Professional Documents
Culture Documents
4th Edition Rules PDF
4th Edition Rules PDF
OUTLINE:
Introduction
For "original Planescape cosmos with 4E rules" there's no need adressing the flavor in the
new MotP at all - just the crunch. The multiverse is still organized as the Great Wheel, there
are still 9 alignments, the Abyss is still an Outer Plane, and demons are still exemplars of
Chaotic Evil. Things are like they used to be, just with updated rules.
For "new cosmos with Planescape flavor" the point is to suggest how the 4E World Axis
cosmos can be fitted to Planescape style. The multiverse is organized as the new World Axis
cosmos, there are 5 alignments, the Abyss is a realm in the Elemental Chaos, and demons
are corrupted elementals. The foundation is pretty much the new MotP I would think, but
adjusted for a Planescape feel.
The Ethereal Plane - Split between the Shadowfell and the Feywild, as both deal with spirits
of the dead and the mysterious powers of the unknown that lurks in the mists
The Plane of Shadows - Of course, this was is the basis of the Shadowfell
Negative Energy Plane - if the Plane of Shadows is the basis of the Shadowfell, the faded
colors and emotions and the source of many undead mark the Negative Energy Plane as the
power of the Shadowfell. In fact, it is my belief that the black orb in the starless sky of this
murky plane is similar to what it used to be in previous editions, perhaps being a passage
way to the darker elements of the Elemental Chaos
Positive Energy Plane - if the Negative Energy Plane powers the Shadowfell, it's the Positive
Energy Plane the makes up the Feywild with it's bright colors and enviorment teeming with
life. Perhaps the bright orb in this plane's sky is the way to what was the positive
quasielemental planes just like Shadowfell's orb.
Ysgard - With it's lush, lively terrain and and resurrecting traits as well as the presence of
elves, this would have to be in the Feywild, but with such extreme elemental traits and
lawless atmosphere, this plane would have to border the Elemental Chaos, as well
Limbo - Despite being a former outer plane, Limbo has become the power of the elemental
chaos, keeping the elements from resolving each other and leaving only one dominant, or a
great big mess that would just destroy it's own section of existence.
Pandemonium - Though it's actually located in the elemental chaos, this probably belongs in
the Abyss, or at least close to the end of the maelstrom where the Abyss is located.
The Abyss - The end of the Elemental Chaos, its own maelstrom of entropy and wanton
destruction
Carceri - A section of the Abyss, perhaps the prison that holds Tharizdun and other malign
gods, primordials and cursed artifacts
Hades - A place of despair and a home to lost souls, this plane fits the Shadowfell
Gehenna - With it's high, rocky mountains, acidic hail, deadly hurling lava balls and
suffocating smoke, Gehenna is placed in the lower sections of the Elemental Chaos, but as
queer and contradictory as it is, the yugoloths brought this plane down from the Astral Sea
and there are still places which transfer through the plane to the godly domains.
Baator - In a place of chocking smoke, where the radiant rainbows and milky white colors
become black goo that seems to stick only to the conscious and the soul. Baator, or the
Nine Hells, haven't changed, berk; same thing, different place; in this case, the Astral Sea
Acheron - The inspiration of this article, Acheron is placed in Astral Sea; A place where two
gods constantly do battle with each other, where soldiers suffer tragic and gruesome
deaths, not once, but for all eternity fits the immortal theme of the Astral Sea.
Mechanus - Angels are physical beings formed from ideas and composed from astral threads
of the plane, in this case, as the word(s) of god(s): Justice. Valor. Vengeance. Healing.
Perhaps we'll hear about darker angels, ones that represent ideals such as greed, hate and
darkness. But as the Elemental Chaos is a place of anarchy perfected, the idea of perfected
laws and true order make the astral energies into ever churning, always moving gears with
beings composed of both the metallic nature of the law and the life-like, organic parts of
divinity.
Arcadia - A place of harmony and of true community, this place looks under the defence and
peace of the gods that reside in the Astral Sea.
Celestia - A shining mountain that holds beings of strength and virtue on shining, opaque
waters, The Shining Mountain lies on the Astral Sea
Bytopia - However tame and civilized the Twin Paradises' seem, it is still a very wild place
where beasts attack visitors and the wilds are just that and thus inhabits the Feywild. Still,
there are some mountains that seem to only go one way, and at the end are surrounded by
a silvery white light.
Elysium - This place makes up the softer sections of the Feywild. Small marshes, pleasant
bogs and other such watery areas make up this section of this plane.
The Beastlands - An wild domain of hundreds of different beasts, both natural and from
planes abound, the Beastlands belong in the Feywild
Arborea - One would suspect that Arborea would fall into the Feywild, but because Correlon
places his domain on Arvandor and Sehanine occasionally travels there, Arborea is set in
both the Astral
Sea and the Feywild
The Outlands - Strangely enough, the home of the Spire doesn't seem to exist in the
standard geography of the multiverse. Rather, it seems to be outside the order of the
planes, perhaps at the very center of the planes (of course, with an infinity, not to say
multiple infinities, there is no real center). Because of (insert multiversal, plane shattering
cataclysm here), almost a dozen gatetowns have been demolished, the ones remaining?
Converted into 4 entirely different towns: Sovereign (Astral Sea), Snafu (Elemental Chaos),
Sylvan (Feywild) and Umbra (Shadowfell).
So let's go over where the planes went in the multiverse:
Feywild - Ethereal Plane (half), Positive Energy Plane (powers), Ysgard, Bytopia, Beastland,
Arborea (half), Elysium, Sylvan (gatetown)
Shadowfell - Ethereal Plane (half), Plane of Shadows (basis), Negativ Energy Plane
(powers), Hades, Umbra (gatetown)
The Astral Sea - Astral Plane (basis), Gehenna (bordered), Baator, Acheron, Mechanus,
Arcadia, Celestia, Bytopia (bordered), Soveriegn
(gatetown)
Elemental Chaos - Elemental Plane (basis), Limbo (powers), Abyss, Canceri (Abyss), Ysgard
(bordered), Gehenna (Abyss), Snafu (gatetown)
And is it with the end of this list that I would like to say that with 4th Edition we should not
say goodbye to Planescape (or any other setting, really, that relies on the cosmology; things
like Spelljammer and Ravenloft are just as safe), but to say hello to brand new concepts:
How tieflings are now all royal heirs to a fallen empire, how angels and elementals impact
the Blood War with the line of Baator and Abyss blurred into a bigger pictures, and
Primordials.
How to use the great wheel in 4e (from the manual of the planes):
Material Plane: The mortal world.
Astral Plane: the Astral Sea.
Plane of Shadow: Shadowfell.
Plane of Faerie: Feywild.
Ethereal Plane: The Ethereal Plane is the most difficult part of this cosmology, because it’s a
new fundamental plane that no game effects refer to in the rules. Various powers or magic
items may confer temporary etherealness, and rituals can shift travelers into the Deep
Ethereal to journey to the Inner Planes.
- Six Inner (Elemental) Planes: In the Great Wheel cosmology, the Elemental Chaos does
not exist. Instead, the Planes of Air, Earth, Fire, and Water are all separate from each other.
In addition, the Positive Energy Plane and Negative Energy Plane.
- Seventeen Outer Planes:
- Ysgard (Unaligned): A warlike domain, where great heroes battle giants.
- Limbo (Unaligned): Like the Elemental Chaos, Limbo is a plane where matter assumes
random forms.
- Pandemonium (Chaotic Evil): Pandemonium
- The Abyss (Chaotic Evil): The Abyss
- Carceri (Chaotic Evil): Carceri
- Hades (Evil): Plutos.
- Gehenna (Evil): Tytherion .
- The Nine Hells (Evil): the nine hells.
- Acheron (Unaligned): Chernoggar.
- Mechanus (Unaligned): An astral dominion of perfect law and inflexible order.
- Arcadia (Lawful Good): Hestavar.
- Celestia (Lawful Good): Celestia.
- Bytopia (Lawful Good): A domain consisting of two idyllic layers, each forming the other’s
sky.
- Elysium (Good): A domain of golden fields, where the deserving find rest.
- The Beastlands (Good): A wilderness domain populated by wise animal like spirits and
guardians.
- Arborea (Good): Arvandor
- The Concordant Domain (Unaligned): A neutral plane influenced by all the others and
populated by a smattering of folk from other planes.
- Demiplanes: Sigil and the Far Realm are demiplanes in the Great Wheel cosmology. Their
exact location in the cosmos is not known.
Because I think there's a need for some discussion about character classes on the planes.
Martial Classes
"Among all the bashers you find out there in the planes, most of them rely on pure skill and
physical training. It's what some greybeards describe as"martial power". Easily among
some of the most underestimated skills, but more common than all the others you find out
there.
Why is such a mundane seeming source of power so common among the planes a body
might ask? Well that's because such abilities don't rely on any screed such as esoteric
training, misplaced faith or anything that barmy. You see, with the rules of reality varying
between plane to plane, the most reliable thing should be a basher's own wits and might.
