Wednesday, February 16, 2011, 10:53 AM
Prerequisite: Hobgoblin, any arcane class
Benefit: You gain a +2 bonus to damage with arcane powers against any enemy that has not yet acted in combat.
Prerequisite: Hobgoblin, any arcane class, Hobgoblin Resistance
Benefit: When you use your Hobgoblin Resilience you gain a +1 bonus to attack rolls and a bonus to damage equal to your Constitution modifier with arcane powers you use before the end of your next turn.
Battle Cry Resilience
Prerequisite: Hobgoblin, bard or warlord
Benefit: When you use your Hobgoblin Resilience one ally within 10 squares of you may also make immediate save against one effect currently affecting him or her.
Prerequisite: Hobgoblin, Warlock
Benefit: When you use your Hobgoblin Resilience you may, as a free action, apply your warlock's curse to the enemy who affected you or apply curse damage to that enemy if they are already cursed by you.
Dark One’s Blessing
Benefit: Once per a day when you are bloodied during an encounter, you get a +2 bonus to damage on melee attacks until the end of the encounter.
Prerequisite: Hobgoblin, Hobgoblin Resistance
Benefit: If you fail your save with Hobgoblin Resistance, you may use the power once again during the encounter
Prerequisite: Hobgoblin, Hobgoblin Resistance
Benefit: You gain +2 to saving throws you make with your Hobgoblin Resistance power.
Benefit: Allies gain +1 AC as long as they are adjacent to you.
Prerequisite: Hobgoblin or Twilight Elf
Benefit: You gain proficiency with an armor type that is one step better than your current maximum proficiency. I.E. if you are proficient with cloth armor, you gain proficiency with leather. If you’re proficient with scale armor, you gain proficiency with plate.
You also gain proficiency with a martial weapon of your choice.
Benefit: When you use your second wind, you can immediately make a saving throw against each condition affecting you that a save can end.
Benefit: Your speed increases by 1
Hold the Line
Benefit: When you are charged by an enemy, you gain a +2 AC against the charge attack. If their attack misses, you also gain combat advantage against the charger until the end of your next turn.
Perfection of Body
Benefit: You gain a +1 bonus to your Fortitude, and Reflex defences.
Prerequisite: Hobgoblin, Hobgoblin Resistance
Benefit: When you end an ongoing effect with a saving throw granted by your Hobgoblin Resilience racial power, you become immune to that effect and gain a +2 to attack and damage rolls against the creature that caused it until the end of the encounter.
Wednesday, February 16, 2011, 10:02 AM
Powerful and militant warriors who seek to rule over all lesser races with an iron fist.
Note: Hobgoblins are divided into 5 different subraces: Krangi, Kargi, Kors, Rankki, and Dazlak. Ability modifiers, skills, and racial abilities may be different among the subrace; each applicable ability is followed by the subrace(s) that possess it.
A Note on Vision: I have divided Darkvision into three separate abilities. Lesser Darkvision is darkvision up to 12 squares or 60 feet. Greater Darkvision is darkvision up to 24 squares, or 120 feet. Supreme Darkvision, that possessed by monsters is virtually unlimited in its distance.
Average Height: 5'5"-6'5"
Average Weight: 170-240lbs.
