Outsider Subraces: Six Proposals
Outsider Subraces: Six Proposals
I'm a big Planescape fan and loved the addition of many of the "planetouched" races to 3E. There's a lot of neat ones in the various books. Some will need some work to translate them into NS (certain spells/abilities don't exit, can't be simulated, or have no use in CRPG), some will need to thought out more (some missing information in descriptions), one (Durzagon) will need to be toned down.
Chaond (Monster Manual II)
Infused with primal forces, chaonds are living embodiments of the force of chaos in the universe. Though their slaadi ancestry may be several generations removed, these being still fit only marginally into civilized societies. A chaond resembles a human but seems much cruder, both in form and in temperament. Its brutish appearance is usually marked by wild, unkempt hair, blocky facial features, and a stocky torso and limbs. Its true nonhuman nature is given away by the slow, shifting colors of its eyes, hair, or skin. The typical chaond has a gravelly voice that tends to come out like a croak when the creature is excited. Most chaonds are chaotically aligned, which has earned them a reputation as wily and whimsical beings. They often exist on the fringe of a society because they refuse to succumb to the rule of law. Chaonds wishing to explore their primal sides usually take on professions that involved adventuring in the natural wilderness or harnessing elemental forces.
Ability Score Adjustments: +4 Dex, +2 Con, -2 Cha
Special Qualities: Acid Resist 5; Cold Resist 5; Sonic Resist 5; Outsider; +2 Racial Bonus to Escape Artist and Tumble checks
Special Abilities: Cast <i>Shatter</i> 1/day, caster level 1 or character level, DC 11
Alignment: Usually Chaotic.
Favored Class: A Chaond's favored class is the class they take at first level, after which it cannot be changed.
ECL: +1
Zenythri (Monster Manual II)
Zenythris are often viewed as contemplative beings who strive for personal perfection in every action they take. Many feel the need to impose their own brand of order on the world about them. Some even travel to lawless regions for the express purpose of creating order there. From a zenythri's viewpoint, such exercises serve to illuminate the underlying purpose and structure that lies dormant in all things. A zenythri appears as a perfect version of a human. Its skin is flawlessly smooth, and its muscles are well defined and taut. Even its hair falls effortlessly into place around its handsomely chiseled face. A zenyhtri could almost blend unnoticed among humans were it not for the slightly blue or purple tint of its skin and hair. Most zenythris feel compelled to contribute to the societies in which they dwell. As such, they actively work toward positions of responsibility, which often bring with them significant social status. Zenythris are natural leaders and consummate strategists, and they gladly accept leadership roles. These planetouched seem to have no interest in good or evil so long as they accomplish their goals. Such a disposition lends itself as readily to tyranncial methods as benign ones.
Ability Score Adjustments: +2 Str, +2 Dex, +2 Wis, -2 Cha
Special Qualities: Electricity Resist 5; Fire Resist 5; Sonic Resist 5; Outsider; +2 Racial Bonus to Balance and Intuit Direction checks
Special Abilities: Cast <i>True Strike</i> 1/day, caster level 1 or character level
Alignment: Usually Lawful
Favored Class: Monk
ECL: +1
Durzagon (Monster Manual II)
A durzagon is the result of a secret crossbreeding between a devil and an unsuspecting duergar. From time to time, powerful devils disguised as gray dwarves infiltrate duergar society, seeking out the best mates to bear durzagon children. Most duergar are unaware that they have attracted the attention of diabolical forces. The birth of a half-fiend durzagon is cause for much celebration in the inferal realms. A durzagon is slightly taller and leaner that a gray dwarf, usually reaching a height of about 5 feet. The half-friend is bald but sports a wiry, gray beard tinged with red streaks. Its rust-colored skin radiates a palpable heat, and its fingers end in wickedly sharp claws.
Ability Score Adjustments: +4 Str, +4 Dex, +4 Con, +4 Int, -2 Cha
Special Qualities: Acid Resist 20; Cold Resist 20; Electricity Resist 20; Fire Resist 20; Damage Resist 20/+1; +1 Natural AC; Outsider; Darkvision 120 ft.; +4 Move Silently, +1 Listen and Spot skill checks
Immunities: Paralysis; Phantasms (subset of Illusion school of spells); Poison
Duergar Traits: +1 AB versus orc/goblinoids; +2 Will saves versus spells/spell-like abilities; +4 Dodge AC versus giants; Stonecunning; Light Sensitivity (-2 AB in sunlight or <i>Daylight</i> spell)
Special Abilities: <i>Darkness</i> 3/day; 1/day - <i>Desecrate</i> (Spell that empowered undead in large area), <i>Invisibility</i>, <i>Unholy Blight</i> (Evil version of Hammer of the Gods). Caster level 10th, DC 9 + spell level.