Martial abilities don't require too much for a basher to know, and therefore it's the most
common out there. With that being said, as common as you'll find plenty of bashers with
martial training, true bloods with martial training are hard to find. Most bashers with
martial training are merely thugs, knights of the post and other berks.
The mightiest most top shelf bloods with martial training can fight off hordes of the Blood
War with little effort, they can wrestle a proxy down and easily nick some lizard to the
dead-book. Just like anything else it relies on constant dedication, the right mindset and
constant adversity. What martial abilities lack is anything flashy, through martial training a
cutter is not going to be flying through the air (unless they have wings), they're not going
to be jumping across the planes under their own powers, she can't create something from
nothing or rewrite the laws of reality. For some, many would see that as a limitation, and
it's perhaps why there aren't bloods everywhere with such abilities, but the greatest of such
bashers rely on their canniness just like many others.
So who among the planes have need for a cutter with a good swordarm who knows what
they're doing? Well the answer is everybody. Every single one of the former factions had a
need for such bashers. The training and dedication, have given many such bashers the right
mindset and view of how the 'verse is to excel in their factions. Some would say that
martial training drives them more than it does with many other bashers. They have less to
take as granted with such abilities, bringing quite a few of them to the top-shelf of their
respective factions.
The Hardheads, Mercykillers and Sinkers had plenty of uses for fighters, and while most of
those bashers were nothing more than common thugs there was always a few bloods
among them. The Anarchists and Sensates attracted plenty of rogues who were quick with
a blade and good with the words that came out of their brainbox, some of the most subtle
and canniest bloods were such. Certainly among my former faction and many others, a
cutter such as a ranger who's good in the infinite wilderness and cities of the planes were in
demand. And everyone always had a need for a warlord, a basher that's as good at fighting
as they are at leading, as it's an inevitable truth that there will always be conflict among the
planes. And it's not just the factions that had use for such bashers, even the powers
themselves saw such uses for them."
-Rayl Whitespoon (CN female githzerai swordmage) former academy trainer of the Fated
Arcane Classes
"No power in the 'verse can overcome Arcane Magic, it is a force that's within every facet of
existence. From a body, to the rocks and the air to the very forces that bind the planes
together. Arcane power lies everywhere, from the furthest reaches of the Astral, to the
limitless expanses of the Elements and Outer Planes, the depths of the Shadow and
everywhere between and beyond. It's the laws of reality, and as well the heart and soul of
reality itself. The only way for one to become a true blood is through arcane magic, a force
beyond the tiny inferior minds of most of the berks out there.
You see, magic the one and only true force of all reality is the greatest force there is in all of
existence. A cutter who knows what he's doing bends the multiverse to his will, a feat
that's only possible through the power of the arcane itself. To be a real blood, you must be
able to understand the complexities of how existence works around you. It's something
that only the enlightened, the truly canny and capable of doing, the rest of the sods out
there are mere mortals. Years of study and a constant drive to learn more of the secrets of
the verse is perhaps the most reliable path to such power. But the art of the arcane comes
in many forms and practices as the art was never something so easily limited by methods
and narrow paths. For some bloods magic comes naturally, but perfection can even come in
the form of tinkering with trinkets and formula, the very soul of power from music and art
itself, to more base methods such as the darks gleaned from terrible unknowable beings to
vulgar techniques with tools such as swords.
Others are foolish enough to prostate to deities, or to limit themselves to small aspects of
reality such as the elements, the shadows and the natural world. The arcane encompasses
those aspects and more, it is not something as infantile as swinging a sword or endless
navel gazing. Of the berks in Sigil's thought guilds, every one of them tries to lure in the
powerful to push their agendas around, only a few of them are truly accommodating to
enlightened. In the past they were the Sensates, the Takers, the Guvners, Godsmen,
Signers and Xaosmen, as each of those factions had a portion of understanding how the
arcane works, but now they've all fallen by the wayside. It was never about the true
lifeblood of the planes, but always their petty political games and power plays with those
factions. Now they are sects just like the rest of us. The might of the arcane is the only
thing that's concrete, with the right darks a top-shelf enlightened one can reshape the
planes and bring the Gods to their knees, what more needs to be said.
You feel the hunger for knowing, the thirst for power as I do. Well perhaps you can learn
some of my secrets for a price if we meet at anti-peak in the sub-basement below the Lower
Ward storefront Thriden Anvil on the crossroads of Obsidian and Walker's Lane. There's a
lot we both hunger for with all the possibilities of the Arcane."
-Kadrol Errith D'iern (NE male aasimar wizard) ancient archmage of the former Incantifiers
of Sigil
Divine Classes
"Belief has power, it shapes and moves planes, it gives life and meaning to existence and
it's an essential part of us. Belief is everywhere, and such is the power of the divine. It's
an essential part of existence and creation, a spark that exists within all. While the Gods
themselves are an essential part of the divine, enough to be called 'Powers' by many, but
they are not the exclusive sources of the divine.
Divine power is a force that is both ephemeral and material, mostly tied to the outer planes
the final emanation of the known planes of existence. It is not contained by the Gods,
though the easiest and most reliable path of divine power comes from investiture to them,
others can draw upon this power with strength of faith in other concepts. For most it's
much easier to call upon a higher being, who thinks much as they do than to draw on
something more nebulous. Divine power in relation to the Gods and the rest is much like
this: the Gods are cutters like the rest of us who draw upon a pool of water we all live in;
many of us need not get the water directly from them. Many such as myself can draw
from this pool of water without being powers ourselves.
Among my former faction before the great joining called this pool of water the Source. The
Source is the final convergence of the great forces of the 'verse from which we are formed,
and it is the final destination for which we are driven to ascend to. A great cycle in which
are lives and existence move along. The divine is what drives us; it's what gives us
meaning and purpose. Without divine power we would all the shells that would fall apart, it
sustains us and it's something to makes us greater than we are, a drive to perfection.
Through these tests we can become Powers ourselves, and things even greater, as there
are destinies that lie even beyond the Powers. Many of you may ask, in what ways is Divine
Power material? Well look around you and you will see that everything became the ways
they are now based on the concepts and ideas that formed them.
And while great power and miracles can come from the body, the mind and the soul, it's
divine power that the essence of these three brought to a great purpose formed by their
convergence. The Outer Planes is where divine energy is mostly concentrated, as it's where
it's been most apparent in how beliefs all come together. But even in the other planes of
the 'verse such as the prime and the inner planes, divine power still emanates in those
planes. It's has the power to tame other such forces, and bring balance to the extremes of
the 'verse that would clearly tear existence in many directions. As divine power is belief it
can rewrite laws of reality and it can renew and refresh the stagnant.
Of those who wield the powers of the divine, it's perhaps invokers like myself that have the
greatest understanding of this force, as we draw upon the divine power used by the Gods.
Clerics are the most common among wielders of the divine, and it's perhaps them who
possess the strongest faith, leading others to callings beyond. Paladins and avengers are
the soldiers of the divine, as it's with divine power that many concepts come from, and with
the existence of all these concepts there will surely be conflicts, thus the existence of such
soldiers are needed.
As to how the former factions are with divine power, despite their beliefs many factioneers
put their faith in the powers, as most feel a need for a personal voice to divinity. There are
of course exceptions, many of the more destructive factions such as the Doomguard,
Bleakers and Dustmen often scoff at the powers, while others look to the Powers as great
inspirations to their beliefs. The Athar in their defiance of the powers, look to pure divinity
itself, it is where many of them draw upon the essences that many of the powers have
horded from the mortals. And finally the Believers of the Source for which I belonged to
once, we looked upon the Source as held in the great sea of power, and the Gods within, as
the essences for which we all strive for perfection."
-Leithyse Arghandra (N female tiefling invoker) chronicler and lorekeeper of the Mind's Eye
Primal Classes
"Many bashers out there get the wrong ideas when referring to the spirits and so-called
primal energy. First wrong assumption is the one that the spirit world only has a connection
to the prime material plane. While it's true that some of the most easily distinguished
spirits are based on the prime, every plane out there in the 'verse has its own spiritual
reflection. The Outer Planes are not the exclusive domain of the astral powers, and neither
is the Inner Planes the exclusive domain of the primordial powers. Every plane has its
consciousness and fractions of consciousness, sure as Sigil itself the Beastlands has one,
Ysgard has one, Limbo has one, the Outlands do, and the Abyss most certainly has a
malevolent one.
Another wrong assumption about spirits and the spirit world is that they're all about trees
and rivers. In regards to the planes they're on, they may just be about that, but the spirits
of Mechanus don't give a cranium rat's arse about trees and furry critters, they're more
about gears and rotations. So this brings us to the question on just what are the spirits?
Well as I said they are the consciousness of the planes, the soul as some might say. They
are what came to be when the planes came to be. They represent the true nature of a
plane untouched by interlopers such as the powers.
Most of the spirits are unseen, barely taking notice until roused or growing to significance
based on the weight of what has happened. They are different from the powers that aren't
truly tied to the planes they reside in. Some spirits are more receptive to the rules that the
powers enforce, but not all are. Many powers have been forced to relocate their realms
based on conflicts with the spirits of the planes. Some spirits eventually do take on more
concrete forms, whether it is as animals, or celestials or fiends or bashers like you and me.
