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Switch to Forum Live View Races of [Blah] for 4e! (Races added!)
5 years ago  ::  Apr 15, 2008 - 7:06PM #1
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938
The following are my "conversions" of races from the book series "Races of [stuff]," reformatted for use in 4e.  These are the races that I do not expect to see in 4e, but am well aware are held dear by some. Due to popular demand, this thread now is the home of 3.5 races from other sources (Monster Manuals, etc.).  If you have a request for something I should try to translate, or have other comments, please post them!

Catfolk
Ability Scores: +2 x Dexterity, +2 Charisma
Size: Medium
Speed: 7 x squares
Vision: Low-Light
-----------------------------------------------------------------------
Languages: Common, plus Feline (see below)
Skill Bonuses: +2 x Stealth, +2 Perception
Feline Language: You may verbally communicate with other feline creatures, even if they normally do not speak a language.
Feline Acceleration: You move your speed +3 x spaces while running or charging (instead of your speed +2).
Kip Up
Cat-Folk Racial Power
With blinding speed, you flip your entire body around from the prone position to a combat ready stance.
At-Will
Free Action
Personal
Effect: You stand up prone without provoking opportunity attacks.

Play a Cat-Folk if You Want...
- to play a hero with a tribal background.
- to be excellent and catching your enemies off guard.
- to be a member of a race that favors the rogue, warlock and ranger classes.

Goliath
Ability Scores: +2 x Strength, +2 Wisdom
Size: Medium
Speed: 6 x squares
Vision: Normal
-----------------------------------------------------------------------
Languages: Common, Dwarven
Skill Bonuses: +2 x Athletics, +2 Insight
Oversized: You can use weapons of your size or one size larger than you as if they were your size.
Mountain Movement: Athletics checks made to jump count as if they had a running start.  When an athletics check is made to climb, you may forgo the check and climb up to half your speed as a move action.
Amazing Throw
Goliath Racial Power
With great skill and strength, you pick something up, and put the "oh!" back in "throw!"
Encounter
Standard Action
[b]Ranged 5 x (Special, see below)
Effect: You pick up an adjacent medium or smaller sized ally or unattended object and throw it into a square within range.  If the chosen square is occupied, an attack is made.  If an ally is being thrown, then he or she may make a basic melee attack against the square's occupant, and land in an adjacent square.  If an object was thrown, make a basic ranged attack with that improvised weapon.
Special: If the thrown ally or object was small sized or smaller, the range for this power is instead 10 x .

Play a Goliath if You Want...
- to play a gentile giant.
- to pass through mountains and adversaries like they were nothing.
- to be a member of a race that favors the fighter, cleric, and rogue classes.

Illumian
Ability Scores: Special (see Power Sigils)
Size: Medium
Speed: 6 x squares
Vision: Normal
-----------------------------------------------------------------------
Languages: Common, and one other
Luminous Sigils: You constantly shed the light of a candle. You can put out this light as a free action, and relight it as a minor action. As a minor action, you may make this light fill your square and all squares within 4 x squares of you. This lasts until the beginning of your next turn, but you can sustain the effect as a minor action.
Language of Augmentation: After each extended rest, two skills of your choice get a +2 x racial bonus on. This bonus fades during your extended rest.
Power Sigils: Choose two sigils from below:
Aesh ("vigor"): You gain a +2 x racial bonus to your Str score.
Hoon ("life"): You gain a +2 x racial bonus to your Con score.
Jael ("clarity"): You gain a +2 x racial bonus to your Wis score.
Naen ("mind"): You gain a +2 x racial bonus to your Int score.
Uur ("grace"): You gain a +2 x racial bonus to your Dex score.
Vaul ("soul"): You gain a +2 x racial bonus to your Cha score.
Power Word
Illumian Racial Power
The glowing glyphs floating around your head enlarge and shine brightly at your brow. By evoking the mystical characters that compose your being, you gain the boon of a word or syllable of power.
Encounter ✦ x ;  Language
Free Action (or otherwise, as specified below)
Personal
Effect: You may activate one of the following effects. You may only select an effect if you selected a sigil of the same name.  Some powers mention "your other sigil," and this means the sigil you selected from Power Sigils that is not in the name of the effect you have chosen to activate.
Aesh: Immediate Reaction
Trigger: You were subject to an attack verses the defense based on your other sigil's related ability that missed.
Effect. You may make a basic ranged or melee attack against your attacker.
Hoon: When you expend a healing surge to heal HP, heal extra HP equal to your other sigil's related ability modifier.
Jael: Immediate Interrupt
Trigger: You take damage from an attack.
Effect: You may reduce the damage taken by your other sigil's related ability modifier.
Naen: Select one skill based on your other sigil's related ability. Until the end of the encounter, you are considered trained in that skill. If you are already trained in that skill, you get a bonus to the checks involving that skill equal to your intelligence modifier. 
Uur: Requirement: You must have moved at least three spaces this turn.
Effect: You gain a bonus to Reflex Defense and AC equal to your other sigil's related ability modifier.
Vaul: Gain a bonus to your next saving throw this turn equal to your other sigil's related ability modifier.

