Spelljammer 4e (on EN World and here)!

A project to create a Spelljammer conversion to 4th edition rules.
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Spelljammer 4e (on EN World and here)!

Post by Knightfall » Sat Feb 05, 2011 7:13 am

Last edited by Knightfall on Sun Feb 06, 2011 10:24 pm, edited 1 time in total.
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Post by Knightfall » Sat Feb 05, 2011 7:14 am

Cross posting this here...

Rock of Bral
Bral is a large city built on an asteroid that orbits the DM's world in Wildspace (or is located in the Astral Sea, if one prefers)

Population: 12,500; another 500 transient citizens who spend part of their time traveling to other Spelljammer ports or across the planar boundary into the Astral Sea. Bral must balance its population against its limited oxygen supply. (If located on the Astra Sea, this isn't as much of a concern.)

Government: Prince Andru (male human Lvl6 [evil]) controls Bral and that control is absolute. He isn't so much a tyrant as an unscrupulous diplomat that is both charming and devious. He is obsessed with the power that ruling Bral allows him. His paramour, Lady Cerena (female human Lvl1 [unaligned]), has his ear and his heart but prefers to avoid the machinations of the prince's court.

The court is dominated by several politically savvy characters including the untrustworthy Lord Diadan Cartan (male human Lvl24 [chaotic evil]); Proconsul Gadaric Main (male human Lvl25 [unaligned]), Andru's chief advisor; Mahaxara Khal (female human Lvl19 [unaligned]), Captain of the Royal Guard; Mardan Rhom (male human Lvl22 [evil]), the prince's spymaster; Tiendor Allan (male half-elf Lvl15 [good]), the prince's friend and advisor.

The prince must also deal with the agendas of The Noble Council and The Council of Captains as well as the envoys and emissaries of the various power groups of Wildspace.

Defense: Bral's military defenses are substantial. Its army is composed of three key parts -- the Royal Guard (five companies of 60 elite soldiers in each), the Regulars (four battalions of five companies each), and a militia that can field all of Bral's able bodies souls who volunteer for duty. Bral also has a Royal Navy of 20 spelljammers and 600 souls. The city is also protected by numerous fortifications including the palace, the Donjon, the Underside Citadel, and a system of ballista towers.

Inns: The Middle City -- The Raised Cup and The White Galleon; The Low City -- The Rampant Lion.

Taverns: The Middle City -- The Edge, The Golden Helm, The Red Bull, and the taproom of The Raised Cup; The Low City -- The Crooked Square, The Laughing Beholder, The Rockrat, The Sign of the Black Bull, and the taproom of The Rampant Lion.

Supplies: The Middle City -- Balic's Blades, Barduk's Smithy, Dredar's Mail and Arms, Elmandar's Starcharts, Fine Armors of Bral, Frada's Provisioning (ship supplies), Gaspar's Reclamations (magic), Morweg's Arms and Armor, The Bralian Mercer (fine clothing), Town Apothecary, Yarnak's Dwarven Arms, and the Great Market; The Low City -- Cap'n Gyudd's Nautical Goods, Houwe's Ballistae and Catapults, Krunz Kanonwerks (gunsmith), Marshall's Smithy, Nautical Charts of Bral, Royal Sailmakers of Bral, Saakharr's Exotic Mails, Zada's Mounts and Harness, and the Lesser Market.

Temples: The Middle City -- House of the Path and the Way, Pantheist Temple of Tyr, Pantheistic College of Celestian, The Planar Church of Celestia, The Planar Church of Ysgard, Polyglot Shrines, and the Temple of Ptah; The Low City -- Holy Keep of Bane, House of Tempus, Keep of Gond, and the Temple of Odin.
Last edited by Knightfall on Sun Feb 06, 2011 10:53 pm, edited 3 times in total.
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Post by Knightfall » Sun Feb 06, 2011 10:06 pm