Once it happens they take on a different existence moving on and living as different beings
no longer tied intrinsically to their home plane. Despite such an existence a body still feel a
weight, a calling to the spirit world.
So what is the spirit world? Well it's not another plane that exists parallel to every other
world, rather it's another part of a world, one that can't be seen by most bashers without
the right senses. Spirits live in everything we see around us, some spirits are weak and
barely aware while others are stronger. They exist at different levels of reality than what
most of us exist in, we for the most part exist in the third level of reality, while spirits live
as parts and flow through the others, from the primal dreams and the dreamscape that
touches ours, to hyper-reality and beyond, their presence is felt.
Of the bashers who perceive the spirit world and deal in what goes on there, we can change
transform and change the world around us and even ourselves evoking on their powers. We
spirtwalkers as many of us call ourselves are a bunch that many bashers don't completely
tumble to, but the factions and other such clubs do have an appeal to some of us. You can
find numbers of us among the Sensates, the Mind's Eye, the Wylders, Ragers, Primals
(ironically enough), Xaosmen, Ring-givers and Ciphers. Though beyond the Wylders there's
no club we tend to flock to in large numbers, and none we exclusively stay away from,
even a few of our kind happen to be Sinkers or Dustmen or in the Red Death and other
unpleasant groups. It's all up to a spiritwalker's own preference and relationship to the
spirits."
-Ragyl Blackhooves (LG male bariaur shaman) of the Society of Sensation
Psionic Classes
"The mind is the window from which we perceive all of the 'verse, in a way it is the 'verse
for all of us. It is our own unique multiverse, from which we can control the rest of the
'verse around us. The mind controls the body, and that is how most bashers out there can
control the rest of reality, but those with the right understanding, a special type of
enlightenment and talent can do more than just move their bodies around. Such is the
power of psionics, the ability to call upon the multiverse that exist within a body's self and
exert their influence without limitations. Limits of the physical body, or even of time and
space and the planes become meaningless.
In a previous life I was once a human woman born in a sheltered life in the Lady's Ward, a
daughter of a wealthy family to be married off to an associate of my father to secure an
alliance. It was a life where my very path was already decided for me, yet I still reached
out yearning for more with my existence. It was in my explorations I learned more of the
multiverse out there, without even leaving the confines of the Cage. What lay out the in the
planes, was as open to the mind as it was by planewalkers who could reach there. All it
took was a change in perceptions, and the nature of your own reality could be adapted to
the plane around you. And the moment I was betrothed to a young merchant king's son, it
took to the planes myself going out of town and then out of reach of my family.
I went from the wilds of Limbo to where the mind could easily shape the planes, to the
gears of Mechanus, from slimy depths to citadels of pure light, looking for an answer of into
what was the nature of the 'verse and thus the nature of myself. In time it became part of
my destiny to become something else from what I was. My life as Rynadeep Dhil would be
put in the past, and I would be reborn as Askia Farseer. My very body remade and powered
by the boundless energy of the mind. All beings do possess energies such as the type that
courses through my veins, but to harness it is difficult. It's the mind that's the original
source of all concepts in existence, and therefore the root of everything that is and will be.
Sometimes concepts and forms are unharnessed, flowing through currents of the mind and
the 'verse. This is what we psions call ectoplasm, a material, the substance to what a
concept is. Ectoplasm flows through the Astral Plane, the mind's way of classifying the raw
forms of concepts and thoughts of the 'verse. Our minds form these illusions for us to
comprehend its true nature, the difference between inner and outer space is but an illusion,
the difference between here and there is but an illusion, even the difference of a massive
universal mind and other minds is but an illusion. True reality is both inside and outside, is
with the right understanding of such ideas we can change both what we perceive to be
ourselves and what we perceive to be around us. Like a crystal it's best to look at it all from
many facets, as the 'verse and our minds have many such facets in which we can perceive
and know. Constructs, mental manipulation, the bending of space and time, projected
energy and the shaping of the body, is only the very tip of what one can achieve with this
understanding.
All the factions were formed by seekers of truth and the 'verse to achieve understanding
have an appeal to a mindbender looking for enlightenment. It does not matter if one seeks
to perfect the self, or their understanding, or seek justice, or an end, the result to enlighten
oneself and the 'verse is universal. But among the factions it's perhaps the Mind's Eye, the
Transcendent Order, the Guvners, the Bleak Cabal, the Sensates and the Xaositects you will
find the most of us among. Still the path one takes can go in many ways."
-Askia Farseer (N female elan psion) mystic and instructor among the Mind's Eye
Ki Classes
"Between the body and mind there is the soul, a middle ground between two forces that are
opposed, yet two forces that need each other. Two halves of the same source. The Hun
and the Po, or positive and negative, or spirit and animus yet only with the presence of both
is one complete. And in the soul there's its energy what we call qi or ki or mana or
essentia and many other names. While each of our souls are our own, our souls are also
linked through the 'verse itself in ways that we can't normally perceive, a cadence with
which the 'verse moves.
To harness such power, or soul magic as some would call it, it requires many things from
dedication to discipline, from knowing to openness, and more. Martial arts are one
expression of how to harness this power, yet it's not the only way. Others can draw upon
the very energy of ki and shape them into many forms imaginable and unimaginable,
drawing upon the soul of the 'verse. An artist with the perfection of skill, knowing and
feeling, perceiving and doing, in a way most practiced yet of which comes naturally, also
uses the power of such soul magic. While I am a martial artist, originally a student of the
ancient ways of my people, practicing the ancient goblin fighting styles. I have become
much more than that, for the soul is transcendent, and I have transcended beyond such
roots.
The soul is the part of us that is eternal, and will become something greater. It is where we
are all connected to the 'verse, and it is from where we have the energy to change and
reinvent ourselves, it is where we have the drive for what is greater than us all. Both the
physical and spiritual come from the soul itself, the nexus of everything that represents us.
As beings it is our souls that is our true selves, spirits may have been the original essence
of ourselves and belief may move the planes, but the soul is the refinement of the spirit and
it is only from the soul that there can be belief.
When the body and mind become as one, it is where the soul guides us, it is where we go
by what is our true natures with the Cadence of Planes. And with the ki power that comes
from our souls we draw on what is perfect within us. As the nature of the soul is diverse, so
are many of the students of such power. One can learn the nature of oneself from watching
nature, or finding themselves in deep contemplation, even the act of doing what one feels is
best is a path that one can take. When we act with such perfection the laws of reality
become our own to make.
With the nature of the soul being such an individual path with the ideal meaning to oneself
it's not uncommon to find us among many different philosophical paths. So for some,
justice and harmony around oneself is a calling as there are some students of the soul
among the Harmonium, Sons of Mercy, the Sodkillers or even the Revolutionary League.
For others the calling is more of a personal journey, in finding oneself where the paths of
the Sensates, the Mind's Eye and Free League have an appeal. But like myself you can find
many of us among the Transcendent Order, as it was originally students of our ways which
founded the faction. Each decision we make carries weight in the path of our eternal
selves."
-Naghlak Kulag Drin (N Male Hobgoblin Monk) Master of the Mind, in the Transcendent
Order
Shadow Classes
"Where to start with all of this screed? Well, there's quite a bunch of wankers out there
looking for explanation for things that go bump in the night and all that good stuff me mum
warned me about. You see there's many things out the in the 'verse that hidden and
unseen, from all of the twats out there. The less they think about it, the less they'll get
their panties all soiled.
So where does that leave us? Out of all the things explained or embraced out there by the
masses, they fancy whatever sounds nice and sweet. Everything always in the light. But if
any of those sods bothered to take a look out there they'd find that not everything fits in
neatly with their nice way of seeing things. The truth is that sods die, lies are believed and
the light will just leave us blind and ignorant.
So what is it with shadows? A bunch of greybeards once believed that at the beginning of
the 'verse there was nothing but darkness till light came into existence. But I know the
truth is more of the reverse, the light was always there and it took the shadow to fill in the
meanings of what was important and what was different about everything and everyone.
Everything all the same in the blinding light, and it's only in the underbelly of the 'verse
itself that we each become ourselves. Not some dried out husks and some blind followers
as many of those tossers expect us to be.
It's the exceptions and what exists within the gaps, that a blood who knows the right darks
of the 'verse can have the power to shape reality into whatever they bleedin' want to. For
some, it's really bleedin' obvious with the whole business of raising corpses and draining
lives away, but with the shadows a body can do the less obvious. They can deceive the
senses and call on the barely imagined to do their bidding like ink on a paper. Within the
shadows lies an infinite number of ways in the art of subtlety; secrets and mysteries hidden
from all the stupid twats out there. The pursuit of the shadows is very much an individual
calling, as it simply isn't something that masses of sheep can learn from.
With those that pursue these paths there's the really cliquish bunch with their clans, and
their cults and their other little clubs. And there's the lonely, who shut themselves out from
the rest. As for me, I don't have a little club of others who play with the shadows as it's not
what I fancy. There are too many poofs among that bunch. As I haven’t found any sort of
a real man that could satisfy the dryness down below that I feel, so that puts me in the
latter category.
