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.
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.