Prince Andru | Level 6 Elite Controller (Leader)
Medium natural humanoid, human
XP 500
--------------------------------------------------------------------------------------
HP 140; Bloodied 70 | Initiative +4
AC 22, Fortitude 14, Reflex 18, Will 19 | Perception +16
Speed 6
Saving Throws +2; Action Points 2
--------------------------------------------------------------------------------------
TRAITS
☼ Scion of Bral ◊ Aura 3
- Soldier allies of level 6 or lower gain a +2 power bonus to attack rolls while in the aura.
--------------------------------------------------------------------------------------
STANDARD ACTIONS
[M] Magic Dagger (weapon) ◊ At-Will
- Attack: Melee 1 (one creature); +14 vs. AC
- Hit: 1d4 + 4 damage
[m] Protect Your Prince (weapon) ◊ At-Will
- Effect: Before the attack, one ally adjacent to Andru shifts 2 squares as a free action.
- Attack: Melee 1 (one creature); +14 vs. AC
- Hit: 1d4 + 4 damage
[R] Magic Missile (arcane, force, implement) ◊ At-Will
- Attack: Ranged 20 (one creature); +12 vs. Reflex
- Hit: 2d4 + 4 force damage
[r] Throw Dagger (weapon) ◊ At-Will
- Attack: Ranged 5 (one creature); +11 vs. AC
- Hit: 1d4 + 8 damage
[c] Color Spray (arcane, implement, radiant) ◊ Encounter
- Attack: Close blast 5 (each creature in blast); +10 vs. Will
- Hit: 1d6 + 4 modifier radiant damage, and the target is dazed until the end of Andru’s next turn.
[a] Web (arcane, implement, zone) ◊ Daily
- Attack: Burst 2 within 20 (each creature in burst); +10 vs. Reflex
- Hit: The target is immobilized (save ends).
- Effect: See PHB pg. 161.
--------------------------------------------------------------------------------------
TRIGGERED ACTIONS
[m] Weakening Stab (weapon) ◊ At-Will
- Trigger: An enemy misses Andru with an attack.
- Attack (Immediate Reaction): Melee 1 (triggering enemy); +12 vs. Fortitude
- Hit: 1d4 + 4 damage, and the target is weakened.
--------------------------------------------------------------------------------------
Skills Arcana 11, Bluff 11, Diplomacy 11, History 11, Insight 11
Str 9 (+2) | Dex 13 (+4) | Wis 16 (+6)
Con 10 (+3) | Int 17 (+6) | Cha 16 (+6)
--------------------------------------------------------------------------------------
Alignment evil
Languages Common, Draconic, Dwarven, Elven
Equipment dagger +3, magic rod +1, bracers of defense (Level 7), ring of protection, 5 daggers
Last edited by Knightfall on Wed Feb 09, 2011 12:58 am, edited 1 time in total.
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Post by Knightfall » Sun Feb 06, 2011 11:36 pm

Rock of Bral NPCs

Prince Andru's Court
See under Rock of Bral post.

Other Personalities of the Court
General Dairbad (male human Lvl10 [unaligned])
Morika Ashan (female human Lvl7 [unaligned])
Lord Ostric (male human Lvl1 [unaligned])

The Noble Council
Aric Cozar (male human Lvl18 [good])
Hastain (male reigar Lvl21 [unaligned])
Basa Lianin (female human Lvl12 [good])
Kiade Ellodan (male eladrin Lvl12 [good])
Morgan Kuliek (male human Lvl1 [evil])
Arkan Nobrodukk (male dwarf Lvl19 [good])
Isandra Calanda (female human Lvl10 [good])

Other Personalities of the Nobility
Ellana Cozar (female human Lvl1 [unaligned])
Tareo Mosantas (male half-elf Lvl21 [good])

The Council of Captains
Valkan Riogan (male human Lvl22 [lawful good])
Niesse Hurnoc (female human Lvl1 [unaligned])
Vasgar Eirenfezt (male human Lvl12 [evil])
Tarilia Moune (female human Lvl16 [good])
Talosa Baniasar (male elf Lvl7 [chaotic evil])
Daargaz (male arcane Lvl15 [unaligned])
Ozamata Ku Murawa (male human Lvl24 [evil])

Other Personalities of the Council of Captains
Kurishi Otobe (female human Lvl10 [unaligned])
Nolan DeVries (male human Lvl18 [unaligned])
Bianca Micharie (female human Lvl1 [unaligned])