Special Attacks: 2 claws (1d6 each) + 1 bite (1d6) + 1 beard (1d3 + poison: DC 14, 1d4 Str initial/ 1d2 Str sec)
Alignment: Usually Lawful Evil
Favored Class: Cleric
ECL: +7
Githyanki (Manual of the Planes)
Githyanki are an ancient line of humanlike beings who reside in the Astral Plane, filling their armories for their next skirmish, raid, or war. They are gaunt, averaging 6 feet 3 inches tall and typically weighing about 170 pounds. They possess rough, yellow skin, and black hair that is often pulled into one or more topknots. Their eyes gleam darkly, and their ears are pointed and serrated in back. They enjoy elaborate dress and baroque armor. In fact, they revere weapons and armor, and it is not uncommon for githyanki to show more regard for their panoply than for a mate. Githyanki speak their own secret tongue, but most also know Common and Draconic. Like dwarves, githyanki are craftmasters, although they focus exclusively on items of warfare. Their items are distinctive, and non-githyanki who acquire run the risk of immediate retribution should they encounter githyanki. Most githyanki encountered outside their homes are fighters; however, wizards (called warlocks) and multi-class githyanki (called gish) are also found.
Ability Score Adjustments: +2 Dex, +2 Con, -2 Wis
Special Qualities: SR 5 + 1 per character level, Outsider
Special Abilities: Psionics (Sp): At will - <i>Clairaudience/Clairvoyance</i>, <i>Dimension Door</i>, <i>Mage Hand</i>, <i>Telekinesis</i>. At 8th level can <i>Plane Shift</i> 1/day. All cast as Wizard of 16th level.
Alignment: Always Evil.
Favored Class: Fighter
ECL: *unlisted, CR 1 for 1 HD Githyanki
Fey'ri (Monsters of Faerun)
Fey'ris are tieflings descended from elves and demons. Fey'ris vary widely in their appearance, though in general form they resemble gold elves - tall, noble elves with bronze skin, hair of copper, black, or golden blond. All fey'ris have additional features reflecting their fiendish heritage - fine scales covering their bodies, huge batlike wings, fiery red eyes, and long, pointed tails.
Ability Score Adjustments: +2 Dex, -2 Con, +2 Int
Demonic Abilities: Each fey'ri has four special abilities drawn from the following list: <i>Charm Person</i>, <i>Clairaudience/Clairvoyance</i>, Damage Reduction 10/+1, <i>Darkness</i>, <i>Detect Thoughts</i>, <i>Dimension Door</i>, <i>Enervation</i>, Fire Resist 10, <i>Suggestion</i>, +2 Racial Bonus to saves against Electricity, +2 Racial Bonus to saves versus Poison. Spell-like abilities can be cast 1/day as ? (not indicated in text what caster type is) of 1st level or character level if higher.
Elven Traits: Immunity to sleep spells and effects; +2 Racial Bonus to Will saves versus Enchantments; Low-light vision.
Alternate Form: Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own height and weight.
Special Qualities: +2 Racial Bonus to Bluff, Hide, Listen, Search, and Spot checks; Outsider
Alignment: Usually Chaotic Evil
Favored Class: Sorceror
ECL: *unlisted, CR 2 for 1 HD Fey'ri
Tanarukk (Monsters of Faerun)
A tanarukk is a tiefling descended from the mingling of orcs and demons. Tanarukks appear as short, stocky humanoids with stooped postures. Coarse hair grows atop their heads and in various patches about their bodies. Their razor-sharp teeth and tusks are prominent, as their lower jaws jut out from under their smallish snouts. Their eyes are reddish in hue, and glow dimly in darkness. They have thick horn- or scale-like ridges along their low, sloped foreheads. In addition, many of the tanarukk tribes ritually scar their young during their rites of passage into adulthood. Tanarukk skin tones vary from gray-green to dun brown. They rarely wear armor, since their skin is natural tough (but not scaled). They are heavier than their height would suggest, averageing about 4 1/2 feet tall and nearly 200 pounds.
Ability Score Adjustments: +4 Str, +2 Dex, -2 Wis, -4 Cha
Special Qualities: Fire Resist 15; +4 Natural AC; Control Flame (Su): ability that enhance brightness and radius of illumination of flames within 10 foot radius, lasts for 5 minutes; Outsider
Alignment: Usually Chaotic Evil
Favored Class: Barbarian
ECL: *unlisted, CR 2 for 5 HD Tanarukk (seems to be a typo, unclear if Tanarukks get bonus HD at level 1 or CR is for 1 HD Tanarukk)
Chaond (Monster Manual II)
Infused with primal forces, chaonds are living embodiments of the force of chaos in the universe. Though their slaadi ancestry may be several generations removed, these being still fit only marginally into civilized societies. A chaond resembles a human but seems much cruder, both in form and in temperament. Its brutish appearance is usually marked by wild, unkempt hair, blocky facial features, and a stocky torso and limbs. Its true nonhuman nature is given away by the slow, shifting colors of its eyes, hair, or skin. The typical chaond has a gravelly voice that tends to come out like a croak when the creature is excited. Most chaonds are chaotically aligned, which has earned them a reputation as wily and whimsical beings. They often exist on the fringe of a society because they refuse to succumb to the rule of law. Chaonds wishing to explore their primal sides usually take on professions that involved adventuring in the natural wilderness or harnessing elemental forces.