Just keep in mind that anyone who's canny enough to do a bunch of tricks with the shadow
doesn't make themselves that obvious unless they surround themselves with the dead.
Well the Dustmen may do a lot of that, but among the rest of the shadows you can find a
bunch of them scattered among the Anarchists and Bleakers. Even the Chameleons or the
Sodkillers for whichever reason they'd want to be with that crowd. But among the rest, it's
only in the path that one decides that brings them to those other silly clubs."
-Keleenea Lastride (CE Female Gnome 'Rogue' or so she claims) allegedly of the
Revolutionary League
How to apply the 4th edition rules to the Planescape Setting
(all rules changes - keep the old cosmology, old flavor)
- The Eladrin is probably one of the biggest sticking points. I currently run an off-site PS4E
game using old cosmology with new rules and I mandated the aasimar player use the
"eladrin" for his race and hand-wave the name. However, this aasimar was elf-blooded
during his brief 3e run, so the natural teleport ability and the affinity for magic makes the
4e eladrin race far less of a stretch for him than it will be for most aasimar.
- The other issue is the 4e eladrin PC race is really more fey- and elf-oriented and far less
celestial-focused like Planescape eladrin. The Court of Stars is not directly related to the
Seelie Court. They might have some ties on the basis of vaguely similar beliefs, but they
are very different entities. Among other things, Seelie are not good-aligned by definition,
they're just typically a lot better for mortals to deal with than the Unseelie. The very
different backgrounds, in my opinion, mean that 4e eladrin would be better off divorced
from traditional Planescape eladrin. This could be as simple as renaming the race for PS4E
purposes (though confusion would abound). However, while the Court of Stars and the
Seelie Court can probably coexist, they are not interchangeable, and that is a point that
really needs to be addressed with the 4e eladrin race in Planescape.
2) Planar Affects
* Affects by Plane
Arborea
As Arvandor (p90), though with original layer-structure and environment.
Inveiglement: Attacks with the charm or illusion keyword gain a +1 bonus to the attack roll.
This trait is directly from 4E MotP.
Emotions run Wild: Saves against effects with the fear or charm keyword take a -1 penalty.
Reckless Moods: In social Skill Challenges, Charisma-based checks grant 2 successes when
passed and 2 failures when failed.
Surge of the Heart: Once per day, upon using an attack power, any creature can add the
Invigorating keyword to the power as a Free Action.
Ysgard
Gravity: Elemental buoyancy with regards to earthbergs (Motp p10), otherwise normal.
Mutability: Divinely mutable (deities control their own environs). Earthbergs also move of
their own accord and the fires beneath them burn endlessly.
Eternal Rebirth: If a petitioner of Ysgard is killed on the plane it is reborn the next morning.
Seize the Moment: When an Action Point is spent to take another action, the character gains
+1 to any one roll used during the action.
Earthberg Collision: Earthberg’s occasionally drift into each other, though the impact is
usually mild. Treat as a heroic tier blaster hazard that targets Fortitude, deals low normal
damage (DMG p42) and knocks targets prone.
Spirit of Heroes: Once per day, a bloodied creature can regain the use of its Second Wind.
Flames of Muspelheim: The earthbergs of Muspelheim have flames on the upper rather than
lower side. Treat most open environment as a level 13 field of everflame (DMG p92): +16
vs. Fortitude, 1d10+5 fire damage and ongoing 10 fire (save ends), and half damage on
miss.
Limbo
Gravity: Subjective (MotP p10).
Mutability: Unstable (MotP p10). [Mechanics for influencing unstable planes at the end of
this excerpt]
Primal Soup: Though Limbo features an abundance of ever-changing elemental pockets,
most of the environment has a viscous consistency that is unbreathable and cuts visibility in
half, but can be swum (though subjective gravity usually makes this option moot). The
Soup is readily changeable, however, so the DC for a creature to alter the area it occupies is
lowered by 10 (as per the Alter Area mechanic described under the Influence Unstable Plane
section), and such a “personal bubble” can be sustained as a Minor Action while moving
through unmodified Soup.
Elemental Hazards: Travelers in Limbo are frequently threatened by dangerous elemental
terrain that suddenly moves, grows, or forms close by. Use the hazards described in the
MotP p66-67 and 22.
Unpredictability: The DM rolls a d20 at the start of an encounter. Whenever any d20 roll
unmodified comes up that number during the encounter, reroll and use the second result.
Pure Xaos: When an Action Point is spend to make an attack or skill check, add 1d12-6 to
the roll.
Pandemonium
Gravity: Normal on Phlegethon, on other layers towards nearest earthen surface.
Mutability: Divinely mutable (deities control their own environs). The winds blow endlessly
and changes strength and direction all the time. Their intensity is unconnected to the size of
tunnels they blow through.
Winds of Pandemonium: Outside of the shelter of a sturdy structure, all of these detrimental
effects are imposed by the howling winds: All creatures take a -5 penalty to Perception
checks in Pandemonium. Flying creatures treat all squares as difficult terrain. Attacks with
the thunder keyword deal half damage (ongoing thunder damage is not affected). Zones of
any kind cannot be sustained. This trait is directly from 4E MotP.
Maddening Howls: The howling winds drive most residents mad to some extent if they live
or travel frequently without considerate sheltering. For every 4 hours so exposed, the
creature is subject to being stricken with Pandemonium Madness (see Planar Dangers).
Forceful Gales: The winds are often powerful enough to force creatures around if not
completely blow them off their feet. Treat as a current as per DMG p45 (but also on land),
adding 1d6 to the number of slided squares if the creature has jumped, flied, or been forced
into the air. For even more intense winds, use a hazard that targets Fortitude, damages,
pushes, and/or knocks targets prone (see Kinetic Wave on DMG p92 for a likely model).
Tunnel Ride: Since gravity at the center of a tunnel pulls equally towards the nearby
surfaces, objects and brave/foolish creatures can ride the winds for a while before they are
knocked towards a surface. When near such a center, creatures can attempt an Acrobatics
check vs. DC 25 + speed of current to adjust accordingly. For each point by which they beat
the DC they can slide a number of squares along the wind equal to the speed of the current
and land in the direction they choose. For every 5 points they fail they take 1d10 damage
and are knocked prone to a random surface.
The Styx: The Styx flows through Pandemonium, occasionally flowing in midair through the
center of tunnels. It is less severe on this plane, however – the DM may want to delevel the
hazard and lower the roll correspondingly (see Planar Dangers).
Abyss
Gravity: Normal
Slaughter: All damage dealt to and by a bloodied creature is increased by 2.
Death Comes Quickly: Death saving throws take a -1 penalty and creatures die after only
two such failed saves.
Rule through Force: Intimidate checks gain a +1 bonus while Diplomacy checks take a -1
penalty.
Blood and Gore: Critical hits also deal ongoing damage 5 (save ends).
Limbo's "Unpredictability" trait is a little weird and I'm not entirely sure it increases
unpredictability, though I think it does. You basically say "no one is allowed to roll X on a
d20 during this encounter. If X is high, it lowers the average value of a d20 roll and thus
makes things harder to succeed on, and the opposite if X is low. But, it's unpredictable
which way Limbo will swing things during any given encounter.
You might be better off simply rolling 1d4-2 or 1d4-3 and applying the resulting bonus or
penalty to all d20 rolls during the encounter.
Thanks, good idea on Pure Xaos. Let's make it 1d12-6 for more of a swingy effect.
Your suggestion for Death Comes Quickly is an interesting alternative, let me think about
that...
Planes of Conflict mechanics are in the works and a draft like the others is about 40% done.
Celestia
As is (4E MotP p91), though with original layer-structure and environment.
Radiance Affinity: Attacks with the radiance keyword gain a +1 bonus to the attack roll, and
attacks with the necrotic keyword deal half damage (ongoing necrotic damage is not
affected). This trait is directly from 4E MotP.
Reward of the Just: The nature of the plane makes helping others more worthwhile.
Cooperation on skill checks (PHB p179) and the Aid Another action (PHB p287) gives a +3
bonus rather than +2.
The Silver Sea: Upon entering the plane travelers arrive falling in the holy sea of Lunia –
their swim to shore is the first test of diligence, a fundamental virtue of Celestia. The
traveler makes a single Athletics check to represent the entire swim against DC 15 at heroic
tier, 20 at paragon, and 25 at epic (the plane presents greater challenges to those of
greater power). Failure summons a zoveri to aid the traveler ashore, though if he’s trained
in Athletics he suffers a -1 penalty to Diplomacy checks with the natives for his entire stay
in Celestia. The holy waters are damaging to evil immortals (I assume here that we change
demon and yugoloth origin from elemental to immortal, as the 4E MotP suggests for the
Great Wheel).
