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| #1ZardnaarSep 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. |
| #2PennarinSep 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. |
| #3ZardnaarSep 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. |
| #4glak2Sep 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. |
| #5mouthymercSep 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. |
| #6beltaineOct 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?) |
| #7ZardnaarOct 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. |