Arcana Evolved Races Converted

Aldarc

Legend
Here is my modest attempt to get my feet wet with this new system by converting the races of Arcana Evolved to 4th Edition D&D. Feedback and criticism is of course welcome.

RACES

DRACHA
Unchanged from Dragonborn. Dracha received a +2 Con, -2 Cha in AE, but as stats seem to work slightly differently in 4E, the dragonborn stats serve just as well.

FAEN, QUICKLING
Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Low-light

Languages: Common, Faen
Skill Bonuses: +2 Nature, +2 Stealth
Fey Origin: Your ancestors were natives to the Feywild, so you are considered a fey creature for the purpose of effects related to creature origin.
Danger Sense: You receive +2 racial bonus to Initiative checks.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that lets you shift multiple squares).
Metamorphosis: A faen of at least 3rd level (in any class) with at least one Faen racial feat may choose to undergo a metamorphosis. This can occur only at a time when the character would gain a bonus feat – the metamorphosis is in lieu of the feat. The faen secrets a sticky substance that they wrap around themselves. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which he emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry him aloft. He becomes a sprite. A faen’s gear taken into the chrysalis emerges sized appropriately for the character’s new stature.
Second Chance: You can use second chance as an encounter power. (See Halfling Racial Power.)

FAEN, LORESONG
Ability Scores: +2 Dexterity, +2 Intelligence
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Faen
Skill Bonuses: +2 Arcane, +2 Bluff
Fey Origin: Your ancestors were natives to the Feywild, so you are considered a fey creature for the purpose of effects related to creature origin.
Loresong Will: You gain a +1 racial bonus to Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Metamorphosis: A faen of at least 3rd level (in any class) with at least one Faen racial feat may choose to undergo a metamorphosis. This can occur only at a time when the character would gain a bonus feat – the metamorphosis is in lieu of the feat. The faen secrets a sticky substance that they wrap around themselves. The secretion hardens, forming a chrysalis. The faen then spends 1d4+3 days in the chrysalis, after which he emerges in a completely different form. Even smaller than before, the faen now has gossamer wings that can carry him aloft. He becomes a sprite. A faen’s gear taken into the chrysalis emerges sized appropriately for the character’s new stature.
Faen Recollection: Once per day you can use one of your known encounter powers twice per encounter.
Fade Away: You can use fade away as an encounter power. (See Gnome Racial Power in 4E MM.)

FAEN, SPRYTE
Yes, 4E discourages negatives to stats, but when your character shrinks to size tiny, it is hard not to justify a balancing stat.

Ability Scores: -2 Strength, +2 Dexterity
Size: Tiny
Speed: 6 squares fly (hover), 3 squares land speed
Vision: Low-light

Languages: Common, Faen
Skill Bonuses: Same as original form
Fey Origin: Your ancestors were natives to the Feywild, so you are considered a fey creature for the purpose of effects related to creature origin.
Gift of the Wind: You gain a 10 bonus to the range increment of ranged and thrown weapons.

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

Languages: Common, Giant
Skill Bonuses: +2 Diplomacy, +2 Insight
Sturdy Build: You gain a +1 racial bonus to Fortitude defense.
Oversized: You can use weapons of your size or one size larger than you as if they were your size.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slider – you can move 1 square less than the effect specifies. This means that an effect that normally pulls, pushes, or sliders a target for 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid following prone.
Chi-Julud: You can use chi-julud as a daily power.

Chi-Julud
Giant Racial Power
You channel the rage and might of your giant heritage in a fierce war dance.
Daily
Standard Action, Personal
Effect: You gain a bonus 1 square speed and a temporary bonus to your Strength and Constitution score equal to one-half your Wisdom or Charisma modifier, whichever is higher. The effects of chi-julud lasts until the end of the encounter.

HUMANS
Unchanged from 4E PHB.

LITORIAN
In AE, litorians received a -2 to Wisdom, but that decision has been somewhat controversial for litorians.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Normal

Languages: Common, Litorian
Skill Bonuses: +2 Nature, +2 Perception
Group Perception: You grant non-litorian allies within 5 squares of you a +1 racial bonus to Perception checks.
Smell Weakness: You gain a +1 racial bonus to attack rolls on opportunity attacks against foes.
Bold: You gain a +5 racial bonus to saving throws against fear.
Plains Hunter: You gain plains hunter as an encounter power. (See Elven Accuracy Racial Power.)

MOJH
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Draconic, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Arcane
Mojh Education: You gain training in one additional skill selected from the skill list in Chapter 5.
Eidetic Memory: Once per encounter, you may reroll one knowledge-based skill check you have just made and take the better of the two results. Also, you grant allies within 10 squares of you a +1 bonus to Knowledge checks.
Comprehend Language: You have training in the comprehend language ritual even without taking the ritual caster feat. You can ignore the material component cost for the ritual as you have learned a different method for preparing the ritual and you do not have to store it in a spell book. The rest of the requirements and effects remain unchanged.

SIBECCAI

Ability Scores: +2 Dexterity, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, Giant
Skill Bonuses: +2 Sneak, +2 Streetwise
Sibeccai Resilience: You can use second wind as a minor action instead of a standard action.
Bloodhunt: You gain a +1 racial bonus to attack rolls against bloodied foes.
Bite Proficiency: The sibeccai is able to deal powerful bites with their jaws, and are always considered armed. Bite deals 1d6 + Strength modifier damage. Bite counts as a light weapon.
Ferocious Charge: You can use ferocious charge as an encounter power. (See Gnoll Racial Power in 4E MM.)