Envoys and Emissaries
Marianon Silmara (female eladrin Lvl30 [good])
Gaeredan Celedir (male eladrin Lvl15 [good])
Ishathrandra (mind flayer Lvl18 [evil])
Stakahlia (male dracon [dragonborn] Lvl15 [lawful good])
Saerig Tomojak (male giff Lvl10 [unaligned])
Lord Chan Fu Wi (male human Lvl9 [good])

Other People of Note
Irdana Shipwright (female human Lvl1 [unaligned])
Meredin Sandyfoot (male halfling Lvl22 [good])
Andaclesia (female human Lvl19 [lawful good])
Gamalon Idogyr (male human Lvl28 [good])
The Juggler (female human Lvl21 [good])
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Major and Minor Races

Post by Knightfall » Mon Feb 07, 2011 12:03 am

These are the major and minor races of the Known Spheres as per the sidebar(s) on pg. 50, 52, and 54 of Lorebook of the Void...

Major Races
Humans [PHB | HotFL | HotFK]
Mind Flayers
Beholders
Dwarves [PHB | HotFL]
Elves
- Eladrin [PHB | HotFL]
Neogi
Arcane (Mercane)

Minor Races
Halflings [PHB | HotFL]
Giff
Centaurs
Kender [see my conversion below]
Giants
Dragons
- Dragonborn (Dracon?) [PHB | HotFK]
Orcs
- Half-Orc [PHB2 | HotFK]
Gnomes [PHB2]
- Wildspace Gnomes [see my conversion below]

The question becomes, which 4e races should be considered major races?

I think the eladrin should be the default major elven race with elves [PHB | HotFL] and half-elves [PHB | HotFK] being more of a minority. The eladrin are the scions of the Elven Armadas. Since dragons are considered a minor race, dragonborn should likely be a minor race as well. You could also re-skin them as the dracons. Since orcs are a minority, half-orcs should be even more so. I think drow [HotFK] fall into the minor section as do tieflings [HotFK].

Since I don't have PHB2 or 3 (anymore), I won't speculate on the races in those books. I'll leave it up to others to chime in.

Next question: Where do the other Spelljammer races from later SJ sources fit on the major vs. minor division?
Last edited by Knightfall on Mon Feb 07, 2011 6:35 am, edited 4 times in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 12:31 am

New Races (as listed for the attempted 3e conversion on Beyond the Moons)
Aperusa (3e conversion)
Dracon (3e monster conversion)
- Should the dragonborn be the dracon race for 4e?
Giff [minor race] (3e monster conversion)
Gnome, Tinker [minor race] (3e conversion) [see below for my 4e race conversion]
Grommam (3e monster conversion)
Hadozee (3e version is in Stormwrack)
Lizardfolk, Wildspace

More Monstrous Races (Beyond the Moons 3e monster conversions)
Chattur
Dohwar
Rastipede
- Should the DS thri-kreen be reskinned as the rastipede for 4e?
Reigar
Selkie, Star
Scro [see below for my 4e race conversion]
Wiggle (Hurwaet) [see Page 2 for my 4e race conversion]
Xixchil

I've noted the 3e versions of the races, which could be useful in creating them as 4e races. I'm not certain we really need a 4e wildspace lizardfolk. I think most of these races should be considered minor; however, since the hadozee actually made it into 3e, officially, perhaps that race could be promoted. Opinions?
Last edited by Knightfall on Wed Feb 09, 2011 1:00 am, edited 4 times in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 1:29 am

Other Races from 4e Books/Sources I Use

Manual of the Planes
Bladeling (pg. 117)
- I forgot this one was in MotP.

Dark Sun Campaign Setting
Mul
Thri-Kreen

Dragon Magazine
Gnoll [Playing Gnolls article by Keith Baker]
Warforged [Playing Gnolls article by Chris Sims]
Last edited by Knightfall on Mon Feb 07, 2011 4:56 pm, edited 1 time in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 2:42 am

Gnome, Wildspace [Tinker Gnome]

RACIAL TRAITS
Average Height: 2' 8" - 3' 6"
Average Weight: 45 - 50 lb.