Ability Scores: +2 Constitution and +2 Dexterity or Charisma (Krangi, Kargi, Kors)
+2 Constitution and +2 Strength or Wisdom (Rankki)
+2 Constitution and +2 Dexterity or Wisdom (Dazlak)
Speed: 6 Squares
Vision: Lesser Darkvision (Krangi, Kargi, Kors), Greater Darkvision (Dazlak), Low-Light Vision(Rankki)
Languages: Merchant’s Tongue, Hobgoblin
Skill Bonuses: Kargi: +2 Intimidate, +2 Athletics
Krangi: +2 Endurance, +2 Intimidate
Kors: +2 Athletics, +2 History
Rankki: +2 Endurance, +2 Nature
Dazlak: +2 Perception, +2 Endurance
Battle Ready: You get a +2 to Initiative Checks (Krangi, Kargi, Kors)
Aggressive Negotiations: Once per a day when you fail a Diplomacy check, you may reroll the check as an Intimidate check. (Krangi, Kors
Natural Immunity: Gain +2 saving throws vs contracting a disease. May reroll failed endurance checks vs disease. (Kargi)
Thick Headed: +1 Will Defense. (Rankki)
Shifting Sands: You ignore difficult terrain when you shift. (Dazlak)
Hobgoblin Resistance: You may use Hobgoblin Resistance as an encounter power
You shake off the reffects that would cripple a lesser warrior
Immediate Reaction * Personal
Trigger: You suffer an effect that a save cancels
Effet: You make a saving throw against the effect immediately
Monday, June 28, 2010, 3:26 PM
After looking around the internet for suggestions, talking with some members of the kenerco communities, and looking through the meager 4th edition rule suggesions present in the Kingdoms of Kalamar 4th Edition Campaign Setting, I've decided to list, in completetion, the racial stats for all the races on Tellene.
I would first like to thank Gralamin of the Giant in the Playground Forums, with his PHB3 style racial ability modifiers. His work basically converts all the races with the ability to choose their second ability modifier, giving more versatlity to each race. These racial abilities were presented in the Eberron Player's Guide and Player's Handbook 3. Some player's complained that the earlier races didn't get this treatment and that these new races were more powerful because of it. From what I've heard Wizards of the Coast agrees and will be updating the earlier printed races with their DND Essentials products, and I would imagine errata as well. Until then, however, Gralamin's work serves as an excellent tool, one who's style I will be implementing in these conversions. I believe that these alternate ability scores give the more down-to-earth races, such as elves and dwarves and gnomes more versatility and therefore encourage more players to play them as opposed to Wizards' latest planar creation. This is especially important in the Kingdoms of Kalamar setting, where the traditional races are far more dominant and the more out-there races present dangerous roleplaying obstacles.
One thing to note here is that the alternate racial stats do make these earlier races more inclined to play different classes. What doesn't come with that, however, are the appropriate racial class feats. After some testing and seeing what people make, I will endeavor to work on those feats.
One thing of note: I am still not sure if each subrace should have its own stat differences (though elves as normal elves, gray elves as eladrin, and dark elves as drow make perfect sense), instead of just having feats to differentiate races. I do like the versatility that the alternate stats give, allowing dwarven rangers and rogues, elven fighters, and gnome shamans to be viable character options, but I think that it does mean that racial feats and other stats may not mesh as well.
So without further ado, the races and their stats.
Ability Scores: choose from one of the following ability score pairs:
1)+2 Strength, +2 Constitution
2)+2 Dexterity, +2 Intelligence
3)+2 Wisdom, +2 Charisma
Otherwise as presented in Player's Handbook.
Gray Elves: +2 Dexterity, +2 Intelligence or +2 Charisma; otherwise as Eladrin presented in Player's Handbook.
High Elves: +2 Dexterity, +2 Wisdom or +2 Charisma; otherwise as Elf presented in Player's Handbook.
Wood Elves: +2 Dexterity, +2 Wisdom or +2 Strength; otherwise as Elf presented in Player's Handbook.
Wild Elves: +2 Dexterity, +2 Constitution or +2 Charisma; otherwise as Elf presented in Player's Handbook.
Dark Elves: +2 Dexterity, +2 Wisdom or +2 Charisma; Otherwise as Drow presented in Forgotten Realms player's guide or the monster manual.
Hill Dwarves: +2 Wisdom, +2 Strength or +2 Constitution; otherwise as Dwarf presented in player's handbook.
Mountain Dwarves: +2 Consitution, +2 Strength or +2 Wisdom; otherwise as Dwarf presented in Player's Handbook.
Stone Dwarves: +2 Wisdom, +2 Constitution or +2 Dexterity; Replace low-light vision with Dark Vision, replace +2 endurance with +2 stealth. Otherwise as Dwarf presented in Player's Handbook.