Play an Illumian if You Want...
- to play a multifaceted hero.
- to be good at adapting to any given situation.
- to be a member of a race that favors the any class.

Kenku
Ability Scores: +2 x Dexterity, +2 Intelligence
Size: Small
Speed: 6 x squares
Vision: Low-Light
-----------------------------------------------------------------------
Languages: Common, and one other.
Skill Bonuses: +2 x Bluff, +2 Stealth
Group Skill: After an extended rest, pick a skill that you are trained in.  You grant allies within 10 x squares a +1 bonus to the skill you selected.
Mimicry: You may replicate familiar voices and sounds. You can produce any manner of sound, but you cannot use it to speak a language you do not know.  You can fool others into thinking the sound you produce is authentic by making a bluff check vs. your target's insight.
Flockborn Ally: When you aid another, or are aided by another, the character receiving aid gains an additional +1 x bonus to the skill check or attack roll.  You gain a +1 racial bonus to attacks against enemies that grant you Combat Advantage due to flanking.
Eery Glare
Kenku Racial Power
Your kind are rumored to be the envoys of death, messengers of the Raven Queen.  Within your black eyes some people see a cold, alien malice, and you press this advantage.
Encounter
Minor Action
Ranged 5
Target: One creature within range
Attack: Bluff check vs. Will
Special: Target gets +5 x to will defense against this attack if unfriendly, or +10 if hostile.
Hit: Target is dazed until the beginning of your next turn.

Play a Kenku if You Want...
- to play a hero who's bad reputation precedes you.
- to be make your and your allies efforts more effective through teamwork.
- to be a member of a race that favors the rogue, warlord, and warlock classes.

Killoren
Ability Scores: +2 x Dexterity, +2 Wisdom
Size: Medium
Speed: 6 x squares
Vision: Low-Light
-----------------------------------------------------------------------
Languages: Common, Elven
Skill Bonuses: +2 x Nature, +2 Insight
Fey Origin: You are considered a Fey creature.
Fey Will: +5 x racial bonus to saves vs. Charm, and +1 racial bonus to Will defense.
Manifest Nature's Might: After an extended rest, select one of the following powers to have access to until your next extended rest: Aspect of the Ancient, Aspect of the Destroyer, or aspect of the Hunter
Aspect of the Ancient
Killoren Racial Power
You are the manifestation of nature's wisdom.  When you choose this aspect, your hair turns white and your eyes turn the color of a blue summer sky.
Encounter
Immediate Interrupt (Or Free Action, if Special is used.)
Personal
Trigger: You are targeted by a power with the Charm keyword.
Effect: You gain a +2 x power bonus to saves vs. charm until the beginning of your next turn.
Special: You may activate this power when making a nature check.  If you do so, you gain a power bonus equal to 1 x /2 your level to that check.
Aspect of the Destroyer
Killoren Racial Power
You are the manifestation of nature's wrath against her enemies.  When you choose this aspect, your hair and eyes become coal-black, and exude an unnerving aura.
Encounter
Free Action
Personal
Effect: You channel nature's fury to gain a +1 x power bonus to the next attack you make this turn against a creature with any of the following keywords: aberrant, construct, undead, or humanoid. If you hit and deal damage, add your wisdom bonus as extra damage
Aspect of the Hunter
Killoren Racial Power
You are the manifestation of nature's favorite pastime.  When you choose this aspect, your hair and eyes turn a deep forest green, and your skin tone becomes an even deeper brown.
Encounter
Free Action
Personal
Requirement: You must use this power during a surprise round in which you may act.
Special: You may use this power during a surprise round, unlike normal free actions.
[b]Effect: You are granted a move action this surprise round. You may exchange the granted move action for a minor action, as normal.

Play a Killoren if You Want...
- to play nature personified.
- to ruthlessly destroy your enemies and adapt for future encounters.
- to be a member of a race that favors the ranger, rogue, and cleric classes.