Ability Scores: +2 Dexterity, +2 Intelligence or Charisma
Size: Small
Speed: 5 squares
Vision: Normal

Languages: Gnome and Common.
Skill Bonuses: +2 Arcana, +2 Stealth

Knowledgeable: You gain training in one Knowledge skill of your choice.

Gnome Weapon Proficiency: Wildspace gnomes gain proficiency with all hand-held firearms.

Life Quest: You gain a +2 racial bonus to Will. You are hard to sway from your chosen path in life.

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Small: As a small creature, you have restrictions in combat. You cannot use a two-handed weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner.

Tinkerer's Advantage: You have the tinkerer's advantage power.

Tinkerer's Advantage [Wildspace Gnome Racial Power]
You can use your learned knowledge in combat to improve your chances at success.

Encounter
Free Action | Personal

Trigger: You are missed by an attack from an adjacent foe.
Effect: You immediately gain combat advantage against the foe that attacked you.
Last edited by Knightfall on Wed Feb 09, 2011 12:55 am, edited 3 times in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 6:02 am

Kender

RACIAL TRAITS
Average Height: 3' 6" - 4' 10"
Average Weight: 80 - 100 lb.

Ability Scores: +2 Dexterity, +2 Constitution or Charisma
Size: Small
Speed: 5 squares
Vision: Normal

Languages: Kenderspeak and Common.
Skill Bonuses: +2 Perception, +2 Thievery

Kender Weapon Proficiency: You gain proficiency with two of the following kender weapons: battak, chapak, hachak, hoopak, polpak, sashik, or whippik. (from Cam Banks RoA conversion)

Fearlessness: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against fear effects.

Small: As a small creature, you have restrictions in combat. You cannot use a two-handed weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner.

Taunt: You have the taunt power.

Taunt [Kender Racial Power]
You can hurl insults that cause your foes to lose their temper.

Encounter
Minor Action

Requirement: The target creature must be able to see and hear you.
Target: One creature
Effect: You mark the target creature for the remainder of the encounter or until the target is marked by another character.
Last edited by Knightfall on Wed Feb 09, 2011 12:55 am, edited 4 times in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by Havard » Mon Feb 07, 2011 6:53 am

Good stuff! Thanks for adding some Piazza love over at ENWorld :)

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Re: Spelljammer 4e (on EN World and here)!

Post by Angel Tarragon » Mon Feb 07, 2011 7:48 am

Havard wrote:Good stuff! Thanks for adding some Piazza love over at ENWorld :)
Yeah, God knows we could use it.

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Re: Spelljammer 4e (on EN World and here)!

Post by glenw » Mon Feb 07, 2011 1:22 pm

Knightfall wrote:
Ability Scores: +2 Dexterity or Constitution, +2 Charisma
...
(or hoopak, if that weapon is available in the campaign).
...
Taunt: You have the taunt power.

Taunt [Kender Racial Power]
You can hurl insults that cause your foes to lose their temper.
Encounter
Minor Action

Target: One creature
Effect: You mark the target creature for the remainder of the encounter or until the target is marked by another character.
...

I am not in any way a professor of kendership but I can't imagine a Kender with +2 to Con and NO bonus to Dex...Based on their annoyance I might even give them +2 Dex and +2 Con instead of Charisma...that would also help distingish them from Halflings (which have basically become Kender).


I can't imagine a campaign that allows Kenders and not hoopaks...I would more readily accept Gnomes without inherent connection to guns than Kenders without hoopaks (quite easily actually since I don't link Gnomes with guns at all (more than any other race that is))

Taunt seems to powerful. You have 1st level Kender able to taunt Epic level Avatars of composure who are deaf? Seems a little unbalanced to me. Resistable and acoustic.

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Re: Spelljammer 4e (on EN World and here)!

Post by Havard » Mon Feb 07, 2011 1:33 pm

glenw wrote:I am not in any way a professor of kendership but I can't imagine a Kender with +2 to Con and NO bonus to Dex...Based on their annoyance I might even give them +2 Dex and +2 Con instead of Charisma...that would also help distingish them from Halflings (which have basically become Kender).
I can see a dex bonus rather than a con bonus, but I do think that Charisma is very appropriate. What many gamers seem to forget is that Kender are generally very well liked in spite of their lacking sense of property. They are cheerful, friendly and provide a sense of childlike optimism which makes people around them like them.