Rock Gnome: +2 Charisma, +2 Dexterity or +2 Intelligence; otherwise as Gnome presented in player's handbook 2 or monster manual.
Deep Gnome: +2 Constitution, +2 Dexterity or +2 Wisdom; replace low-light vision with dark vision. Replace +2 arcana with +2 dungeoneering; otherwise as Gnome presented in player's handbook 2 or monster manual.
Forest Gnome: +2 Wisdom, +2 Dexterity or +2 Intelligence; replace skill modifiers with +2 nature and +2 diplomacy; otherwise as Gnome presented in player's handbook 2 or monster manual.
+2 Charisma, +2 dexterity or +2 constitution. Otherwise as half-elf in player's handbook.
+2 Constitution, +2 wisdom or +2 charisma, replace skill modifiers with +2 Endurance and +2 Insight; Otherwise as half-orc in player's handbook 2. Note: any reference in Half-Orc racial feats to strength modifier (such as in the feat Strong-Arm Tactics), use Constitution instead. Please note this is a band-aid solution, until hobgoblins are given full support and I devise a better half-hobgoblin race than the one presented in the Kingdoms of Kalamar 4th edition setting.
+2 Strength, +2 wisdom or +2 Dexterity; otherwise as half-orcs in player's handbook 2.
Lightfoot Halfling: +2 Dexterity, +2 Charisma or +2 Strength; otherwise as halfling presented in player's handbook.
Golden Halfling: +2 Intelligence, +2 Dexterity or +2 Wisdom; replace low-light vision with dark vision. Replace skill modifiers with +2 bluff and +2 perception; otherwise as halfling presented in player's handbook.
Hobgoblins are not at present fully supported by Wizards of the Coast. A decent homebrew write-up can be found here, complete with phb 3 style racial ability scores. This race will serve fine until Wizards supports it or I do my own writeup with Tellene-specific feats and the like.
Ability scores for other races presented in Wizards of the Coast books can be found here.
Sunday, June 20, 2010, 7:58 PM
Wizards of the Coast Races:
Presented here is the complete list of fully supported races from the breadth of the 4th edition books and magazines that Wizards of the Coast has published. Detailed are possible ways in which they could be incorporated on Tellene.
Unless otherwise noted they use the same stats as presented in the relevant book.
Dragonborn: As described on page 6 of the Kingdoms of Kalamar 4th Edition Campaign Setting, these dragon-kin are exceedingly rare. In addition to the information presented in said book, the Dragonborn are actually the result of the crossbreeding of Dragons and other humanoids. When a dragon takes humanoid form and has relations with a humanoid and is male, the child belongs to the same race as its mother, though certainly the chance of strange abilities manifesting (such as sorcery) is entirely possible. When a dragon is female, however, she returns to her lair and lays a clutch of eggs several weeks later. These eggs are smaller than normal dragon eggs, and hatch what scholars call 'dragonborn'. These creatures breed true among themselves and dragons have been known to breed them as guardians to their lair. As such any dragonborn is ultimately beholden to its draconic ancestor and can only be exempt from that duty by its ancestor's permission (rare among chromatic dragons. not so rare among metallics) or by its ancestor's death.
Tieflings: Tieflings are definitely rare but not so rare as they once were. Their appearance is not so obviously devilish as depicted in the player's handbook. Some may appear like normal members of their race but with minor signs of their dark ancestry. Some have strange hair colors, pointed ears, jagged teeth, yellow eyes, small horns, spiked protrusions, or even a tail. The exact appearance is up to the player. Tieflings have, over the years, learnt to hide their demonic features. As such any tiefling player does not receive a penalty to social skill checks if they have taken proper precautions. Not all tieflings come from a sexual union between humanoids and demons or devils. Those who deal in dark magics, or have been corrupted by them may change into Tieflings or birth them. Tieflings can be born simply from being exposed to dark energies whilst in the womb - be it from a magical spell or evil creature. Regardless of their origin, tieflings are secretive about it. Anyone known to be a tiefling suffers the ire and hatred of decent folk everywhere and will be run out of town or worse.