Raptoran
Ability Scores: +2 x Dexterity, +2 Wisdom
Size: Medium
Speed: 6 x squares
Vision: Low-Light
-----------------------------------------------------------------------
Languages: Common, Elven
Skill Bonuses: +2 x Acrobatics, +2 Perception
Wing-Aided Movement: You gain a +10 x racial bonus to checks made for jumping.
Weapon Training: You are proficient with the footbow.
Pact of the Wind Lords: You gain a +1 x racial bonus to attacks made with powers with the Thunder, or Lightning keywords.
Gliding: When you are falling, you are considered to have a speed of Fly 4 x (hover), except that you cannot use this movement to fly upward.

Play a Raptoran if You Want...
- to play a hero striving to balance self-reliance and interdependence.
- to spread your wings and fly!
- to be a member of a race that favors the ranger, rogue, and cleric classes.

Spellscale
Ability Scores: +2 x Intelligence, +2 Charisma
Size: Medium
Speed: 6 x squares
Vision: Low-Light
-----------------------------------------------------------------------
Languages: Common, Draconic
Skill Bonuses: +2 x Arcana, +2 Insight
Dragonblood: You are considered a (Dragon) creature.
Blood Quickening: After an extended rest, select one of the following powers to have access to until your next extended rest: Meditation on Io, Meditation on Bahamut, or Meditation on Tiamat.
Meditation on Io
Spellscale Racial Power
Legend tells of the progenitor of dragons, who had great aspirations but was fatally flawed by independence.  Not willing to make the same mistake as him, you make great efforts at teamwork.
Encounter
Free Action
Personal
Requirement: You must have an ally in an adjacent square.
Effect: You channel your spirit of comradery into your attack, and are granted a +1 x power bonus to the next attack you make this turn.  If you hit and deal damage, add your adjacent allie's wisdom or constitution bonus as extra damage.
Special: You may choose between wisdom and constitution to use in conjunction with this power each time you use it.
Meditation on Bahamut
Spellscale Racial Power
You have pondered upon the mysteries of the god of metallic dragons, paladins, and significance it really has. Each time, you find a new meaning in Bahamut's teachings of honor and protection.
Encounter
Free Action
Close burst 5
Target: One ally within burst
Trigger: You make an attack roll and hit.
Effect: You grant the target a power bonus to his or her AC equal to your charisma or intelligence modifier until the beginning of your next turn.
Special: At 1 x st level. you determine whether you use Charisma or Intelligence to use in conjunction with this power. Once you make that choice, you can’t change it later.
Meditation on Tiamat
Spellscale Racial Power
You recall the tales of the demon-dragon goddess, and her incomprehensible need for destruction.  Learning from this cruel plotter, you devise a strategy that will surely lead to victory.
Encounter
Minor Action
Close burst 5
Target: One creature within burst
Attack: Insight check vs. Ref
Hit: Target grants you combat advantage until the end of this turn.

Play a Spellscale if You Want...
- to play a hero inspired by dragons.
- to modify your powers due to your mastery of magic.
- to be a member of a race that favors the wizard, warlock, and warlord classes.

New Feats

To be announced.
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5 years ago  ::  Apr 15, 2008 - 9:32PM #2
AttilatheNun
Date Joined: Aug 22, 2007
Posts: 1,077
I'm not familiar with most of those races (exceptions: goliaths and illumians) but I think that at least a goliath conversion is more likely than you think. People love playing big races, and with half-orcs replaced by dragonborn as the strong race, there isn't really a big race in the PHB. Note: I am basing this on my recollections. I do not own R&C. If dragonborn are bigger than I think, please let me know. Anyway, the point is, people like the big folk. A problem with playing them is that a lot of them are typically evil, monster races. This doesn't mean you can't play them, it's just one more obstacle. With goliaths, you don't have that. Add in an awesome look and some cool fluff and you've got a serious candidate for conversion. I wouldn't be surprised to see them in the PHB2.
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5 years ago  ::  Apr 16, 2008 - 3:09PM #3
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938
Bump for great justice! Done! Tell me what you think guys!
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5 years ago  ::  Apr 16, 2008 - 4:07PM #4
Viktor_Von_Doom
Date Joined: Sep 25, 2007
Posts: 1,969
Like the Illumian, Raptoran, and Catfolk. Any chane you could do the Killoren?
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5 years ago  ::  Apr 16, 2008 - 4:14PM #5
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938

Viktor_Von_Doom wrote:

Like the Illumian, Raptoran, and Catfolk. Any chance you could do the Killoren?


Perhaps later.

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5 years ago  ::  Apr 16, 2008 - 4:23PM #6
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,967
Very good job! :D
But I do have a couple of things I'd like to comment on, not necessarely all negative...

