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stonegod's 3E->4E "Conversions"
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<blockquote data-quote="stonegod" data-source="post: 4279849" data-attributes="member: 36973"><p>On deck: <a href="https://www.enworld.org/index.php?posts/3237968/" target="_blank">Thral'k Kos</a>. </p><p></p><p><strong>The Concept</strong></p><p>Thral'k is a poison dusk lizardfolk in Eberron that is "touched" by fiends. It seeks to master this power in the outside word. In 3.5, he was a scout/warlock combination (due to skirmish/eldritch blast synergy).</p><p></p><p><strong>Moving to 4E</strong></p><p>Another clear Striker. The main question is whether Thral'k is a Warlock or Ranger first. Eldritch blast cannot be gotten except through Warlock, so Warlock primacy it is. We still want a touch of that old "scoutiness", so Ranger mutliclassing is used.</p><p></p><p>The other big problem is that of race: Poison dusk lizardfolks are not in the Monster Manual (at least, I do not think they are; no MM yet). Looking at the Monster Manual 3, their big things are +2 Con, +2 Dex, poison use, small size, some bonus to athletic-like skills due to their tails, and their chameleon skin when not armored. All but the last is easy to port; for poison use, I just game them poison resistance similar to the Tiefling fire resistance. For their chameleon skin, I played around with various sorts of mechanics (invisibility like the gnome, automatic or large bonus to distraction checks, etc.) before settling on the final racial power.</p><p></p><p></p><p><strong>The Conversion</strong></p><p></p><p><strong><span style="color: seagreen">Thral'k Kos</span> Level 3 Poison Dusk Lizardfolk Warlock</strong></p><p><strong>Initiative</strong> +2; <strong>Senses</strong> Perception +1</p><p><strong>HP</strong> 32; <strong>Bloodied</strong> 16; <strong>Healing Surge</strong> 8; <strong>Surges Per Day</strong> 11</p><p><strong>Resist</strong> Poison 6</p><p><strong>AC</strong> 16; <strong>Fort</strong> 17, <strong>Ref</strong> 15, <strong>Will</strong> 13</p><p><strong>Speed</strong> 6</p><p><strong>Action Points</strong> 1</p><p>-----------------------------------------------------------------</p><p><img src="http://www.enworld.org/forum/images/smilies/bm.gif" class="smilie" loading="lazy" alt=":bmelee:" title="Basic Melee :bmelee:" data-shortname=":bmelee:" /><u><strong><em>pact blade dagger +1</em></strong> (standard; at-will) ✦ <strong>Weapon</strong></u></p><p>+5 vs AC; 1d4 damage.</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong><em>eldritch blast</em></strong> (standard; at-will) ✦ <strong>Weapon, Implement</strong></u></p><p>+7 vs Reflex; 1d10+6 damage</p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Hellish Rebuke</strong> (standard; at-will) ✦ <strong>Arcane, Fire, Implement</strong></u></p><p>Attack: +7 <em>pact blade dagger +1</em> vs Reflex</p><p>Hit: 1d6+6 fire. </p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Diabolic Grasp</strong> (standard; encounter) ✦ <strong>Arcane, Implement</strong></u></p><p>Attack: +7 <em>pact blade dagger +1</em> vs Fortitude</p><p>Hit: 2d8+6 damage and slide the target 3 squares. </p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Fiery Bolt</strong> (standard; encounter) ✦ <strong>Arcane, Fire, Implement</strong></u></p><p>Attack: +7 <em>pact blade dagger +1</em> vs Reflex</p><p>Hit: 3d6+6 fire damage, adjacent creatures take 1d6+8 fire damge. </p><p><img src="http://www.enworld.org/forum/images/smilies/r.gif" class="smilie" loading="lazy" alt=":ranged:" title="Ranged :ranged:" data-shortname=":ranged:" /><u><strong>Flames of Phlegethos</strong> (standard; daily) ✦ <strong>Arcane, Fire, Implement</strong></u></p><p>Attack: +7 <em>pact blade dagger +1</em> vs Reflex</p><p>Hit: 3d10+6 fire damage.</p><p><u><strong>Chameleon Skin</strong> (move; encounter)</u></p><p><u><strong>Hunter's Quarry</strong> (minor; encounter) ✦ <strong>Martial</strong></u></p><p><u><strong>Ethereal Stride</strong> (move; encounter) ✦ <strong>Arcane, Teleportation</strong></u> </p><p><u><strong>Eldritch Pact: Infernal Pact</strong></u></p><p><u><strong>Dark One's Blessing</strong></u></p><p>6 temporary hit points when invoked.</p><p><u><strong>Prime Shot</strong></u></p><p><u><strong>Shadow Walk</strong></u></p><p><u><strong>Warlock's Curse</strong></u></p><p>-----------------------------------------------------------------</p><p><strong>Alignment</strong> Evil; <strong>Languages</strong> Common, Draconic</p><p><strong>Str</strong> 8 (-1) <strong>Dex</strong> 13 (+1) <strong>Con</strong> 20 (+5)</p><p><strong>Int</strong> 14 (+2) <strong>Wis</strong> 10 (+0) <strong>Cha</strong> 10 (+0)</p><p><strong>Athletics</strong> +2, <strong>Arcana</strong> +8*, <strong>Bluff</strong> +6*, <strong>Intimidate</strong> +6*, <strong>Stealth</strong> +9*, <strong>Thievery</strong> +7*</p><p>* Trained Skill</p><p><strong>Feats:</strong> Improved Dark One's Blessing, Warrior of the Wild</p><p><strong>Gear</strong> <em>pact blade dagger +1</em>, <em>bloodcut leather armor +1</em>, <em>cloak of resistance +1</em>, other stuff</p><p></p><p><strong>Thoughts</strong></p><p>I'm not sure about my poison dusk lizardfolk: If they are too strong or too weak. Thral'k looses a bit from not being a true "scout", mostly its shifty nature. Thral'k is very much a warlock with a little bit of Ranger flavor as opposed to half-one and half-the-other, but I think it captures the core of the concept. I do miss his huge Hide score, however.</p><p></p><p>Edit: Included <a href="https://www.enworld.org/index.php?posts/4280011/" target="_blank">Nifft's suggestion</a> regarding tweaking chameleon skin.</p></blockquote><p></p>
[QUOTE="stonegod, post: 4279849, member: 36973"] On deck: [URL="https://www.enworld.org/index.php?posts/3237968/"]Thral'k Kos[/URL]. [b]The Concept[/b] Thral'k is a poison dusk lizardfolk in Eberron that is "touched" by fiends. It seeks to master this power in the outside word. In 3.5, he was a scout/warlock combination (due to skirmish/eldritch blast synergy). [b]Moving to 4E[/b] Another clear Striker. The main question is whether Thral'k is a Warlock or Ranger first. Eldritch blast cannot be gotten except through Warlock, so Warlock primacy it is. We still want a touch of that old "scoutiness", so Ranger mutliclassing is used. The other big problem is that of race: Poison dusk lizardfolks are not in the Monster Manual (at least, I do not think they are; no MM yet). Looking at the Monster Manual 3, their big things are +2 Con, +2 Dex, poison use, small