Tieflings use the stats provided in the player's handbook. While the typical tiefling is primarily human, with your DM's permission you can play a tiefling from a different humanoid. If you choose to do this, take the Tiefling race and exchange one of the ability scores with one of those from your base race. Please note that the bonuses have to be different. You cannot gain a +4 bonus to a single stat.
For example. If I chose to play a tiefling elf, I could exchange my intelligence or my charisma for either dexterity or wisdom. Please note that non-human tieflings are even rarer than human ones, and you must have your DM's permission.
Player's Handbook 2:
Deva: Deva are as depicted in the player's handbook 2. They are rare examples of angels that choose to remain in the world. Angels serve the gods, however, and it would be suggested that a player choose his divine patron upon character creation.
Goliath: I'm not sure with these ones. Half-Giants... or just their one race secluded in the mountains. Either way they'd be rare and scare people. A possibility is that they are a nomadic people found primarily in the mountain range west of the Wild Lands. Neither truly humanoid or giant, they are an ally to dwarf and man alike and an enemy to the savage humanoids that roam that range.
Shifter: Shifters are an interesting race. Perhaps they are the descendants of Lycanthropes. Perhaps they have taken part in a druidic ritual to become one with the animal world. Like Tieflings they would keep their identity's secret in the civilized lands.
Player's Handbook 3:
Githzerai: both Githzerai and Githyanki are featured in this setting, and so are present on Tellene. Being the less evil of the two, Githzerai could be a player race, but would be very rare and would be distrusted in most areas.
Minotaur: minotaurs are present in the setting, but are hardly a civilized race. Usually slaves to Hobgoblins or roaming monsters, minotaurs are an unlikely pc race. Really only possible in an evil game.
Shardmind: Rare golems created by the disciples of Avrynner. Psionically infused constructs with a free will. Would have to be roleplayed well, and would offer difficulties with social encounters.
Wilden: Some elves truly embrace the natural world and seek to become its eternal guardian. In a secretive and complex druidic ritual, the elf is transformed into a Wild-kin, or Wilden. No longer flesh and bone, these elves become one with the forest and fight to defend it. Depending on the roleplaying abilities of the player and the style of game, this race could either work well, or be out of bounds. As usual, up to the DM.
Eberron Player's Guide:
Changeling: Really don't see a problem with this race. Changelings are dopplegangers. They should be rare, but due to their ability to take the form of any race, would easily be able to fit in anywhere. They fit just fine into the Kalamar setting.
Kalashtar: These are just Phrenic humans. A Phrenic human is a person born with natural psychic talent and abilities, abilities that some psions need years of training to attain. As such they are highly sought after by the Disciples of Avrynner (to join their ranks) and by the magical college of Pekal (to either kill or imprison for experimentation). Replace the Dual Soul ability with 'Clarity of Mind', which does the same thing.
Warforged: Warforged are incredably rare and are the result of the pinnacle of golem crafting research. Golems with personality and, debatedly, a soul. These beings are exceedingly rare and to find one without its master even more so. A good backstory would be required for this to work and the player would have to act like they were the property of one of the other characters.
Gnoll: gnolls exhist on Tellene as far as I know. Same issue as with minotaurs, though, really only possible in an evil campaign or with serious roleplaying. Provided the player is willing to have people after his hide, it could work.
Revenant: Sometimes resurrection spells go awry. Sometimes the person is brought back changed from their brush with death. These beings develop an affinity with death and are technically partially dead. Rare and considered a bad omen, a Revenant will not easily find friends.
Shardar-Kai: Could be used as alternate stats for tieflings bent on the more dark magic route as opposed to demonic heritage. Also the race just screams devotees of Slen. The shadowfell doesn't exist in Tellene, so as it is written it does not fit. But the two above suggestions seem pretty right. As usual, DM's approval, rare, and would be considered a bad omen and treated badly.
Sunday, June 20, 2010, 6:39 PM
So here I am, going through the races and classes presented in both the Kingdoms of Kalamar sourcebooks, and the current 4th edition setting, and how they both could work in the 4th edition setting.