1) Goliath
Ability Scores: +2 Strength, +2 Wisdom
Size: Large


Why +2 WIS? I should think +2 CON would be more appropriate, no?

Also, Large Size? Doesn't it defeat the purpose of Powerful Build? Powerful Build was their main racial feature, and I can't help but feel it'd be a shame for them not to keep it...

2) Goliath
Skill Bonuses: +2 Athletics, +2 Insight


Why +2 Insight? I don't remember much about the Goliath racial abilities, but I don't think Insight described anything they were supposed to be good at. They had a bonus to Sense Motive, I remember, but I didn't think Insight ate that, did it? Besides, it wasn't really a core part of the Goliath concept, and I just figured they'd probably remove it.

3) Heavy Throw (Goliath Racial Power)

Totally sweet! Sure it's not too powerful, though? I'd probably remove the part about the ally getting a free attack

4) Raptoran

Very cool, but what's their racial power. Isn't every race supposed to get one?
I assume progressive flight will be absorbed into racial feats. :P

5) Catfolk

Again, no racial power, but I think this could be remedied by making Feline Acceleration an encounter power, maybe beef it up a bit to +4 squares.

6) Catfolk
Cat-Pressed Advantage: You gain a +1 racial bonus to attacks against enemies that grant you Combat Advantage.


I don't think I get this one. Where did it come from?

7) Illumian

I mostly like this one, and even though it doesn't have a listed racial power, I feel like the Luminous Sigils count as one.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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5 years ago  ::  Apr 16, 2008 - 4:53PM #7
Wizardmon
Date Joined: Dec 15, 2006
Posts: 1,938
Thanks! Here are my answers:
1) Con and Str modify the same defense, and I thought that it would be a waste to spend the racial bonuses on two physical abilities. Wisdom I thought would represent the spiritual, peace loving side of the race.
-edit-
Powerful Build was the 3.5 way of allowing PC's to play big races. Hopefully, in 4e this will not be a problem, and playing a large character will be just as viable as playing a small one. However, if this is not the case, then I will edit this race with a Powerful Build racial ability (and what a dreaded day that will be!)

2) Insight did eat Sense Motive, actually. And I think it is a skill that ties back into the "gentile/social giant" aspect of the race, and it is suplimented by the Wisdom bonus.

3) Thank you! And no, I do not think that the ally getting a basic attack is too strong; it will end up doing basically the same amount of damage, and the range for the power is not very much at all.

4) Well, to my understanding, racial powers are for making the races more useful in combat. If they are already plenty useful with "activate-able" things (like the dwarf's second wind as a minor action) then they get no racial power. That being said, if there was a good racial power for Raptorans that really fit with their concept, I would probably add it.
And yes, I did plan for flight to be accessible through a Paragon level racial feat.

5) That is certainly a good idea, but I am fine with that aspect of the catfolk for now. If a racial power were added, I would prefer it be something more 'cool' (but still fitting with the cat theme) than "burst of speed."

6) Not part of the conversion, but something I thought up when thinking about my cat as inspiration for 4e abilities. A cat will wait untill the perfect moment to strike, and then attack with his claws and mouth no less than 5 times. Instead of giving a "multi-attack" sort of power, I chose to give them a nice extra treat against already suceptable enemies in its place.

7) Powers are supposed to be combat useful. I gave them the luminous sigil as a token of flavor, and not as something to replace a combat power. If there was a cool word based power, I would use that as a racial power. However, instead of a power, I gave them a free class training feat, which goes along with their "we are super-humans" theme.

-edit-
Looking back, I do think that neat powers for the other races would be in order, as they do look a little weak by comparison to other races. I just can't think of any good ones.
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5 years ago  ::  Apr 17, 2008 - 11:40AM #8
fodigg
Date Joined: Jun 13, 2007
Posts: 3,871
"put the 'oh' back in 'throw'."

fo diggity
Twitter: www.twitter.com/fodigg
Comic Books You Should Have Read: http://tinyurl.com/ycxe9l7
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5 years ago  ::  Apr 17, 2008 - 1:25PM #9
spacer
Date Joined: Jul 2, 2007
Posts: 185
Totally sweet conversions. well stated on the Goliath points.
Also catflok racial powers could be having a fast climb speed, drop from above charge attacks, free action kip up
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5 years ago  ::  Apr 17, 2008 - 1:36PM #10
sigil_beguiler
Date Joined: Apr 14, 2007
Posts: 3,611
Say Wizardmon these look good, any chance of a Elan being seen?
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