size, some bonus to athletic-like skills due to their tails, and their chameleon skin when not armored. All but the last is easy to port; for poison use, I just game them poison resistance similar to the Tiefling fire resistance. For their chameleon skin, I played around with various sorts of mechanics (invisibility like the gnome, automatic or large bonus to distraction checks, etc.) before settling on the final racial power. [b]The Conversion[/b] [b][color=seagreen]Thral'k Kos[/color] Level 3 Poison Dusk Lizardfolk Warlock[/b] [b]Initiative[/b] +2; [b]Senses[/b] Perception +1 [b]HP[/b] 32; [b]Bloodied[/b] 16; [b]Healing Surge[/b] 8; [b]Surges Per Day[/b] 11 [b]Resist[/b] Poison 6 [b]AC[/b] 16; [b]Fort[/b] 17, [b]Ref[/b] 15, [b]Will[/b] 13 [b]Speed[/b] 6 [b]Action Points[/b] 1 ----------------------------------------------------------------- :bmelee:[u][b][i]pact blade dagger +1[/i][/b] (standard; at-will) ✦ [b]Weapon[/b][/u] +5 vs AC; 1d4 damage. :ranged:[u][b][i]eldritch blast[/i][/b] (standard; at-will) ✦ [b]Weapon, Implement[/b][/u] +7 vs Reflex; 1d10+6 damage :ranged:[u][b]Hellish Rebuke[/b] (standard; at-will) ✦ [b]Arcane, Fire, Implement[/b][/u] Attack: +7 [i]pact blade dagger +1[/i] vs Reflex Hit: 1d6+6 fire. :ranged:[u][b]Diabolic Grasp[/b] (standard; encounter) ✦ [b]Arcane, Implement[/b][/u] Attack: +7 [i]pact blade dagger +1[/i] vs Fortitude Hit: 2d8+6 damage and slide the target 3 squares. :ranged:[u][b]Fiery Bolt[/b] (standard; encounter) ✦ [b]Arcane, Fire, Implement[/b][/u] Attack: +7 [i]pact blade dagger +1[/i] vs Reflex Hit: 3d6+6 fire damage, adjacent creatures take 1d6+8 fire damge. :ranged:[u][b]Flames of Phlegethos[/b] (standard; daily) ✦ [b]Arcane, Fire, Implement[/b][/u] Attack: +7 [i]pact blade dagger +1[/i] vs Reflex Hit: 3d10+6 fire damage. [u][b]Chameleon Skin[/b] (move; encounter)[/u] [u][b]Hunter's Quarry[/b] (minor; encounter) ✦ [b]Martial[/b][/u] [u][b]Ethereal Stride[/b] (move; encounter) ✦ [b]Arcane, Teleportation[/b][/u] [u][b]Eldritch Pact: Infernal Pact[/b][/u] [u][b]Dark One's Blessing[/b][/u] 6 temporary hit points when invoked. [u][b]Prime Shot[/b][/u] [u][b]Shadow Walk[/b][/u] [u][b]Warlock's Curse[/b][/u] ----------------------------------------------------------------- [b]Alignment[/b] Evil; [b]Languages[/b] Common, Draconic [b]Str[/b] 8 (-1) [b]Dex[/b] 13 (+1) [b]Con[/b] 20 (+5) [b]Int[/b] 14 (+2) [b]Wis[/b] 10 (+0) [b]Cha[/b] 10 (+0) [b]Athletics[/b] +2, [b]Arcana[/b] +8*, [b]Bluff[/b] +6*, [b]Intimidate[/b] +6*, [b]Stealth[/b] +9*, [b]Thievery[/b] +7* * Trained Skill [b]Feats:[/b] Improved Dark One's Blessing, Warrior of the Wild [b]Gear[/b] [i]pact blade dagger +1[/i], [i]bloodcut leather armor +1[/i], [i]cloak of resistance +1[/i], other stuff [b]Thoughts[/b] I'm not sure about my poison dusk lizardfolk: If they are too strong or too weak. Thral'k looses a bit from not being a true "scout", mostly its shifty nature. Thral'k is very much a warlock with a little bit of Ranger flavor as opposed to half-one and half-the-other, but I think it captures the core of the concept. I do miss his huge Hide score, however. Edit: Included [URL="https://www.enworld.org/index.php?posts/4280011/"]Nifft's suggestion[/URL] regarding tweaking chameleon skin. [/QUOTE]
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