Please note that I am adding one peice to the lore, and with the help of people more well versed in it than I, I shall expand upon it. The Riftmaster, for some reason that I shall devise, has either weakened or decided not to weaken the barrier seperating Tellene from the other planes of exhistance. This has allowed planar creatures to pass into the material world more often and with greater ease.
Races of Tellene:
This is the list of the usual player races presented in the Kingdoms of Kalamar Setting, and how you might consider playing them in the 4th edition game.
A note on languages: all races gain Merchant's Tongue (common), their racial language (if applicable), and one regional tongue granted to them from their chosen background (more on backgrounds later).
Humans: Well as the 4th edition human is presented, obviously. I am considering some feats, like presented in the 4E forgotten realms setting, that allow players to gain a benefit dependant on what kind of human they are (Brandobian, Kalamaran, etc.), but I don't think its necessary. Background benefits can be used to give players benefits related to where they come from, but their ethnicity itself should grant no real mechanical benefit.
Dwarves: Dwarves come in three different subraces: Hill Dwarves, Stone Dwarves, and Mountain Dwarves. This is a throwback to the 3rd edition ruleset, and I'm not sure each race needs its own stats. Some different racial feats for each type would work, as shown in the forgotten realms player's handguide with the dwarves and elves. For now all three subraces use the standard dwarf racial stats, as presented in the player's handbook.
Elves: This one is tricky. Why? Because of the 4th edition eladrin. Let's get this straight, 4th edition eladrin are awesome. There are a ton of mechanical elements they bring to the game, and they also have a ton of roleplaying aspects. So here's what I think would work as far as the elven subraces go:
High Elves, Wild Elves, and Wood Elves: just as normal elves presented in the 4th edition handbook. They do keep their fey origin, but it is explained more in that they have aligned themselves so close to nature, not that they are actually true fey. Also will consider racial feats to distinguish the different subraces.
Dark Elves: as drow, found in the forgotten realms player's handbook, 4th edition. Can use the monster manual version if you do not possess this book. They keep their fey origin due to the otherworldly effects their dark magics have done to their bodies.
Gray Elves: Use the eladrin racial stats for grey elves. The leaders of these reclusive elves prophesized the Creator's return and took advantage of her attempts to break into the mortal world. Through a complex and powerful magical ritual, the lands of the Gray Elves were transported partially to the world beyond, exisiting still in this world and yet not at the same time. This caused an otherworldly transformation of all within.
Gnomes: I vastly prefer the gnomes in 4th edition to the beardless dwarves presented in the previous editions. The Kalamaran setting, however, has several different kinds of gnomes: Rock gnomes, forest gnomes, and deep gnomes. Racial feats will be added to make the different subraces mechanically different.
Half-Elves: As half-elves are presented in the core dnd 4th edition rulebook.
Half-Hobgoblins: Use the same statistics of Half-Orcs, found in the player's handbook 2, replacing +2 strength with +2 constitution. Any racial feats that give a bonus from strength instead give a bonus from constitution. This race will be fleshed out more later, but for now use the half-orc racial feats and paragon paths, reflavoring as needed.
Half-Orcs: As described in the player's handbook 2.
Halflings: As the race is presented in the player's handbook. Racial feats will most likely be used to make golden halflings different from regular ones.
Hobgoblins: As presented at the back of the monster manual. There are several different types of hobgoblin on Tellene, but really for the moment there is no need to make them different mechanically. At the moment they have no racial feats or paragon paths. Due to the importance of this race on Tellene, these will be added in the conversion to make them a fully playable and supported race.
Other Races: other races presented in other sourcebooks, such as the twighlight elves, bugbears, or orcs will not have conversions until I purchase the books they are associated with, and indeed are low on my priority list. Twighlight elves can be played using the same stats as elves and both bugbears and orcs have player stats presented at the back of the monster manual. That is good enough for now.