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Re: Spelljammer 4e (on EN World and here)!

Post by Azaghal » Mon Feb 07, 2011 1:56 pm

I'd agree with Havard on this, cha and dex make sense to me for Kenders.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 2:08 pm

glenw wrote:
Knightfall wrote:
Ability Scores: +2 Dexterity or Constitution, +2 Charisma
...
(or hoopak, if that weapon is available in the campaign).
...
Taunt: You have the taunt power.

Taunt [Kender Racial Power]
You can hurl insults that cause your foes to lose their temper.
Encounter
Minor Action

Target: One creature
Effect: You mark the target creature for the remainder of the encounter or until the target is marked by another character.
...

I am not in any way a professor of kendership but I can't imagine a Kender with +2 to Con and NO bonus to Dex...Based on their annoyance I might even give them +2 Dex and +2 Con instead of Charisma...that would also help distingish them from Halflings (which have basically become Kender).


I can't imagine a campaign that allows Kenders and not hoopaks...I would more readily accept Gnomes without inherent connection to guns than Kenders without hoopaks (quite easily actually since I don't link Gnomes with guns at all (more than any other race that is))

Taunt seems to powerful. You have 1st level Kender able to taunt Epic level Avatars of composure who are deaf? Seems a little unbalanced to me. Resistable and acoustic.
Well, I was simply following the new format for races, which gives three stat modifier options per race with two of them being either/or. Personally, I don't think Constitution is the best choice for kender but it was a way better choice than any of the other options. Strength, no way. Intelligence and Wisdom, not for a kender.

Perhaps in this case, only two bonuses should be used.

As for the hoopaks, 4e doesn't have the weapon as option so I decided to offer weapon choices that already exist in the game.

And perhaps the taunt power could be restricted to only work against creatures of certain levels. It's only a first draft.

All suggestions are appreciated. ;)
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Re: Spelljammer 4e (on EN World and here)!

Post by glenw » Mon Feb 07, 2011 3:02 pm

Havard wrote:
glenw wrote:I am not in any way a professor of kendership but I can't imagine a Kender with +2 to Con and NO bonus to Dex...Based on their annoyance I might even give them +2 Dex and +2 Con instead of Charisma...that would also help distingish them from Halflings (which have basically become Kender).
I can see a dex bonus rather than a con bonus, but I do think that Charisma is very appropriate. What many gamers seem to forget is that Kender are generally very well liked in spite of their lacking sense of property. They are cheerful, friendly and provide a sense of childlike optimism which makes people around them like them.

-Havard

Although I agree with you that people Like Kender (because they are tollerated) but I am still not convinced in a Charisma bonus...Yes, people like Kender (+X charisma) for the spiritful ways but they are, undoubtably annoying. If for no other reason they constantly view the world with a more ADD perspective. (-X charisma)...The natural affection people have for them is balanced by their natural obnoxiousness. Even if they do not actively steal anything of value, people, in general don't like having their stuff moved about, and a kender companion, though reliable in the long run, will not act like a mature adult.

Also, it does not suit the mechanic of the game. Although Kender are famous benders of truth...nobody believes them...nor do I believe they would perform well as diplomats outside of Kender affairs. Now of course, a problem here is that to my knowledge there is really only one kender detailed in depth and that was one that went on Adventures with humans while everyone else (for the most part, stays home) (Much like you should not judge Hobbits based on the actions of Bilbo Baggins and his lot).

In the long run I would consider them as I have above, an entire race of people sticken with severe ADD. From a personal perspective I can say that this results in Charima bonuses in some directions (Gregariousness) and penalties in others (Reliablitility) which should balance out to a mean of +0 bonus.

I might give them a reaction bonus (as mostly harmless) and perhaps skill bonsues when focused in certain ways...however, 4E is all about simplification so I not sure any of that applies.

