[Paradigm Shift] Planar Races

A rebooting of the Planescape setting.
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Otogi
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[Paradigm Shift] Planar Races

Post by Otogi » Fri Aug 15, 2008 5:37 am

By no means my own, I would still like to advocate the planar races made by this poster at EN world. It has bariaur, rouge modrons and six types of planetouched for each of the planes. There's also a full write-up on githzerai and githyanki complete with their own paragon paths. So here it is

http://www.enworld.org/forum/showthread.php?t=230803

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Idabrius
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Re: [Paradigm Shift] Planar Races

Post by Idabrius » Fri Aug 15, 2008 3:31 pm

I won't have time to work on Paradigm Shift for a bit as I'm going to be at a film festival, but from what I've seen of these planar race layouts, they are quite excellently done. We should try to get this fellow in on the PS: Paradigm Shift project.
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Otogi
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Re: [Paradigm Shift] Planar Races

Post by Otogi » Sat Aug 16, 2008 4:13 am

Here are a few of my own from 2e:

Cambion

Devil-blooded creatures who seek out to lash at the world that rejected them


Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 1259–225 lb.

Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Supernal

Skill Bonuses: +2 Stealth, +2 Thievery

Silent Steel: You negate the armor check penalty while using the Stealth and Thievery skils

Diabolic Heritage: Because of your succubi/incubi heritage, you are considered to be have the (devil) subtype

Back Ally Skirmisher: When you gain Combat Advantage against an enemy, increase the attack bonus to +4

Unsettling Presence: You can use an encounter power based on your heritage.

Unsettling Presence Cambion racial power
Your fiendish appearance causes a shift in your enemy's moral
Encounter♦ Fear
Standard Action
Target: One creature
Effect: The target takes a -2 to attacks

Cambions are devil-human hybrids. Unlike a tiefling, who gain they're power from pacts made by their ancestors, cambions get their blood from they're immortal, diabolic fathers. They're also rejected wherever they go when they're two parenting races are involved. In human communities, they're loathed. In the hells, they're shunned. For some, adventuring is the only home they have left.
Last edited by Otogi on Sat Aug 16, 2008 8:41 pm, edited 2 times in total.

Otogi
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Re: [Paradigm Shift] Planar Races

Post by Otogi » Sat Aug 16, 2008 4:22 am

Alu-fiend

Outcasts with hatred brimming inside them, they travel the land searching for power and acceptance

Racial Traits
Average Height: 5’5”–6’0”
Average Weight: 115–190 lb.

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Supernal

Skill Bonuses: +2 Deplomacy, +2 Bluff

Otherworldly Charm: Once per day you may declare an automatic success when in a skill challenge that involves the Bluff or Diplomacy skills

Diabolic Heritage: Because of your succubi/incubi heritage, you are considered to be have the (devil) subtype

Vitality Drain: The first time you bring an enemy to 0 hp, you can spend a healing surge at your surge value + your Charisma modifier

Polymorph: You can use an encounter power based on your heritage.

Polymorph Alu-fiend racial power
You hide your true form through magical deceit
At-will♦ Polymorph
Standard Action
Effect: You may change your shape to any humanoid creature, including that of a unique individual

Born from a succubus and a mortal male (usually tricked or unwilling), Alu-fiends are tempters and power seekers, but it's fair to say that many simply seek acceptance and to live without being threatened by zealots and suspicious town-folk. In the hells where they might have been born, alu-fiends are neglected, so many call the open road of the prime and the planes home. They are dangerous allies and powerful (if shady) allies.

Otogi
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Re: [Paradigm Shift] Planar Races

Post by Otogi » Mon Aug 25, 2008 11:40 pm

Nathri
-Natives to the Shadowfell
-Racial alignment of Unaligned
Small size
Speed 6 Squares
Darkvision
+2 Dexterity, +2 Constitution
+2 Racial Skill Bonus to: Religion and Thievery
Racial Features:
Vicious: +1 bonus to damage against Bloodied foes
Ride the Wind: when falling, Nathri ignore the first 10 feet for terms of suffering damage. This increases to the first 20 feet at Paragon tier, and the first 30 feet at Epic tier.

