Basic DarkSun Races updated to 4E. Feedback?

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#1

avatardso

Jan 15, 2009 13:58:32
DarkSun Races

Half-Giant
Racial Traits
Average Height: 10'5”-12'7”
Average Weight: 1450-1850 lb.
Classes: Fighter 16, Gladiator 14, Ranger 8, Cleric 12, Psionicist

Ability Scores: +4 Strength
Size: Large
Speed: 6 Squares
Vision: Normal

Languages: Choice of one Language, Common
Skill Bonuses: +2 Endurance, +2 Intimidate
The Bigger They Are: A Half-Giant character doubles his Hit Dice Rolls no matter what his Character Class is. Add any Constitution Bonuses after doubling the roll of the dice.
Shifting Alignment: A Half-Giant character selects aspect of his Alignment to remain fixed at the time the character is created (“lawful/unaligned/chaotic” side, or the “good, unaligned/evil” side). The other aspect is determined at the start of each day of game time.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 square less then the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.


Athasian Dwarf
Racial Traits
Average Height: 4'2”-4'10”
Average Weight:180-220 lb.
Classes: Fighter 16, Gladiator, Cleric 12, Thief 12, Psionicist

Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 Squares
Vision: Low-Light

Languages: Common, Dwarven
Skill Bonuses: +2 Dungeoneering, +2 Endurance
Dwarven Focus: Your present task is your focus. No simple job can become your focus. A focus must be a feat that requires at least one week to complete. You gain a bonus of +1 on all Saving Throws and +2 on all ability and skill rolls if it directly involves your focus.
Cast-Iron Stomach: You have a +5 racial saving throws against Poison
Dwarven Resilience: You can use your second wind as a minor action instead of a standard action.
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.


Athasian Elf
Racial Traits
Average Height: 6'-7'5”
Average Weight: 130-160 lb.
Classes: Fighter 14, Gladiator 10, Ranger 16, Wizard 16, Cleric 15, Thief 12, Psionicist

Ability Scores: +2 Dexterity, +2 Intelligence
Size: Medium
Speed: 12+
Vision: Low-Light

Languages: Common, Elvish
Skill Bonuses: +5 Stealth, +5 Athletics
Elven Speed: Elf Characters receive a bonus to his base movement (12) according to his Dexterity Score. The most Dexterous Elf has a movement rate of 21.
Dex 12 Speed Bonus +1
Dex 13 Speed Bonus +2
Dex 14 Speed Bonus +3
Dex 15 Speed Bonus +4
Dex 16 Speed Bonus +5
Dex 17 Speed Bonus +6
Dex 18 Speed Bonus +7
Dex 19 Speed Bonus +8
Dex 20 Speed Bonus +9


Athasian Half-Elf
Racial Traits
Average Height: 5'6”-6'8”
Average Weight: 95-120 lb.
Classes: Fighter, Gladiator, Ranger 14, Wizard 12, Cleric 16, Druid 14, Bard, Thief 12, Psionicist

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 12
Vision: Low-Light

Languages: Common, Elvish
Skill Bonuses: +2 Stealth, +2 Athletics
Survival: (3rd level) You gain a free proficiency of Survival. You must choose the type or terrain that you will be proficient at. You also must have had past experience with this terrain type.
Animal Friend: (5th level) You can befriend one creature. The animal can be any animal native to your survival terrain type, but it can't be larger then a human (medium size). You must find it while its young and spend a full week with it to train it. After that time, the creature follows you everywhere and obeys simple commands. If your animal dies you must wait 100 days before you can train another.


Athasian Halfling
Racial Traits
Average Height: 2'8”-3'6”
Average Weight: 50-70 lb.
Classes: Fighter 12, Gladiator 12, Ranger 16, Cleric 12, Druid 16, Thief 16, Psionicist

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Small
Speed: 6
Vision: Normal

Languages: Common
Skill Bonuses: +2 History, + 2 Insight
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Halfling Resilience: You receive a +5 racial bonus to saving throws against poison and against magical wands, rods, staves, and wizard spells.
Ranged Bonus: You receive a +1 attack roll bonus when using thrown weapons or slings.