Thinking back on Wanderlust, and the 2nd editon rules...I think Kender are officially creatures without fear...so the bonus to resisting fear effects should potentially just be immunity to fear effects.

In many ways the Kender is the Halfling taken to the extreme. Halflings are well liked because they are friendly, don't make to much trouble for themselves, and are reliable people, not to mention dexterous, and fearless. Kenders are often presented as childlike kleptos without any sense of fear that manage walk the line between comedy and nussance.

Perhaps the best way to address their natural charima and annoyance as well as throw an "OR" into the attribute logic would be:

+2 Dex and (+2 Cha or +2 Con)

This should indicate the following:
+2 Dex: All Kender are nibble beyond the racial standard
+2 Charisma : Many (if not most) kender have mastered a disarming childlike appeal
+2 Constitution: Many Kender have only mastered a child's ability to irritate yet manage to survive in spite of the enraged about them.


This is all, of course, just my opinion.
Last edited by glenw on Mon Feb 07, 2011 3:27 pm, edited 1 time in total.

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Re: Spelljammer 4e (on EN World and here)!

Post by glenw » Mon Feb 07, 2011 3:11 pm

Knightfall wrote:
And perhaps the taunt power could be restricted to only work against creatures of certain levels. It's only a first draft.

All suggestions are appreciated. ;)

I think it is best served as an attack with no level restrictions, just meant to indicate that it seems way to powerful as an encounter power with not chance of failure...I certainly do believe that a well trained (I.e. high level) Kender WOULD be the one who COULD break the composure of a deaf avatar of composure.

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Re: Spelljammer 4e (on EN World and here)!

Post by glenw » Mon Feb 07, 2011 3:30 pm

Knightfall wrote:
As for the hoopaks, 4e doesn't have the weapon as option so I decided to offer weapon choices that already exist in the game.
Well, my point was kind of that Kender don't exits in core 4E either (to my knowledge), and it is bit weird to say, "here is a race for 4E but you can take or leave their racial weapon of choice". Allowing for Kender but optioning Hoopaks (IMO) would be like Jedi without light sabres...
Last edited by glenw on Mon Feb 07, 2011 3:50 pm, edited 1 time in total.

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Re: Spelljammer 4e (on EN World and here)!

Post by Azaghal » Mon Feb 07, 2011 3:44 pm

glenw wrote:
Knightfall wrote:
As for the hoopaks, 4e doesn't have the weapon as option so I decided to offer weapon choices that already exist in the game.
Well, my point was kind of that Kender don't exits in core 4E either (to my knowledge), and it is bit weird to say, here is an race for 4E but you can take or leave their racial weapon of choice. Allowing for Kender but optioning Hoopaks (IMO) would be like Jedi without light sabres...
Got to agree, the Hoopak is a cultural weapon and as such I think the 4e players should work up stats for it, thinkinbg of which maybe Dragonhelm or the Dragonlance site would have such.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 4:21 pm

glenw wrote:
Knightfall wrote:
And perhaps the taunt power could be restricted to only work against creatures of certain levels. It's only a first draft.

All suggestions are appreciated. ;)

I think it is best served as an attack with no level restrictions, just meant to indicate that it seems way to powerful as an encounter power with not chance of failure...I certainly do believe that a well trained (I.e. high level) Kender WOULD be the one who COULD break the composure of a deaf avatar of composure.
Okay, well I added this line to the power...

Requirement: The target creature must be able to see and hear you.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 4:29 pm

Azaghal wrote:
glenw wrote:
Knightfall wrote:
As for the hoopaks, 4e doesn't have the weapon as option so I decided to offer weapon choices that already exist in the game.
Well, my point was kind of that Kender don't exits in core 4E either (to my knowledge), and it is bit weird to say, here is an race for 4E but you can take or leave their racial weapon of choice. Allowing for Kender but optioning Hoopaks (IMO) would be like Jedi without light sabres...
Got to agree, the Hoopak is a cultural weapon and as such I think the 4e players should work up stats for it, thinking of which maybe Dragonhelm or the Dragonlance site would have such.
Well, I did just find this...

Races of Ansalon Conversion Document

It's by Cam Banks and has racial traits for all the DL races and stats for all the weapons. i'm going to steal his Kender Weapon Proficiency line...

