4th Ed Races

Post/Author/DateTimePost
#1

Zardnaar

Sep 26, 2008 3:35:03
Heres the work I have so far at converting the races over to 4th ed. I'm concentrating in the original boxed set and I haven't figured out how to do Kreen yet. Note its all mechanics- I hve it as a word document and haven't added fluff yet. 2nd ed abilities like Elf run, Mul Endurance have been incorporated into the base movement stats, a skill bonus or have been dropped for the momnet. Elf run may reappear an NPC Elf tribal leader for example. In most cases it was never really relevent anyway in most DS games I ran as you needed a whole party of elves to make it work or have a brave Elf run off by himself which is never a good idea in any D&D world let alone Athas.

Darksun Races 4th Ed

Dwarf
Racial Traits
Average Height: 4´ 3˝–4´ 9˝
Average Weight: 160–220
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 squares
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Cast-Iron Stomach: +5 racial bonus to saving throws against poison.
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: 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.
Stand Your Ground: 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.

Elf
Racial Traits
Average Height: 6’-7’
Average Weight: 130-180 lb
Ability Scores: +2 Dexterity, +2 Intelligence, ,
Size: Medium
Speed: 8 squares
Vision: Normal
Languages: Common, Elven
Skill Bonus: +2 Perception, +2 Thievery
Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
Group Awareness: You grant non-elf allies within5 squares of you a +1 racial bonus to Perception checks.
Wild Step: You ignore difficult terrain when you shift(even if you have a power that allows you to shift multiple squares).
Elven Accuracy: You can use elven accuracy as an
encounter power.

Elven Accuracy Elf Racial PowerWith an instant of focus, you take careful aim at your foe and
strike with the legendary accuracy of the elves.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll even if its lower


Halfling
Racial Traits
Average Height: 3´ 10˝–4´ 2˝
Average Weight: 75–85 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Nature, +2 Stealth
Bold: You gain a +5 racial bonus to saving throws against fear.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Second Chance: You can use second chance as an
encounter power.

Second Chance Halfling Racial Power
Luck and small size combine to work in your favor as you dodge
your enemy’s attack.

Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it’s lower.

Half Elf
Racial Traits
Average Height: 5´ 5˝–6´ 2˝
Average Weight: 130–190 lb.
Ability Scores: +2 Constitution, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Insight
Dilettante: At 1st level, you choose an at-will power
from a class different from yours. You can use that
power as an encounter power.
Dual Heritage: You can take feats that have either elf
or human as a prerequisite (as well as those specifically
for half-elves), as long as you meet any other
requirements.
Group Diplomacy: You grant allies within 10 squares of
you a +1 racial bonus to Diplomacy checks.


Half Giant
Racial Traits
Average Height: 9’ 10” – 12’6˝
Average Weight: 1500-1600 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Large
Speed: 7 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Athletics, +2 Intimidate,
Reach: 2
Adaptable Mind: Half Giants receive a +1 bonus to will defenses.

Bonus Feat: Half Giants gain Durability as a bonus feat.

Humans
Racial Traits
Average Height: 5´ 6˝–6´ 2˝
Average Weight: 135–220 lb.
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and Will defenses.

Mul
Average Height: 5’ 6”- 6’ 8”
Average Weight: 220-320lbs
Ability Scores: +2 Constitution, +2 Strength
Size: Medium
Speed: 6 squares
Vision: Low Light
Languages: Common, Dwarven
Skill Bonus: +2 Athletics, +2 Endurance
Battle Ready: You gain a +2 bonus to initiative
Mul Resilience: You can use mul resilience as a racial power

Mul Resilience Mul Racial Power
You shake off an effect that would cripple a lesser warrior
Encounter
Immediate Reaction Personal
Trigger: You suffer an effect that a save can end
Effect: You make a saving throw against the effect.
#2

Pennarin

Sep 26, 2008 13:28:20
Why would H-Gs be more difficult to control or influence than other people? Should be the contrary if you have to mention something at all.
#3

Zardnaar

Sep 26, 2008 14:06:58
Why would H-Gs be more difficult to control or influence than other people? Should be the contrary if you have to mention something at all.

Because they weren't humanoid and used to be immune to spells like charm person and hold person. Its also similar to the human ability to get a +1 save on their defenses.

Not that happy with it to be honest.
#4

glak2

Sep 27, 2008 7:02:39
excellent races. My only complaint is the Mul. He is too weak and boring. Also let him count as a Dwarf and a Human. You could let him spend two healing surges when he uses second wind. You could give him a bonus feat. You could give him resistance to force damage.
#5

mouthymerc

Sep 27, 2008 8:07:19
excellent races. My only complaint is the Mul. He is too weak and boring. Also let him count as a Dwarf and a Human. You could let him spend two healing surges when he uses second wind. You could give him a bonus feat. You could give him resistance to force damage.

Yes, the Dual Heritage trait would be apt for the mul. Also, due to them having modifiers to both Strength and Constitution it would probably be good if they had a bonus of +1 to either Reflex or Will. I would lean towards Reflex since the muls were created as a slave race and probably would not be as strong in the Will department, but either way would be good. Not to mention it works well with their physical motif.
#6

beltaine

Oct 21, 2008 2:19:03
I don't understand the Elf changes (you seem to have only changed the Wisdom modifier to an Intelligence on), this causes the race to be significantly weaker (-1 defense). I would move the Wisdom modifier to Charisma. and change their racial skill bonuses to +2 Bluff, +2 Perception. To show their natural talents for barter, swindling and general roguery (word?)
#7

Zardnaar

Oct 21, 2008 4:35:24
I don't understand the Elf changes (you seem to have only changed the Wisdom modifier to an Intelligence on), this causes the race to be significantly weaker (-1 defense). I would move the Wisdom modifier to Charisma. and change their racial skill bonuses to +2 Bluff, +2 Perception. To show their natural talents for barter, swindling and general roguery (word?)

I'm happy with the DS Elves skills package as is. I tweaked the ability scores to reflect the elves new base speed of 8 squares instead of 7 which I thought was a fair trade. The Elven racial power is still one of the best in the game. I don't think a charisma modifier would be justified given that Elves are often disliked in DS by other races.

I also wanted the Halflings to get the +2 dex and wis for Darksun s +2 de and +2 cha makes no sense for the Athasian Halfling.