Paths of the Virtuous: Progressing up the mountain-side to access higher layers is most
efficient by adhering to Celestia’s virtues and philosophical paths. The DM might call for a
Skill Challenge for the PCs to successfully reach the next layer, using Insight, Endurance,
and Religion as primary skills with higher complexity for higher layers. Complexity 1 to
ascend from the 1st Heaven, complexity 2 to ascend from the 2nd Heaven, and so on.
Ascending from the 6th layer and into the top Heaven of Chronias cannot be accomplished
this way, naturally.
Arcadia
Gravity: Normal
Mutability: Divinely mutable (deities control their own environs).
Geometrical Perfection: When three or more creatures are arranged next to each other in a
straight line, they all receive +1 to attacks and any forced movement effects against them
can be prevented with an immediate saving throw. These benefits are lost if the line is
broken or another creature moves adjacent without extending the straight line.
Arcadian Consistency: Once per day, upon using an attack power, any creature can add the
Reliable keyword to the power as a Free Action.
Strict Hierarchy: Charisma-based skill checks receive a +1 bonus when interacting with a
character of lower level and take a -1 penalty when interacting with a character of higher
level.
Mechanus
Gravity: Towards nearest cog side. Stepping over the edge of a cog allows reorientation to
gravity on the opposite side.
Mutability: Normal. Even deities within their own realms have limited power if the changes
they attempt violate the fundamental laws of Mechanus. The cogs turn endlessly and no
known power can stop them.
Everything As It Seems: Bluff checks take a -2 penalty and powers with the illusion keyword
take a -1 penalty to attacks.
Gears of Mechanus: The cogs of Mechanus are all interconnected and always turning.
Serious injury can result from crossing carelessly or being forced over the edge near the
crossing point to or from a small cog (DM’s discretion). Treat as a paragon tier obstacle
hazard when such incidents occur, targeting Reflex, using high limited damage values (DMG
p42), and causing the target to be restrained (save ends).
Habitable Atmosphere: Any creature with a respiratory system can breathe Mechanus’ air,
even if they normally only can breathe underwater.
Perfect Comprehension: Within Mechanus all speech turns into one language that is
perfectly understood by everyone in the plane.
Acheron
Gravity: Towards nearest iron cube face. Stepping over the edge of a cube allows
reorientation to gravity on the adjoining side.
Mutability: Divinely mutable (deities control their own environs). Cubes also move of their
own accord, though usually too slowly to have any game mechanical effect.
Cube Collision: Occasionally, Acheron iron cubes drift into collision course with each other.
When the PCs are caught off-guard near the impact zone of such an event, the DM might
treat the collision as a Skill Challenge using Acrobatics, Athletics, and Perception as primary
skills with failed checks resulting in damage and loss of healing surges (suitable for overland
escape from larger cube collisions), or as a blaster hazard with close burst attacks vs Reflex
that gradually increase in burst area (suitable for smaller cube collisions where the PCs
cannot readily escape or are engaged in combat).
The River Styx: The River Styx flows through Avalas and might present an epic tier obstacle
hazard if the PCs are engaged in combat nearby or otherwise stressed (targeting Will and
eventually resulting in total amnesia).*
Ringing Resonance of Tintibulus: Tintibulus features iron polygonal blocks in addition to
cubes and these blocks constantly collide with each other. The collisions create a constant
ringing sensation that imparts a -5 penalty on Perception checks.
Razor Shards of Ocanthus: Ocanthus features no blocks but only razor thin plates of black
ice. The larger ones support weight readily, but the smaller ones effectively become deadly
cutting shards. These can present frequent paragon or epic tier blaster hazard to the
unsheltered, targeting Reflex, using low normal damage values (DMG p42) and dealing
ongoing damage.
Baator
As is (4E MotP p97), though with original layer-structure and environment, and without the
Plummet to Avernus trait.
Cold Affinity (Stygia and Cania only): Attacks with the cold keyword gain a +1 bonus to the
attack roll, and attacks with the fire keyword deal half damage (ongoing fire damage is not
affected). This trait is directly from 4E MotP.
Corruption (Minauros and Maladomini only): Attacks with the disease or poison keyword
gain a +1 bonus to the attack roll. Healing powers restore only half as many hit points as
normal. This trait is directly from 4E MotP.
Fire Affinity (Avernus, Dis, Phlegethos, and Nessus only): Attacks with the fire keyword gain
a +1 bonus to the attack roll, and attacks with the cold keyword deal half damage (ongoing
cold damage is not affected). This trait is directly from 4E MotP.
Fireballs of Avernus: Balls of fire rain down from Avernus’ sky and seem drawn towards
areas of strife and conflict. These might be treated as blaster hazards of heroic and paragon
tier that target Reflex, deal low limited fire damage in a close burst (DMG p42), and possibly
also ongoing fire damage (save ends).
The River Styx: The River Styx flows through Avernus, Stygia, and Nessus, and might
present an epic tier obstacle hazard if the PCs are engaged in combat nearby or otherwise
stressed (targeting Will and eventually resulting in total amnesia).*
4E Spirelight
The following table presents 3 different schemes for how a DM might use the effects of the
Spire in the Outlands, implemented in 4E D&D. The basic premise is that magic and other
forces gradually are restricted as you come closer to the Spire (“balanced out”), starting
with strongest effects.
The classic 9 ring division appeals to tradition, though since I think it’s inherently based on
the 9 level spell system of past editions, it may not be something everyone still wants to
use. The 3 ring division appeals to ease of play and adaptation to 4E’s tier organization,
while the 30 ring division appeals to detailed use of the Spire proximity effect.
Note that even if a non-classic scheme is used mechanically the characters of the
Planescape world may still perceive there to be 9 rings technically, if so desired.
Proximity to the Spire
Tier-based: 3 Classic: 9 Level- Effects (cumulative as you get closer to the
Rings Rings based: 30 Spire)
Rings
Inner Ring 1st 1 At the Spire, all rituals are negated and non-
basic attacks are negated.
2 Level 2 rituals negated.
3 Level 3 rituals negated.
2nd 4 Level 4 rituals negated. Encounter powers and
those with a recharge mechanic hindered (-5 to
attack rolls).
5 Level 5 rituals negated. All creatures gain resist
5 fire and cold (“heat balanced with cold”).
6 Level 6 rituals negated. All utility powers
negated.
3rd 7 Level 7 rituals negated. Class At-Will powers
impeded (-2 to attack rolls).
8 Level 8 rituals negated.
9 Level 9 rituals negated.
10 Level 10 rituals negated. Level 6 utility powers
negated.
Intermediate 4th 11 Level 11 rituals negated.
Ring 12 Level 12 rituals negated.
13 Level 13 rituals negated. Level 10 utility
powers negated.
5th 14 Level 14 rituals negated. Daily powers hindered
(-5 to attack rolls).
15 Level 15 rituals negated. All creatures gain
resist 5 radiant and necrotic (“light balanced
with darkness”).
16 Level 16 rituals negated. Level 12 utility
powers negated.
6th 17 Level 17 rituals negated. Encounter powers and
those with a recharge mechanic impeded (-2 to
attack rolls).
18 Level 18 rituals negated.
19 Level 19 rituals negated.
20 Level 20 rituals negated. Level 16 utility
powers negated.
Outer Ring 7th 21 Level 21 rituals negated.
22 Level 22 rituals negated.
23 Level 23 rituals negated. Level 22 utility
powers negated.
8th 24 Level 24 rituals negated.
25 Level 25 rituals negated. All creatures gain
resist 5 poison (“poison balanced with
antidote”).
26 Level 26 rituals negated. Level 26 utility
powers negated.
9th 27 Level 27 rituals negated. Daily powers impeded
(-2 to attack rolls)
28 Level 28 rituals negated.
29 Level 29 rituals negated. Deity-specific features
negated.
30 Level 30 rituals negated.
Cambion
Devil-blooded creatures who seek out to lash at the world that rejected them
Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 1259–225 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Stealth, +2 Thievery
Silent Steel: You negate the armor check penalty while using the Stealth and Thievery skils
Diabolic Heritage: Because of your fiendish heritage, you are considered to be have the
(devil) subtype
Back Ally Skirmisher: When you gain Combat Advantage against an enemy, increase the
attack bonus to +4
Unsettling Presence: You can use an encounter power based on your heritage.
Unsettling Presence Cambion racial power
Your fiendish appearance causes a shift in your enemy's moral
Encounter♦ Fear
Minor Action
Target: One creature
Effect: The target takes a -2 to attacks (save ends).
Cambions
are devil-mortal hybrids. Unlike a tiefling, who gain they're power from
pacts made by their ancestors, cambions get their blood from they're
immortal, diabolic fathers. They're also rejected wherever they go when
they're two parenting races are involved. In human communities, they're
loathed. In the hells, they're shunned. For some, adventuring is the
only home they have left.
Proxy
Proxy
Prerequisite: You must pledge your allegiance to a power, and that power must accept you
as they're proxy.
You have been chosen, either by a deity, a primordial, a fey lord, a shadow-prince or even
an elder being, to be their eyes and their ears, to be their voice and their hands. Clerics,
elementalists, druids and warlocks may think they do this by spreading their beliefs and
teachings, but you were appointed by your lord, possibly in a dream, a message, another
proxy or even in person. Along with being the senses of your master, your their weapon,
and serve that role with glee.
