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Switch to Forum Live View 4th ed Planescape, assistance appreciated
5 years ago  ::  Aug 08, 2008 - 5:14PM #31
Degausser
Date Joined: Feb 22, 2004
Posts: 501
More stuff, again, all of this is off the top of my head and has NOT been playtested:

Bariar Race:
The Bariar resemble Centaurs (though don't tell them that!) with the exception that their hindquarters are half-goat, and that their 'human' part tends to look more feral than centaurs. They have pointed ears, and the men have horns.

They hail from several of the upper planes, where they are know for their carefree spirit and their love of good-natured battle. They are usually quick to anger but fiercly loyal, but in general they enjoy good food, good drink, and good company.

Strangly enough, unlike most sentient creatures, Male and Female Bariar are actually very different. Perhapse owing to their anamal nature, the women are weaker and less resiliant than their male counterparts, but faster and stronger, thus they are considered different species. Women do not have hornes.

Male Bariar
Height 6'0"-6'7", Weight 400-600 lbs.
+2 Str, +2 Con
Size: M
Speed: 8 squares
Languages: Common, Elven
Vision: Low-Light

Skills: +2 Endurance, +2 History
Large Frame: Double Normal carying capacity
Stable: Your four legs give you a +4 bonus to resist trip attempts, and when other effects attempt to move you, you move one less square than normal (if you wish to, minimuim 0 squares)

At-will Power: Headbutt:
You can use your horns for devistating attack.
You must charge to use this attack. It is a Str vs. AC attack (with a +2 prof. bonus) that deals 1d8+strength mod damage. On a critical hit, you get a free trip attempt (and the enemy cannot trip you back.)

Female Bariar
Height 5'10"-6'4", Weight 300-500 lbs.
+2 Dex, +2 Int
Size: M
Speed: 8 squares
Languages: Common, Elven
Vision: Low-Light

Skills: +2 Endurance, +2 History
Large Frame: Double Normal carying capacity
Stable: Your four legs give you a +4 bonus to resist trip attempts, and when other effects attempt to move you, you move one less square than normal (if you wish to, minimuim 0 squares)
Quick Reaction: You react with almost blinding speed. You gain a +4 to all perception and insight checks to avoid surprise, and even when you are surprised, you get one standard action during the surprise round.

All Barriar have the following abilities and drawbacks.
1) Four legs: They gain a +4 racial bonus to all athletics checks that involve jumping, or running, but suffer a -4 penalty to all athletics and acrobatics checks that involve climbing or doing flips.
2)Barriar armor is almost like a horse's barding. Like Modrons, they must have armor specially commisioned, and it costs twice as much, and is twice as heavy.
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5 years ago  ::  Aug 08, 2008 - 5:18PM #32
Degausser
Date Joined: Feb 22, 2004
Posts: 501

Ramses III wrote:

Any tier in theory... in practice, the city is ruled by Efreet, and every Efreet in the MM is epic. The CoB isn't really a safe place for heroic or paragon characters that are interested in maintaining their freedom, i.e. not being enslaved by the Efreet.


Okay, maybe the city of Brass was a bad example. Point is, I'm having trouble converting 2nd ed enviromental damage to 4th ed.

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5 years ago  ::  Aug 08, 2008 - 5:40PM #33
Otogi_2
Date Joined: Nov 5, 2007
Posts: 150
Simply cut the damage in half, and then make it a static value. That seems to be the 4e kind of way
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5 years ago  ::  Aug 08, 2008 - 10:04PM #34
World_Slider
Date Joined: Jul 30, 2008
Posts: 72
Just whip up some rituals to counter various environments. The places should be deadly if you are unprepared, but any good planar will be prepared and be sure to have their towel.
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5 years ago  ::  Aug 09, 2008 - 11:46AM #35
Otogi_2
Date Joined: Nov 5, 2007
Posts: 150

Degausser wrote:

Okay, maybe the city of Brass was a bad example. Point is, I'm having trouble converting 2nd ed enviromental damage to 4th ed.


Actually, considering how Eferrti are really more of a noble class almost exclusive to race and considering how small the noble class is, even in as big as the City of Brass, who I might add can be found everywhere amongst the planes, I think the characters can be safe (well as far as adventurers go in a hell-like city ruled by genies and devils go)

Also, it's more than just Eferrti there are a few fire based archons who have some military rule, a fire gensai who made begrudingly made her way up the ladder and a mind flayer who serves as one of the advisors of the Sultan himself, as well as an Osyluth who owns his own batalion of legion devils. Of course, the first two I just made up and the last two are just a rumor.

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5 years ago  ::  Aug 09, 2008 - 12:20PM #36
Ramses_III
Date Joined: Nov 13, 2003
Posts: 719

Otogi_2 wrote:

Actually, considering how Eferrti are really more of a noble class almost exclusive to race (there are a few fire based archons who have some military rule, a fire gensai who made begrudingly made her way up the ladder and a mind flayer who serves as one of the advisors of the Sultan himself, as well as an Osyluth who owns his own batalion of legion devils. Of course, the first two I just made up and the last two are just a rumor), and considering how small the noble class is, even in as big as the City of Brass, who I might add can be found everywhere amongst the planes, I think the characters can be safe (well as far as adventurers go in a hell-like city ruled by genies and devils go)


THAT WAS ONE SENTENCE!?! Thank you for murdering my language....

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5 years ago  ::  Aug 09, 2008 - 2:25PM #37
Otogi_2
Date Joined: Nov 5, 2007
Posts: 150
Okay, so I babble! I'll correct it, but seriously, why so frikin' antagonistic?
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5 years ago  ::  Aug 09, 2008 - 3:04PM #38
Ramses_III
Date Joined: Nov 13, 2003
Posts: 719
I don't mean to antagonize, I was just... incredulous....
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5 years ago  ::  Aug 09, 2008 - 3:14PM #39
Otogi_2
Date Joined: Nov 5, 2007
Posts: 150
I guess that makes sense, then.

Anyway, back on topic. We sure as hell haven't converted or changed everything, so what else do we need to develop?
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5 years ago  ::  Aug 09, 2008 - 5:31PM #40
Degausser
Date Joined: Feb 22, 2004
Posts: 501

Otogi_2 wrote:

I guess that makes sense, then.

Anyway, back on topic. We sure as hell haven't converted or changed everything, so what else do we need to develop?


Okay, so, just to review, I have converted:
The 'Warp sense' spell
Rogue Modron
Bariar
Baatorian Green Steel
The factions

In addition, the book has for us:
Githyanki
Githzarai
Tana'ri and Baazatu

What we still need (off the top of my head)
Rules for subjective gravity
Rules for Limbo (ha ha! I love the idea of 'rules' for limbo)
Resolve the 'enviroment' question.
Need spells like "Protection from evil, 10' radius (for hedging out outsiders), Banishment, wish.
Items like various other small charms and such.

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