Mul
Racial Traits
Average Height: 5'4”-6'5”
Average Weight: 180-280 lb.
Classes: Fighter, Gladiator, Cleric 10, Druid 12, Thief 10, Psionicist

Ability Scores: +2 Strength +2 Dexterity
Size: Normal
Speed: 12
Vision: Normal

Languages: Common
Skill Bonuses: +5 Endurance
Mul Exertion: you move at your normal speed even when it would normally be reduced by armor or a heavy load. You can work effortlessly for days that equal to half of your constitution. A full 8 hours rest will restore you completely.
Mul Resiliance: You can use your second wind as a minor action instead of a standard action


Thri-Kreen
Racial Traits
Average Height: 6'8”-7'2”
Average Weight: 450-470 lb.
Classes: Fighter 16, Gladiator 15, Ranger 12, Cleric 12, Druid 16, Psionicist

Ability Scores: +4 Dexterity
Size: Medium
Speed: 18
Vision: Normal

Languages: Common, Kreen
Skill Bonuses: +2 Acrobatics, +2 Athletics
Sleepless: You never sleep and thus are never idle.
Kreen Resilience: You are immune to Charm Person and Hold Person spells.
Exoskeleton: Your body has a natural AC bonus of +5. You cant use rings, cloaks, girdles, bracers, armor, etc.
Antennae: Lessen the effects of Darkness and Blindness on melee combat by 1.
Natural Weapons: If attacking without weapons, a Thri-Kreen can make four claws and one bite attack every round (1d4x4/1d4+1 damage). If using a weapon, you can strike with the weapon and apply a bite in the same round.
Leap: (3rd level) You can leap 20' Straight up or 50' forward.
Venomous: (5th level) On a successful bite you may use your venom. Target saves Vs paralyzation or be paralyzed. Small Target 2d10 rounds, Medium Target 2d8 rounds, Large 1d8 rounds, Huge or Gargantuan Target 1 round.
Chatkcha Proficient: (5th level) If you miss with your Chatkcha it will return to you. Your attack range with this weapon is 90 yards.
Dodge Missile: (7th level) You can dodge Missiles on a 9 or better on 1d20. Only physical missiles can be dodged. Physical missiles that have been enchanted modify the dodge roll by their plus.
#2

ekko

Jan 15, 2009 14:37:04
First, these aren't updated to 4e...you talk about hit dice, you have a strange favored-class-type notation (which is gone), no racial abilities are ever hinged on ability scores or levels (to determine when you gain them), saving throws have been replaced with static defenses (saves are currently duration trackers).

These aren't even vaguely balanced, either. Have you LOOKED at the elf and thri-kreen?
#3

olfactatron

Jan 15, 2009 16:44:59
Some feedback as per your request.
I don't think you have ever played 4e. I don't understand why you think a speed of 12 is a balanced feature. Let alone a speed of 21.
You have class entries that give a maximum level for allowed classes. The last time races had entries like that was two (or 2.5) editions ago.
Your halflings get +5 vs rods and wizard spells. Are we to assume that they get +5 on saves vs all warlock spells too since only warlocks use rods?

These entries are some odd Brundle-esque hybrid that needs to be put down.
#4

avatardso

Jan 15, 2009 17:25:57
I have only just started to play 4E. I am still elarning alot about it. If you could help me balance these out and make them 4E ready I would apreciate it.
#5

olfactatron

Jan 15, 2009 18:25:00
If you had said that the first time instead of presenting these as an update, I think you would have gotten more positive feedback. Lets see what we can do though...

DarkSun Races

Half-Giant
Racial Traits
Average Height: 10'5”-12'7”
Average Weight: 1450-1850 lb.

Ability Scores: +2 Strength, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Normal

Languages: Choice of one Language, Common
Skill Bonuses: +2 Endurance, +2 Intimidate
The Bigger They Are: Half giants start with 2 extra healing surges
Over-sized: Halfgiants can use weapons as though they were one size bigger than they are.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move 1 square less then the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move. In addition, when an attack would knock you prone, you can make an immediate saving throw to avoid falling prone.
Half Giants gain the use of Giant Strength encounter power.

Giant Strength
Encounter Power
Action: Free
Effect: add +4 to the result of a Strength based check, skill check or damage roll. Increase this to +6 at 11th level and +8 at 20th level.