Sunday, June 20, 2010, 6:05 PM
I realized shortly after my first post that a number of people don't know any information on the setting itself. In an attempt to rectify that, I am providing some links to player aids and information of the setting. Please note that Kenzerco does own the copywright to its setting and these are merely snippets, broad summarizations of a truly deep and detailed setting.
First of all you might be thinking, why Kalamar? What's so special about this obscure setting I've never heard of (or only heard of in passing). Well, to answer that you might want to listen to its creator:
What is Kalamar? Kenzerco's answer.
Why play Kalamar? Kenzerco's answer.
But hey, its a sales pitch, right? Perhaps, which is why you can also look to some third party sources. On the blog, sniping.org, the writer discusses what campaign setting to run for his game and ultimately chooses Kingdoms of Kalamar. Here's a blogpost with his reasons.
So alright, your interest is piqued. You may ask yourself, how can I learn more about this setting? I've found several aids to assist you.
First off is sniping.org's overview of the Kingdoms of Kalamar Setting. In it, he gives a summary of the races found on Tellene, the nations, the deities (really important and useful), and the classes. Please note that the classes listed are the 3.5 edition ones, as well as the custom classes introduced in the setting. More information on playing these special, setting-specific classes will be presented later in my conversions.
Second, there is the short bit of information that can be found on Kenzerco's website itself. It details the highlights of the setting, an oveview of each of the nations: Kalamar, Brandobia, Reanaaria, Svimohzia, the Wild Lands, and the Young Kingdoms. Also included are details on the organizations, deities, and even a frequently asked questions.
There is also a fan-made player packet floating around. I found a link to it here. I also found what appears to be basically the same information, only this one comes with some rudimentary maps and religious symbols for the gods. Please note that this one is a download for a zip file, the pdf document is inside. You can find a few interesting maps for various parts of Tellene on the same website, here.
So hopefully that will get you started on your path to Tellene. Please feel free to add a comment if you know of any other resources to introduce people to the setting.
Sunday, June 20, 2010, 5:11 PM
Well hello there folks, welcome to my blog. Here I shall attempt to convert the Kingdoms of Kalamar Setting fully to 4th edition. That means races, classes, feats, paragon paths, and their lovely monsters as well. I'd like to first off start with suggestions on how to play a basic game, without any real conversions necessary. I shall be referencing their books but due to a falling out with Kenzerco, I shall attempt to remove the need for their books at all. Provided you have a knowledge of the setting or are willing to learn, you too can play in this awesome campaign setting created by a company in its glory years.
First a little bit of information. I never got the chance to play a game in the Kingdoms of Kalamar setting. I loathe that fact. I really do, I own the books, have tried to DM a couple games, but never got the chance to play in one. I loved the setting since I set my eyes on it, and I went out of my way to collect the really hard-to-find books. And then I was saddened to find that the majority of Kenzerco had moved to their own game Hackmaster. Kenzer & Company has provided their campaign setting and some D&D 4e conversion information in a PDF sold through their website. Kenzer & Company is working on other projects, so D&D 4e material beyond the core books has not been adapted for their Kingdoms of Kalamar setting. The conversion rules present in the book are suggestions; and no feats, paragon paths, or anything beyond what seems the bare minimum.
I decided to go to the Kenzerco forums and propose an idea to convert the setting. Early on I had several failed attempts to gather even passing interest. I figured this was due to the 4E version's infancy, and the criticism labeled against it. So I returned several weeks ago and tried anew. There was some initial grating of the nerves as hackmaster fans joked about me just switiching the hackmaster, but there were a few honestly interested people with some very interesting ideas. I'd like to thank them for their help and will continue to give them heads up on what I'm doing, but I also want to bring these conversions to the DND community. Go check out their website, www.kenzerco.com, check out the free fluff on the kingdoms of kalamar. Its a great setting, one with a focus on a tad more realism and plausability, but that still has the wonders that fantasy has to offer. It also has a deep psionic tradition, so you phb3 fans out there, take notice! I will be providing an impromptu setting summarization if this kicks off. For now, however, I will be posting my thoughts and ideas.