Messenger's Action (11th level): By spending an action point, you gain resist 10 to the
damage type of your master until you next turn instead of gaining an extra action.
Faithful Renew (11th level): You may grant a follower of your master a healing surge with a
bonus equal to half your level + 5
Champion's Source (11th level): When you become proxy, choose either a deity, a
primordial, a fey lord, a shadow-prince or an elder being. This determines the keyword of
your powers as well as the source.
You may also chose one of your ability scores, such as Strength or Charisma, to power one
your attacks
Master's Gift (16th level): You gain a permanent +1 to any two ability scores of your choice.
Fey x Shadow
Immortal x Elemental
Those with an elder being as a master don't deal extra damage, but instead are dazed for
one round.
Alu-fiend
Outcasts with hatred brimming inside them, they travel the land searching for power and
acceptance
Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 115–190 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Supernal
Skill Bonuses: +2 Deplomacy, +2 Bluff
Otherworldly
Charm: Once per day you may declare a reroll when in a
skill challenge that involves the Bluff or Diplomacy skills
Diabolic Heritage: Because of your fiendish heritage, you are considered to be have the
(devil) subtype
Telepathy: You gain telepathy out to 10 squares. This increases to 20 squares at 11th level
and 30 at 21st level.
Vitality Drain: You can use an encounter power based on your heritage.
Vitality Drain, Alu-Fiend Racial Power
You consume a share of the lifeforce of your foe as he crumbles to the ground.
Encounter
Immediate Reaction, Personal
Effect: When you reduce a foe to 0 hp or less, you can spend a healing
surge and regain additional hit points equal to your Charisma modifier.
Born
from a devil and a mortal male (usually tricked or unwilling),
Alu-fiends are tempters and power seekers, but it's fair to say that
many simply seek acceptance and to live without being threatened by
zealots and suspicious town-folk. In the hells where they might have
been born, alu-fiends are neglected, so many call the open road of the
prime and the planes home. They are dangerous allies and powerful (if
shady) allies.
Your skin starts to radiate energy slightly as the pure radiance and life within you starts to
bubble to greater and greater heights, eventually bursting forth to invigorate an ally or
harm an enemy as their muscles and organs overexert themselves uselessly.
Encounter * Radiant
Standard Action Range 5
Target: An enemy or ally within range.
Attack: Charisma +2 vs. Fortitude or Constitution +2 vs. Fortitude. Increase to +4 bonus at
11th level, and to +6 bonus at 21st level.
Hit: An enemy takes 1d4+Charisma or 1d4+Constitution (Must be the same as used to
make the attack) or an ally gains twice as many (2d4+(2)x(Statistic Modifier)) temporary
hitpoints.
Special: When you gain this manifestation, choose Charisma or Constitution as the ability
score you use when making attack rolls with this power. This choice remains tthroughout
your character’s life and does not change the power’s other effects.
Brightsoul: You gain a +1 racial bonus to your Will defense, can choose to produce light as a
sunrod at-will, and the Radiant Revelation power.
Radiant Revelation Brightsoul Genasi Racial Power
The normal nimbus of light that surrounds you suddenly flares to shocking brightness,
dazzling those nearby and shocking them out of hiding.
Encounter * Radiant
Standard Action Close Burst 4
Target: All enemies within the burst and all allies with the burst.
Attack: Charisma +2 vs. Fortitude or Constitution +2 vs. Fortitude. Increase to +4 bonus at
11th level, and to +6 bonus at 21st level.
Hit: Any enemy hit is dazzled and loses the effects of concealment and any allies icluding
the Brightsoul within the burst may automatically make a contested Perception vs. Stealth
skill check against any hidden oponent, with the hider taking a -5 penalty on their roll.
Special: When you gain this manifestation, choose Charisma or Constitution as the ability
score you use when making attack rolls with this power. This choice remains throughout
your character’s life and does not change the power’s other effects.
__________________
Hello, this is were I will try to remake a few old races and monsters from 3.X for 4E. I'm
starting with the Tiefling, because I think that the stats we got now don't really capture the
flavour of the old grandchild of a lower planes outsider.
TIEFLING
Average Height: 5' 6''-6' 2''
Average Weight: 140-230 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common and Abyssal or Infernal
Skill Bonuses: +2 Bluff, +2 Stealth
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Fiendish Resistance: At 1st level choose either cold, fire or lightning, you get a resistance of
5 + one-half your level against that energy type.
Fiendish Heritage: At 1st level you can choose one of the following powers.
Chains of Vengeance Tiefling Racial Power
If you get wounded you strike back like a Kyton.
Encounter
Free Action Melee weapon
Special: For using this power you have to hold or wear a spiked chain.
Trigger: You become bloodied for the first time in the encounter.
Effect: You make two spiked chain attacks.
Cloud of Darkness Tiefling Racial Power
A cloud of darkness obscures you, but your vision pierces it.
Encounter
Minor Action Close burst 1
Effect: This power creates a cloud of darkness, that remains in place until the end of your
next turn. The cloud blocks line of sight for all creatures except you. Any creature except
you entirely within the cloud is blinded.
Dominating Kiss Tiefling Racial Power
With a kiss enhanced by your fiendish powers you dominate the mind of a foe.
Encounter
Standard Action Melee
Target: One creature
Attack: Dexterity vs. AC
Effect: On a hit make a secondary attack against the same target. Secondary Attack:
Charisma vs. Will; if you succeed the target is dominated until the end of your next turn.
The fluff is of course that of our dear old tieflings with horns, strange skin or/and eye
colours, rat tails, hooves or whatever they have.
Since the aasimar too are in the planetouched entry of the old MM I make them now.
AASIMAR
Average Height: 5' 6''-6' 2''
Average Weight: 135-220 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common and Celestial
Skill Bonuses: +2 Insight, +2 Perception
Celestial Heritage: At 1st level, you choose an at-will power from the paladin class. You can
use that power as an encounter power.
Celestial Resistance: At 1st level choose either acid, cold or lightning, you get a resistance
of 5 + one-half your level against that energy type.
Strong Will: You gain a +1 racial bonus to your Will defense and a +2 bonus to your saving
throws against fear effects.
So, that's it for today, feel free to review it and make suggestions (not the spell! )
Inspired by the interesting versions of 4E Planescape player races here, I thought I’d try my
hand on a few myself: It’s just a quick take, similar to the ones in the back of the MM – I
might later add racial feats and paragon paths.
Bladeling
Ability scores: +2 Str, +2 Dex
Size: Medium
Speed: 6 squares
Vision: Normal
Skill bonuses: +2 Intimidate
Spikeskin: Your unarmed attacks deal 1d8 damage and are automatically dealt to a foe you
successfully bull rush, grab, or are grabbed by.
Razor Storm: You can use razor storm as an encounter power.
Shad
Ability scores: +2 Con, +2 Dex
Size: Small
Speed: 6 squares
Vision: Darkvision
Skill bonuses:+2 Dungeoneering, +2 Endurance
Contortion: You can contort your body to fit through 6” by 6” openings and receive a+5
racial bonus on Acrobatics checks to escape from a grab or similar effect.
Survival Instinct: You can use survival instinct as an encounter power.
Nathri
-Natives to the Shadowfell
-Racial alignment of Unaligned
Small size
Speed 6 Squares
Darkvision
+2 Dexterity, +2 Constitution
+2 Racial Skill Bonus to: Religion and Thievery
Racial Features:
Vicious: +1 bonus to damage against Bloodied foes
Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage.
This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.
Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into
them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier
and 10 at Epic tier (save ends)
Shad
Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid
enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy
Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation
Khaasta
Spiker
+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight
Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at
11th level, and to 15th at 21st level.
Rogue Slaad
+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana
Elemental Origin
Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder
You gain resistance equal to 5 + half your level from that damage.
Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls
with melee attacks, but suffer a -1 to AC.
You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous
but somehow patterned blob. The blog lightens and dark, and finally, you force it out of
your hands, into your foes
There are only a few more things more powerful than the free-flowing, destructive and
awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are
proof of it's power. But some things, the littlest things, can make boulders stop. In this case
it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power
is calmed in an instant. It could be as simple as just asking him, or complex and painstaking
as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it
why that makes a slaad go rouge.
BLADELING
Racial Traits
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 Intimidate
Resist Acid: 5 + 1/2 level
Body Blade: adjacent enemies who attack you with a push, pull or charge attack take 2
damage, enemies who grab you also take 2 damage.
RAZOR STORM Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin but you reduce your cover.
Encounter ✦
Standard Action Close blast 3
Effect: You take a -2 penalty to your AC until the end of your next turn.
Targets: All creatures within blast
Attack: Dex +2 or Con +2 vs. Reflex
Hit: 1d8 + Dexterity damage Increase to +4 bonus and 2d8 + Dexterity modifier damage,
at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage at 21st level.
update
dele
Otogi wrote:
Nathri
-Natives to the Shadowfell
-Racial alignment of Unaligned
Small size
Speed 6 Squares
Darkvision
+2 Dexterity, +2 Constitution
+2 Racial Skill Bonus to: Religion and Thievery
Racial Features:
Vicious: +1 bonus to damage against Bloodied foes
Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage.