Poison Spike
You stab an enemy with the spike that grows from your right wrist, injecting toxin into them.
Encounter
Melee attack vs. 1 target
+2 bonus at Heroic Tier, +4 bonus at Paragon Tier and +6 bonus at Epic Tier
Dex vs. AC
Inflicts 1D6 damage per tier, plus 5 ongoing poison damage at Heroic tier, 7 at Paragon tier and 10 at Epic tier (save ends)


Shad

-Natives to the Feywild
-Trust races inclined towards nature (Eladrin & Elves), distrust those inclined towards technology (Gnomes, maybe Dwarves), fear those that are technology (Warforged, maybe Modrons)
-Racial alignment of Good
Small Size
Speed 7 Squares
Low-light Vision
+2 Constitution, +2 Intelligence
+2 Racial Skill Bonus to: Nature and Acrobatics
Racial Features:
Contortion: the Shad can squeeze through any opening that is 6” by 6” or greater in size.
Group Tactics: you gain a +1 bonus to attack rolls so long as you are within 5 squares of an allied being.
Racial Power: Wild Runner

Wild Runner
Your speed and natural affinity for moving through obstacles allows you to better avoid enemies
Encounter
Immediate Interrupt
You may shift up to 5 spaces to avoid being struck by an enemy

Bladeling
Typical Alignment: Unaligned or Evil
+2 DEX, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Supernal
Skills: +2 Athletics, +2 Intimidation

Claw: Your unarmed attacks deal 1d6
Resist Acid: 5 + 1/2 level
Razor Storm: You may use Razor Storm as encounter power

Razor Storm Bladeling Racial Power
Your skin feels starts to feel painful, your spines feeling loose. Within a second, those same spines explode out of your body and pierce your enemies skin. Your skin hardens and alieves the pain. The same can't be said for your foes...
Encounter
Standard Action Close burst 2
Targets: All creatures in area
Attack: Dexterity + 2 vs. Reflex
Hit: 1d6 + Dexterity modifier damage.
Increase to +4 bonus and 2d6 + Dexterity modifier
damage at 11th level, and to +6 bonus and 3d6 +
Dexterity modifier damage at 21st level.
Effect: You gain a +1 to AC. Increase to +2 at 11th level, and +3 at 21st level. This lasts until your next turn.

Khaasta

Typical Alignment: Unaligned
+2 STR, +2 INT
Speed: 6
Vision: Low-light
Langauges: Common, Demonic
Skills: +2 Bluff, +2 Thievery

Endurance of the Clan: You gain a +1 to Fortitude Defense
Demonic Surge: +2 damage to bloodied foes
Jawed Reposite: You may use Jawed Reposite

Jawed Reposite Khaasta Racial Power
You strike your enemy with your weapon, your back hunched. You know that there's a good chance that they might hit you, but you grin your teeth when they just do
Encounter
Standard Action Melee Weapon
Targets: One Creautre
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase to 2[W] +Strength modifier damage at 21st level.
Effect: When an opponent strikes you with a melee attack, you may make an attack Str vs. AC. If you hit, you deal 1d4 + Strength modifier damage. This increases to 2d4 at 21st level.

Spiker

+2 CON, +2 WIS
Speed: 6
Vision: Low-light
Skills: +2 Endurance, +2 Insight

Infernal Vangaurd: You gain a +2 to oppritunity attacks
Spined Hide: You gain a +1 bonus to AC defense

Spiker Armor: You may use spiker armor as an encounter power:

Razor Storm Spiker Racial Power
You extend the spines out of your skin and loosen them like a porcupine. Your enemies should stay away from you,
Encounter
Standard Action Personal

Effect: Enemies take 5 damage for each attack until your next turn. This increases to 10 at 11th level, and to 15th at 21st level.

Rogue Slaad


+2 STR, +2 CHA
Speed: 6 squares
Vision: Low-light
Skills: +2 Acrobatics, +2 Arcana

Elemental Origin

Eratic Resistance: Roll 1d10 after each extended rest, fallowing this table:
1-2: Fire
3-4: Cold
5-6: Lightning
7-8: Acid
9-10: Thunder

You gain resistance equal to 5 + half your level from that damage.

Anarch's Berzerking: When you become bloodied, you gain a +1 to attack and damage rolls with melee attacks, but suffer a -1 to AC.

Chaos Warp: Rogue Slaad Racial Power

You conjure unstable chaos matter into your hands, shaping into an a seemingly amorphous but somehow patterned blob. The blog lightens and dark, and finally, you force it out of your hands, into your foes

Encounter + Acid, Cold, Fire, Lightning or Thunder
Standard Action Blast 3 within 5 squares
Targets: All creatures in area
Attack: Charisma + 2 vs. Reflex
Hit: 1d6 + Charisma modifier damage.
Increase to +4 bonus and 2d6 + Charisma modifier
damage at 11th level, and to +6 bonus and 3d6 +
Charisma modifier damage at 21st level

There are only a few more things more powerful than the free-flowing, destructive and awesome power of chaos. It's it stoppable by only the strongest wards, and the slaad are proof of it's power. But some things, the littlest things, can make boulders stop. In this case it's "Why?" It's a small world, but make a slaad even think it and he cosmic, chaotic power is calmed in an instant. It could be as simple as just asking him, or complex and painstaking as a grand ritual of epic mysticism, but either way, it is why that makes a slaad think - it why that makes a slaad go rouge.

Play a rouge slaad if you want to...

* be a brute with a loud and colorful personality
* be whimsical and unpredictable
* to favor the barbarian, paladin and warlock

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