VERRIK
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Verrik
Skill Bonuses: +2 Endurance, +2 Insight
Inner Energy: You gain one bonus healing-surge per day.
Trance: Rather than sleep, verrik enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Iron Mind: You can use iron mind as an encounter power. (See Githzerai Racial Power in 4E MM.)
Contact: You can use contact as an encounter power.

Contact
Verrik Racial Power
You can send telepathic messages to a target with whom you have established a mind-link.
Encounter - Psychic
Free action
Ranged 10 + 5 per 5 levels
Target: you and one creature
Effect: You and the target are able to communicate without speaking. You must be able to understand the language that the target speaks. The target must stay within range of the caster for the effect to work.
 

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Very cool - though I'd change up Chi-Julud to give flat bonuses to attacks and/or damage rather than changing the scores themselves. 4e avoids attribute buffs, as a general rule.

-O
 

So how would you rework the bonuses for Chi-Julud? A bonus to damage, attack rolls, and hit points? Bonus healing surges?
 

I'd make it something like +1 to hit and damage, and 1d6 temporary hp per tier (2d6 at paragon, 3d6 at epic).

That's a lot more powerful than the tiefling's Infernal Wrath, but on the other hand Chi-Julud is a Daily standard action instead of an Encounter minor action.
 


Dracha
Don't they fly in AE?

Faen - Both
The metamophosis ability could include all of the stat changes and race features. That way you don't have to have a whole separate race listing for it.
Also, having a tiny flying creature as a race might actually be paragon tier. A suggestion is to make it a paragon level feat.

Giants
Again as others have said get rid of the stat boosts, instead use stefan's suggestion +1 to hit and damage, and 1d6 temporary hp per tier (2d6 at paragon, 3d6 at epic)

Mohj
Dont they also metamorph? Should they have abilities from their former race?
 

Sadrik said:
Dracha
Don't they fly in AE?
Technically, they glide. But I have been unable to find anything about gliding in the 4E MM or PHB. Dracha did not receive full flight unless they took the racial levels. So "flight" would probably be racial feats. It seems, judging by the MM, that dragonborn may get flight at either the paragon levels as part of racial feats that may have been dropped or will not be coming until future splat books.

Faen - Both
The metamophosis ability could include all of the stat changes and race features. That way you don't have to have a whole separate race listing for it.
Also, having a tiny flying creature as a race might actually be paragon tier. A suggestion is to make it a paragon level feat.
If I did just turn it into a paragon racial feat, it would also remove a great deal of clutter from the faen write-ups. Good suggestion and an easy fix too.

Giants
Again as others have said get rid of the stat boosts, instead use stefan's suggestion +1 to hit and damage, and 1d6 temporary hp per tier (2d6 at paragon, 3d6 at epic)
Check.

Mohj
Dont they also metamorph? Should they have abilities from their former race?
Well the mojh do not metamorph, they are metamorphed. In AE, mojh did not gain any of their prior human bonuses or abilities. The mojh education was supposed to at least reflect their past human skill, but it is a bit more open than the human skill choice. A human character could become a mojh, and I think that the loss of a feat plus a ritual was supposed to represent that. I had a difficulty converting the mojh since...well many of its racial bonuses were rendered obsolete for 4E:
- +2 Balance, +2 Forgery, +2 Decipher Script, +2 Knowledge (runes)
- +1 natural armor bonus
- Darkvision (reluctance to give that ability to player characters)
So the +2 Arcana is supposed to aid in the Detect Magic that they gain in racial levels and their affinity for draconic arcane magic. The +2 Acrobatics was for the +2 Balance they did receive as well as give them something a little more physical and less mental. The Comprehend Languages ability was to represent their affinity for languages and scripts.
 

Verrik
The Contact power is pretty neat but I think it would be more powerful and more limited if it were something like this.

Contact
Verrik Racial Power
You can send telepathic messages to a target with whom you have established contact with.
At-will - Psychic
Minor action
Ranged 20
Target: you and one creature
Effect: Until the end of your next turn, you and the target are able to communicate without speaking. You must be able to understand the language that the target speaks. The target must stay within range of the caster for the effect to work.

Mohj
I think making the mohj a human heroic tier feat that handles all racial modifications within the feat would be the best way do it.

Something like:

Mohj Metamorphosis
Heroic Tier
Requirement Human, INT 15, Mohj Metamorphosis Ritual
gain int mod in bonus languages
+2 arcana and Acrobatics
Lowlight vision
But Social outcast- some penalty while dealing within society (as I recall people didn't like them because they defiled their humanity)
 

Sadrik said:
Verrik
The Contact power is pretty neat but I think it would be more powerful and more limited if it were something like this.

Contact
Verrik Racial Power
You can send telepathic messages to a target with whom you have established contact with.
At-will - Psychic
Minor action
Ranged 20
Target: you and one creature
Effect: Until the end of your next turn, you and the target are able to communicate without speaking. You must be able to understand the language that the target speaks. The target must stay within range of the caster for the effect to work.
I like that fix as well.

Mohj
I think making the mohj a human heroic tier feat that handles all racial modifications within the feat would be the best way do it.

Something like:

Mohj Metamorphosis
Heroic Tier
Requirement Human, INT 15, Mohj Metamorphosis Ritual
gain int mod in bonus languages
+2 arcana and Acrobatics
Lowlight vision
But Social outcast- some penalty while dealing within society (as I recall people didn't like them because they defiled their humanity)
1) As tiefling, also social outcasts, do not receive social penalties, it is doubtful that the mojh would either.
2) The mojh should remain a base race instead of being turned into a human racial feat. Also, it would be just as easy to say that they are now a breeding race instead of one in which each member had individually undergone the ritual.
 

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