This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.
Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into
them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier
and 10 at Epic tier (save ends)
Shad
-Natives to the Feywild
-Trust races inclined towards nature (Eladrin & Elves), distrust those inclined towards
technology (Gnomes, maybe Dwarves), fear those that are technology (Warforged, maybe
Modrons)
-Racial alignment of Good
Small Size
Speed 7 Squares
Low-light Vision
+2 Constitution, +2 Intelligence
+2 Racial Skill Bonus to: Nature and Acrobatics
Racial Features:
Contortion: the Shad can squeeze through any opening that is 6” by 6” or greater in size.
Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an
allied being.
Racial Power: Wild Runner
Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid
enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy
Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation
Claw: Your unarmed attacks deal 1d6
Resist Acid: 5 + 1/2 level
Razor Storm: You may use Razor Storm as encounter power
Razor Storm Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin. Your skin hardens and
alieves the pain. The same can't be said for your foes...
Encounter
Standard Action Close burst 2
Targets: All creatures in area
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier
damage at 11th level, and to +6 bonus and 3d6 +
Dexterity modifier damage at 21st level.
Effect: You gain a +1 to AC. Increase to +2 at 11th level, and +3 at 21st level. This lasts
until your next turn.
Khaasta
Typical Alignment: Unaligned
+2 STR, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Demonic
Skills: +2 Bluff, +2 Thievery
Endurance of the Clan: You gain a +1 to Fortitude Defense
Demonic Surge: +2 damage to bloodied foes
Jawed Reposite: You may use Jawed Reposite
Jawed Reposite Khaasta Racial Power
You strike your enemy with your weapon, your back hunched. You know that there's a good
chance that they might hit you, but you grin your teeth when they just do
Encounter
Standard Action Melee Weapon
Targets: One Creautre
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] +Strength modifier damage at 21st level.
Effect: When an opponent strikes you with a melee attack, you may make an attack Str vs.
AC. If you hit, you deal 1d4 + Strength modifier damage. This increases to 2d4 at 21st
level.
Spiker
+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight
Infernal Vangaurd: You gain a +2 to oppritunity attacks
Spined Hide: You gain a +1 bonus to AC defense
Spiker Armor: You may use spiker armor as an encounter power:
Razor Storm Spiker Racial Power
You extend the spines out of your skin and loosen them like a porcupine. Your enemies
should stay away from you,
Encounter
Standard Action Personal
Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at
11th level, and to 15th at 21st level.
Rogue Slaad
+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana
Elemental Origin
Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder
You gain resistance equal to 5 + half your level from that damage.
Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls
with melee attacks, but suffer a -1 to AC.
Chaos Warp: Rogue Slaad Racial Power
You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous
but somehow patterned blob. The blog lightens and dark, and finally, you force it out of
your hands, into your foes
Encounter + Acid, Cold, Fire, Lightning or Thunder
Standard Action Blast 3 within 5 squares
Targets: All creatures in area
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Increase to +4 bonus and 2d6 + Charisma modifier
damage at 11th level, and to +6 bonus and 3d6 +
Charisma modifier damage at 21st level
There are only a few more things more powerful than the free-flowing, destructive and
awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are
proof of it's power. But some things, the littlest things, can make boulders stop. In this case
it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power
is calmed in an instant. It could be as simple as just asking him, or complex and painstaking
as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it
why that makes a slaad go rouge.
Play a rouge slaad if you want to...
* be a brute with a loud and colorful personality
* be whimsical and unpredictable
* to favor the barbarian, paladin and warlock
My disagreement is ditch the Spiker and just use Bladeling because all I ever saw out of
Spikers were a low ECL version of Bladelings.
They've already done that with Doppelgangers and Changelings, made them all into one
race, I feel that the same should happen with Bladelings and Spikers.
Nathri:
I didn't choose religion but it did make sense to me. After all, when it was made, there
wasn't any real word on the ethereal plane. It made more sense back when I read it, but I
think it was somthing about the shadow. I do agree about poison, though.
Shad: Fitted more with the new edition to be in the Feywild (Elemental Chaos felt to
fluxuating). The intelligence is a throwback. The power makes sense, maybe 2+Dex. The
bonus to poison seems to much like the dwarves, maybe a bonus agaisnt elemental
creatures?
Bladelings: Alright, I can agree with that, but we need to replace the claw with something
else.
Khaasta: I know it makes more sense that way, but do we really need another +2 STR +2
CON brute? Khaastas are shrewd traders and warriors, and I think intelligence lends itself to
them. Good point on the weapon part, though, really should be by itself.
Spiker: I really didn't think the AC ting was a big deal. It can be powerful, but really, +1 AC
when you can get bonuses to healing and free swords and hammers? It's even less than the
non-AC defenses (you gotta keep up your NADs)
I did mean that it's when you get attacked, but I guess changing the value to 3 would be a
better and advancing it to 6 and 9 wouldn't be to strong.
Are there any other races we should convert other than the ones previously mentioned?
(reply by otagi)
I agree with all except for I don't think dwarves are the only race with poison resistence in
the planes.
About Khasta if we give him a +2 Int we must give another fortification.
About Bladelings they could have 2 racial powers: razor storm and the wounderer defense,
my first proposal for spiker, and made them all into one race.
Of sure we should convert aasimar, bariaur, modron, githyanki (feats), githzerai (feats). I
don't know if we want convert the others minor folks.
My proposal is for a unique race for Chaond, Zenithry etc..
(reply by catland93)
BLADELING
Racial Traits
Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Supernal
Skill Bonuses: +2 Athletics, +2 Intimidate
Resist Acid: 5 + 1/2 level
Body Blade: adjacent enemies who attack you with a push, pull or charge attack take 2
damage, enemies who grab you also take 2 damage.
RAZOR STORM Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same
spines explode out of your body and pierce your enemies skin but you reduce your cover.
Encounter ✦
Standard Action Close blast 3
Effect: You take a -2 penalty to your AC until the end of your next turn.
Targets: All creatures within blast
Attack: Dex +2 or Con +2 vs. Reflex
Hit: 1d8 + Dexterity damage Increase to +4 bonus and 2d8 + Dexterity modifier damage,
at 11th level, and to +6 bonus and 3d8 + Dexterity modifier damage at 21st level.
(catland93)
Amoral
Prerequisite: Cha 17
Benefit: You are careful to keep your moral and ethical beliefs hidden. Every attempt of
insight versus you rolls twice and use the lower result..
Arcane Dabbler
Prerequisite: Int 13, Trained in Arcana.
Benefit: Though not a dedicated spellcaster, you have studied arcane principles enough to
pick up a few useful cantrips. You gain prestidigitation, ghost sound and light at encounter.
Calculating Vigilance [REGIONAL]
Region: Mechanus
Prerequisite: Int 15
Benefit: You analyse combat on an intellectual level, watching for the correct time and place
to strike. In melee combat, use your intelligence modifier to determine bonus damage
rather than your strength modifier.
FACTION FANATIC[belief]
Prerequisite: Faction Initiate Feat, any Channel Belief Feat
Benefit: Their fanaticism derives not from loyalty to the faction, but a willingness to believe
that is beyond even that of most servants of the Powers. You can spend an action point to
regain the use of your channel Belief encounter power.
Self-Sufficiency [REGIONAL]
Region: Gehenna
Benefit: You have learned to support yourself, rarely needing to rely upon others.
When a character chooses to assist you in a skill check you may opt to decline their help. By
doing so you gain an automatic +1 circumstance bonus to the skill check in question. You
may decline help from multiple helpers during the same round, each providing a +1
circumstance bonus in the process.
Stored Rituals
Prerequisite: Master and perform rituals ability by class
Benefit: Storing a ritual works the same as performing a ritual (PHB 298), including the
ability for others to assist. It requires the same components and takes the same amount of
time. At the end of the ritual, however, the ritual caster must expend a healing surge in
order to lock the ritual into an item related to the ritual itself, known as a ritual object (a
key for Knock, a desiccated tongue for Comprehend Languages, etc.). A ritual will remain
stored in the object for a number of days equal to the character’s Intelligence modifier (min.
1). If a character has a stored ritual when he takes an extended rest, he recovers one fewer
healing surge per stored ritual. For example, a wizard that normally had eight healing
surges after each extended rest would only start with seven if he had stored a Detect Secret
Doors ritual the previous day but had not used it yet. A character can store a number of
rituals equal to his Intelligence modifier (min. 1).
Using a Stored Ritual
It requires a standard action and the expenditure of another healing surge to use a stored
ritual. The character must be holding the ritual object when he takes the action.
Releasing a Stored Ritual
A character can release a stored ritual at any time as a free action. He need not be holding
the ritual object, and the ritual magic dissipates without effect. He does not immediately
regain his healing surge, but can recover it with an extended rest or other ability that allows
the recovery of a healing surge.
Here's some ideas for feats mainly building off of my expansion to the Tiefling race. Back in
this thread.
