Now introducing perhaps one of the most playable versions of the "rogue modrons" ever created.
I had kind of a lot of fun with this guy.
I went with "outcaste" instead of "rogue" because (a) rogue is a class, and (b) "outcaste" helped emphasize the feel of these modrons being outside of the caste system of the normal modrons.
I kind of want to run this guy levels 1-30 and then take him up against Orcus for some vengeance for the Modron March... "I'll show YOU who is the One and the Prime!"
Mudstrum_Ridcully said:
No. But this little cheap tricks to tempt me into reading more of your material... work.
Hahaha, good. I hope you enjoy those sexy sexy modrons.
KM, the bariaur's "Freedom of Movement" is a KO punch of awesome. I bow to your design skills.
I graciously accept bows, curtsies, contacts for freelancing, and payment in dollars and euros!
About planewalking and skills... While the "outer planes" (Astral Sea domains) are encompassed by Religion, I think that a Planescape 4e campaign warrants a new skills. Perhaps you could combine the PS3E skills Planar Expertise and Knowledge (Planes) from Planewalker?
I think I need a Planewalking skill for the setting that mimics both of those, but these races are meant to be able to be used in other settings, too, so I probably won't integrate the skill with them. I'd also have to think of uses for the skill that don't just involve "How much do you know about plane X?" because that just doesn't seem like it would cut it.
I might have it able to mimic some features of the Nature skill, but I'd want it to do something all its own, too.
Oh, and a question - why don't I recognize many of the planetouched varieties? I see that you're reaching into myth, but is this your own creation or recreation of a later planescape book?
They're basically original.
"Einjeriar" did pop up in one of the PSMC's, but they were just kind of generic upper-planar warriors, so I pulled a 4e and took a cool name for something totally different (and more similar to the Aasimar).
[sblock=Design Diary notes for the planetouched]
Actually, the planetouched varieties were something that I wrestled with a bit. 4e takes the name "tiefling" and appropriates it for a truly different creature than the PS tiefling. Part and parcel of that race's feel was the idea that you were the trash of the multiverse, nobody loved you, and everyone thought you were going to kill them and eat them (and half the time it was true). The 4e guys, being nobles from a fallen empire, turn that pretty much on its head. They're also expressly tied to devils, which aren't THAT unique in the planar spectrum anymore (Hell is just an island in the Astral Sea). So I found myself having to kind of re-create the 2e/3e tiefling with this version of the planetouched, and also offering up the aasimar and the genasi...at least. All the while ignoring the 4e tiefling laughing about its upgrade in the corner.
I think I did okay. The kanaima should give you the same gemeral feel of a 2e/3e tiefling in Sigil. The einjeriar should do likewise for the aasimar, and the genasi should be okay there. Rather than Good vs. Evil, it's Primordials vs. Gods, Beggars vs. Nobles, which is a very Sigil/Planescape motif.
I was a little concerned about "needless symmetry," but with planetouched being the default race other than human, I wanted them to have plenty of options, and also to give a good baseline for introducing new types. Now, all a DM has to do to introduce a new bloodline of planetouched is give them a halo ability and decide if they're considered noble or rejected. You don't need a new ability score modifier or a new spell-like mechanic, just another variant on the halo.
And along the way I got the Foundlings and the Darklings as kind of analogous to the Positive Energy and Negative Energy planes.
So the new variants are kind of the cause of "tiefling" going to a totally different creature, and of a need for one way to reflect at least 6 different races.
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