The four races in the PHB don't really need re-doing. They're pretty much fine they way they are. You can re-flavor the races with feats if need be.

Mul
Racial Traits
Average Height: 5'4”-6'5”
Average Weight: 180-280 lb.

Ability Scores: +2 Strength +2 Dexterity
Size: Normal
Speed: 6
Vision: Normal
Languages: Common
Skill Bonuses: +2 Endurance +2 Athletics
Mul Exertion: you move at your normal speed even when it would normally be reduced by armor or a heavy load.
Mul Resiliance: You can use your second wind as a minor action instead of a standard action
Gladiator Training: You gain proficiency in the use of one Superior Weapon.


Thri-Kreen
Racial Traits
I have no idea as to how to balance the Thri-Kreen in 4e without totally neutering them. I'm not sure Thri-Kreen can be balanced. The idea of wielding a shield and two weapons and gaining benefit from both would make them the best choice of race for pretty much any melee class.
Stat wise I might go:

Thri-kreen
Dex +2, Wis+2
Speed 7
Skills: +2 Athletics, +2 Nature

... See, I can't conceive of them being anything other than a far superior version of the Elf in terms of stats. I haven't looked at other people's versions of Thri-Kreen though. I'm sure they're out there.
I hope I was able to show you at least what you should expect from a race in 4e, even if you disagree with how I would implement these in particular.
#6

Omnirahk_half-Rahkshi

Jan 16, 2009 11:00:32
Thri-Kreen
Racial Traits
I have no idea as to how to balance the Thri-Kreen in 4e without totally neutering them. I'm not sure Thri-Kreen can be balanced. The idea of wielding a shield and two weapons and gaining benefit from both would make them the best choice of race for pretty much any melee class.
Stat wise I might go:

Thri-kreen
Dex +2, Wis+2
Speed 7
Skills: +2 Athletics, +2 Nature

... See, I can't conceive of them being anything other than a far superior version of the Elf in terms of stats. I haven't looked at other people's versions of Thri-Kreen though. I'm sure they're out there.

Lucky you, I've been working the last week or so on a 4e thri-kreen. It took me a while, but here's the latest version. Earlier posts in that thread show how I got to that point. It's the only 4e thri-kreen I've found so far.
#7

skio

Jan 17, 2009 5:46:53
On the Thri Kreen: http://forums.gleemax.com/showthread.php?t=1058248
#8

avatardso

Jan 20, 2009 17:04:38
i dont think that the Halfgiant you did is accurate. I would give all + points to Str as it would only make sence. They are the strongest of all the races on Athas.
#9

avatardso

Jan 20, 2009 17:06:35
Yea the Thri-Kreen is a toughy.... but i dont want to leave nearly anything out as they are aindeed the most alien race but have specific traits that make them what they are.

Anyone else make any good thrikreens?
#10

olfactatron

Jan 20, 2009 18:06:03
i dont think that the Halfgiant you did is accurate. I would give all + points to Str as it would only make sence. They are the strongest of all the races on Athas.

Well, if you gave them +4 Str, they would pretty much be the best choice for any Str based class. Every race so far has either been +2 to two stats, or +2 to one stat you choose. If the designers want to open that can of worms, they can but I'm not going to.
If you still think they need to be that strong, maybe they're no longer appropriate for PCs.
#11

avatardso

Jan 20, 2009 18:32:34
they are like 11 or 12 feet tall lol. even the humans of athas (darksun) had max stats of 20 instead of 18.

it was one of the most alien worlds of D&D.
#12

olfactatron

Jan 20, 2009 18:49:28
they are like 11 or 12 feet tall lol. even the humans of athas (darksun) had max stats of 20 instead of 18.

it was one of the most alien worlds of D&D.

Humans have a max stat of 20 in 4e.

Look at the minotaur for example, in 3.5 as a PC they had stat bonuses of +8 Str, +4 Con, -4 Int, -2 Cha. That's way higher than the Half Giant. But to work in the 4e design space, the had to be brought in line with other PC races. See what I'm getting at?
#13

avatardso

Jan 20, 2009 19:29:37
yea ill have to see what i can think up then and then I will repost a few ideas.