Note for feats, Planetouched as a requirement refers to Tieflings, Genasi, Devas/Aasimar,
Chaonds, Cansin, Axani, Zenythri, Mechanitrix, Tuladhara, and whatever else I may have
missed.
Heroic Tier
Improved Abyssal Dread [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power
Benefit: The area of your Abyssal dread power increases to close blast 2 and your push
targets an additional square.
Improved Corrupting Whispers [Tiefling]
Prerequisite: Tiefling, Corrupting power
Benefit: The damage dice done by your Corrupting Whispers power increases to d8's.
Mixed Bloodline [Planetouched]
Prerequisite: Planetouched
Benefit: You can use the power from another bloodline of your planetouched race. After a
short or extended rest you can decide on which power you can use.
Special: You can take this feat multiple times. Each time you pick a different bloodline.
Mixed Planar Heritage [Planetouched]
Prerequisite: Planetouched race
Benefit: You can use the power of another planetouched race's bloodline or manifestation
due to due to your mixed heritage. After a short or extended rest you can decide on which
power you can use for the encounter.
Paragon Tier
Abyssal Wrath [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power, Charisma 15+
Benefit: Targets affected by your Abyssal Dread power take a penalty equal to 1 + your
charisma modifier.
Corrupting Secrets [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power
Benefit: Targets affected by your Corrupting Whispers power are also dazed.
Fury of the Abyss [Tiefling]
Prerequisite: Tiefling, Abyssal Dread power
Benefit: When you become bloodied you regain the use of Abyssal Dread.
Spread of Corrupting Influence [Tiefling]
Prerequisite: Tiefling, Corrupting Whispers power, Charisma 15+
Benefit: Corrupting Whispers becomes an area burst 1 within 10 square ranged power.
Versatile Bloodline [Planetouched]
Prerequisite: Planetouched, More than 1 bloodline or element manifestation
Benefit: You can use all the different bloodline/manifestation powers you have for each
encounter.
Vestigal Wings [Tiefling, Deva]
Prerequisite: Tiefling or Deva, Dex 13+
Benefit: You have a pair of small wings on your back, which reduces the damage from which
you fall by 50 feet. If you're wearing light or no armour you can also fly at your speed, but
you must end your turn on a horizontal surface or you will fall to the ground.
Epic Feats
Full Wings [Tiefling, Deva]
Prerequisite: Tiefling or Deva, Vestigal Wings Dex 15+
Benefit: The wings on your back are more fully-formed, when wearing light or no armour
you are immune to falling damage and can fly up to your speed, staying in air if you spend
a minor action to do so.
IMPORTANT SECTS
While most folks know that the Signer’s philosophy is all about the self imagining the multiverse for the self, they fail
to realize the full impact of this statement. There’s a reason why the faction is called the Sign of One. See, the faction
really believes that there is exactly one being who is imagining the entire bulk of reality. While individual Signers
might be able to manipulate their own little piece, there’s still somebody (or something) else running the show. This
legendary path represents those Signers who put extra effort into discovering – or more accurately, becoming
Dreamers Asleeped.
MISC:
While I think the recent article on Warforged & Genasi Origins in FR & Eberron sucked as
they were generally not that original or too heavy-handed in someway.
But it got me thinking what could the origins of Warforged in Planescape be beyond, "you
came from Eberron".
So I came up with a few ideas, and I generally don't want them limited to one plane or any
particular alignment either.
Mechanus
In the gears of Mechanus you were crafted by the Modrons as a being built for interactions
with non-Modrons where they could study more of the nature of other such strange
beings. While a creation of the Modrons you are by no means bound to the hive mind of
Primus.
Alternatively the Parai created you wanting to make a perfect creation, or perhaps you
come from a civilization of Warforged that live in Mechanus.
Acheron
War is eternal, and as armies fought on and on, they started to create soldiers of their own
to replace their diminishing numbers. Thus warforged soldiers started to appear all over
Acheron, on many battlefields nothing is left of some armies but Warforged.
Outlands
Deep in the Outlands away from the Gatetowns a small civilization of warforged exists,
trying to discover their true natures away from the influence of any outside forces. In their
findings it seems that across the planes lie many schema of Warforged, while all of them
have differences theres elements that are common to all. Thus leading to a theory that
there were progenitors to the Warforged race in the distant past, their secret somehow
spread through the planes. But are they truly gone?
Arborea
In the sands of pelion buried in time for an untold eternity, lies the ruins of many past
civilizations and secrets. You were one day awakened in the sands of Pelion left to wander
alone, until you were discovered. But what really happened in the ancient past, and what
do you remember of it.
Elysium
You were awakened in the wasteland of Belierin, part of an ancient project from the
celestials to make construct soldiers. Soldiers that you know would eventually become the
Quasar, being of radiant energy the celestials used in an ancient war. But were you part of
the template for the Quasar, or had something to do with their creation?
Sigil
Some spellslinger with a small factory hidden away in the Lower Ward creates warforged,
homunculi and golems for anyone who asks for the right price. You were sold to shortly
after your creation, but never was delivered to your destination and left to wander the
streets of Sigil. As to what happened and what you make yourself to be, it's a question you
need to know.
Limbo
Githzerai scientists after the creation of weapons such as the psi-bomb they unleased on
Athas, for centuries experimented on creating warriors who would be resistant to the
effects of the psi-bomb's energies. Your body was chaos-shaped by the Anarch's guild and
mind awakened by them. You're one of many of this secretive Githzerai project which they
hope to unleash against their Githyanki enemies.
Elemental Plane of Earth
The Dao in their dismal delves found that many of their slaves were too fragile in their
mines. After working many of them to death, and dealing with too many rebellions they
decided to create their own warforged slaves.
4E Devils
I was thinking I’d give it a shot and convert some missing baatezu to 4E, particularly two
missing classics: the hamatula (barbed devil) and cornugon (horned devil). My first attempt,
however, is the falxugon – my favorite devil from Fiendish Codex 2. To start off with, I set
up a table to compare levels between editions to help me decide where to put the missing
fiends:
Design Notes
I followed the guide on p184-185 of the DMG pretty closely, I think, with the supplementary
Damage by Level tables.
Ability scores were tricky – I looked mostly at differences between a 3E and 4E succubus to
guide me, since that’s a fiend close to the falxugon in focus, role, and power.
Tail Sting and Corrupt Soul should be on par with the Quarterstaff and Poison Ray,
respectively, of the Troglodyte Curse Chanter (a level 8 controller [leader]). Necrotic energy
is described as “wounding the soul” (PHB p55), so I thought that was fitting for Corrupt
Soul.
The Infernal Contracts are meant to capture the basic theme of the falxugon – a devil that
tricks mortals into signing a contract that damns their souls. Having this literally happen as
a combat power would have consequences well beyond what I think a creature of his level
should be able to, so I thought the next best thing would be imagined contracts with harsh
punishment for those who break it.
I thought Soul Harvest was fitting within the concept – the falxugon “harvests” the soul of a
dead being and becomes stronger for it. Change Shape seemed a no-brainer, when
compared to the succubus.
Very nice! It’s brief and simple, though the damage seems too low - as a recharge power I
believe it should use the Limited Damage values on the Damage by Level table. With a more
diverse version, I was thinking something like this, though:
All of them feel really evil in my opinion; you tell the paladin to strike his friend, the cleric to
give up his holy symbol, or the wizard to get over to the nasty brute – or suck it. Because
the terms are so harsh, however, I’d peg damage at the medium value on the Damage by
Level table.
I realize the power may still be a bit more complex than the norm, but I don’t think it’s too
bad - the flavour could be cut from the power description, I suppose. On another note, I’m
considering renaming the power to “Read the Fine Print”.
4e 'Loths
Couldn't sleep, so I thought I'd give converting some of our old friends to 4th ed starting
with the Yugoloths. Just have one done so far, with others to follow. I wanted a bit of
criticism though before I continued with my conversions.
I decided to start with the Marraenoloth, my second favourite among the 'loths and the one
I've used in a game most recently.
Marraenoloth Controller Level 9
Medium Yugoloth XP: 350
Initiative: +8 Senses: Perception +14; Darkvision
Resist: Poison 20
Speed 6, Swim 10
*****************************
Claw (Standard; at-will)
+5 vs AC; 1d6 damage
-----------------------------------------
Staff (Standard; at-will)
+6 vs AC; 1d6 damage
--------------------------------------------
Fear Gaze (Standard; at-will) Fear, Psychic
Ranged 8; +10 vs Will; The target takes 1d6+4 psychic damage and moves its speed away
from the Marraenoloth by the safest route possible (Save ends).
------------------------------------------
Maeldur's Stride (Move; Recharge 5,6)
The Marraenoloth can teleport up to 10 squares
****************************************
Alignment: Neutral Evil Languages: Common, Yugoloth
Skills: Insight +14, Planes + 13
Str 10 (+4) Dex 14 (+6) Wis 20 (+9)
Con 16 (+7) Int 19 (+8 ) Cha 18 (+8 )
------------------------------------------
Equipment: Staff