Kender Weapon Proficiency: You gain proficiency with two of the following kender weapons: battak, chapak, hachak, hoopak, polpak, sashik, or whippik.

I might use the insulting taunt power too.
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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 4:40 pm

I also made this change to Kender based on glenw's feedback...

Ability Scores: +2 Dexterity, +2 Constitution or Charisma
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Re: Major and Minor Races

Post by glenw » Mon Feb 07, 2011 5:51 pm

Knightfall wrote:
Since orcs are a minority, half-orcs should be even more so...[HotFK].
I get where this logic is coming from but I could just as easily say they are half human (which is apparently the most plentiful race among the spelljamming races) and therefore half-orcs should be even more so (which would not make much sense at all)

I would think That Half Orcs would be ideal candidates for spelljammers.

Ship life is more about doing your job and doing it well instead of your race, creed, or background, and Pirate crews doubly so (that is to say, among the crew, Officiers are still as often as not upity high born lern'd types). Add on top of that that Half Orcs have no place to truly call home and you got some hearty folk with no place to be homesick for.

I am not saying that Half-orcs should be common but I would think they would be more common than Orcs. Sure, the Elven navy would frown upon Humans allowing them into their crews, but they are as likely as not to frown upon anything a human captain does.


As for Dracons and Dragon-Kin or what have you I would not put too much worry on it. Currents to crystal spheres come and go. Introduction of The new dragon pcs is just as easy as saying that a new current has been established that connected a previously isolated sphere to the Stable Triangle allowing for a great influx of new races and cultures. I might try to link them more to the Wiggles (Hurwaet) though...
Last edited by glenw on Mon Feb 07, 2011 6:00 pm, edited 1 time in total.

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Re: Spelljammer 4e (on EN World and here)!

Post by Knightfall » Mon Feb 07, 2011 5:59 pm

Scro

RACIAL TRAITS
Average Height: 5' 5" - 7' 2"
Average Weight: 175 - 275 lb.

Ability Scores: +2 Strength, +2 Dexterity or Constitution
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Scro, Giant, and Elven.
Skill Bonuses: +2 Endurance, +2 Intimidate

Physically Intimidating: You gain training in the Intimidate skill. In addition, you use Strength as your key ability for the Intimidate skill instead of Charisma.

Disciplined: You gain a +1 racial bonus to Will. in addition, you gain a +5 bonus to saving throws against charm and fear effects.

Scro Bite: You have the scro bite power.

Scro Bite [Scro Racial Power]
You can bite your opponent with your powerful canine-like teeth.

Encounter
Minor Action | Melee 1
Target: One creature
Attack: Strength, Dexterity, or Constitution +3 (6 at 11th level and 9 at 21st level vs. AC
Hit: 1d4 + Strength, Dexterity, or Constitution modifier damage.
- Level 11: 2d4 + Strength, Dexterity, or Constitution modifier damage.
- Level 21: 3d4 + Strength, Dexterity, or Constitution modifier damage.
Last edited by Knightfall on Wed Feb 09, 2011 12:55 am, edited 1 time in total.
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Re: Spelljammer 4e (on EN World and here)!

Post by glenw » Mon Feb 07, 2011 6:10 pm

Knightfall wrote:Scro

Ability Scores: +2 Strength, +2 Dexterity or Constitution
this is purely my preference but I would do +2 STR, +2 CON or +2 WIS

I have always pictured the main difference between Scro and Orcs being their patience and learning. Their tactical savvy. They are the to Orcs what High Elves are to Elves. I have not however every considered them to be elegant warriors. Nor do I think that +2 dex serves them well as a people. They seem to be more of the Powerful attacks with powerful melee weapons and enough armor to stop anything from hitting them kinda guys. Their lack of preference to missile weapons is so strong it is even reflected in their ships (Grappling rams for boarding in preference to taking the enemy out at range).

They are, in my book, professionals and profession is a Wis based skill ;). I also think that the higher wisdom of the leaders is paramount to keeping up the high standards and organization that sets them apart from orcs (who yes, I know, are still Lawful)

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