like the whole Eladrin situation.  But I feel that beast-touched have to be distinguished from the very beast-like therianthromorphs like Gnolls and Minotaurs, and from Shifters.

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Yes, this is my thought

Yes, this is my thought about it.
I agree with you and We can do communal feats for Anima folks and guardinal/arcanoloth touched.

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