Ability Score Adjustments: +4 Dex, +2 Con, -2 Cha
Special Qualities: Acid Resist 5; Cold Resist 5; Sonic Resist 5; Outsider; +2 Racial Bonus to Escape Artist and Tumble checks
Special Abilities: Cast <i>Shatter</i> 1/day, caster level 1 or character level, DC 11
Alignment: Usually Chaotic.
Favored Class: A Chaond's favored class is the class they take at first level, after which it cannot be changed.
ECL: +1
Zenythri (Monster Manual II)
Zenythris are often viewed as contemplative beings who strive for personal perfection in every action they take. Many feel the need to impose their own brand of order on the world about them. Some even travel to lawless regions for the express purpose of creating order there. From a zenythri's viewpoint, such exercises serve to illuminate the underlying purpose and structure that lies dormant in all things. A zenythri appears as a perfect version of a human. Its skin is flawlessly smooth, and its muscles are well defined and taut. Even its hair falls effortlessly into place around its handsomely chiseled face. A zenyhtri could almost blend unnoticed among humans were it not for the slightly blue or purple tint of its skin and hair. Most zenythris feel compelled to contribute to the societies in which they dwell. As such, they actively work toward positions of responsibility, which often bring with them significant social status. Zenythris are natural leaders and consummate strategists, and they gladly accept leadership roles. These planetouched seem to have no interest in good or evil so long as they accomplish their goals. Such a disposition lends itself as readily to tyranncial methods as benign ones.
Ability Score Adjustments: +2 Str, +2 Dex, +2 Wis, -2 Cha
Special Qualities: Electricity Resist 5; Fire Resist 5; Sonic Resist 5; Outsider; +2 Racial Bonus to Balance and Intuit Direction checks
Special Abilities: Cast <i>True Strike</i> 1/day, caster level 1 or character level
Alignment: Usually Lawful
Favored Class: Monk
ECL: +1
Durzagon (Monster Manual II)
A durzagon is the result of a secret crossbreeding between a devil and an unsuspecting duergar. From time to time, powerful devils disguised as gray dwarves infiltrate duergar society, seeking out the best mates to bear durzagon children. Most duergar are unaware that they have attracted the attention of diabolical forces. The birth of a half-fiend durzagon is cause for much celebration in the inferal realms. A durzagon is slightly taller and leaner that a gray dwarf, usually reaching a height of about 5 feet. The half-friend is bald but sports a wiry, gray beard tinged with red streaks. Its rust-colored skin radiates a palpable heat, and its fingers end in wickedly sharp claws.
Ability Score Adjustments: +4 Str, +4 Dex, +4 Con, +4 Int, -2 Cha
Special Qualities: Acid Resist 20; Cold Resist 20; Electricity Resist 20; Fire Resist 20; Damage Resist 20/+1; +1 Natural AC; Outsider; Darkvision 120 ft.; +4 Move Silently, +1 Listen and Spot skill checks
Immunities: Paralysis; Phantasms (subset of Illusion school of spells); Poison
Duergar Traits: +1 AB versus orc/goblinoids; +2 Will saves versus spells/spell-like abilities; +4 Dodge AC versus giants; Stonecunning; Light Sensitivity (-2 AB in sunlight or <i>Daylight</i> spell)
Special Abilities: <i>Darkness</i> 3/day; 1/day - <i>Desecrate</i> (Spell that empowered undead in large area), <i>Invisibility</i>, <i>Unholy Blight</i> (Evil version of Hammer of the Gods). Caster level 10th, DC 9 + spell level.
Special Attacks: 2 claws (1d6 each) + 1 bite (1d6) + 1 beard (1d3 + poison: DC 14, 1d4 Str initial/ 1d2 Str sec)
Alignment: Usually Lawful Evil
Favored Class: Cleric
ECL: +7
Githyanki (Manual of the Planes)
Githyanki are an ancient line of humanlike beings who reside in the Astral Plane, filling their armories for their next skirmish, raid, or war. They are gaunt, averaging 6 feet 3 inches tall and typically weighing about 170 pounds. They possess rough, yellow skin, and black hair that is often pulled into one or more topknots. Their eyes gleam darkly, and their ears are pointed and serrated in back. They enjoy elaborate dress and baroque armor. In fact, they revere weapons and armor, and it is not uncommon for githyanki to show more regard for their panoply than for a mate. Githyanki speak their own secret tongue, but most also know Common and Draconic. Like dwarves, githyanki are craftmasters, although they focus exclusively on items of warfare. Their items are distinctive, and non-githyanki who acquire run the risk of immediate retribution should they encounter githyanki. Most githyanki encountered outside their homes are fighters; however, wizards (called warlocks) and multi-class githyanki (called gish) are also found.
Ability Score Adjustments: +2 Dex, +2 Con, -2 Wis
Special Qualities: SR 5 + 1 per character level, Outsider
Special Abilities: Psionics (Sp): At will - <i>Clairaudience/Clairvoyance</i>, <i>Dimension Door</i>, <i>Mage Hand</i>, <i>Telekinesis</i>. At 8th level can <i>Plane Shift</i> 1/day. All cast as Wizard of 16th level.
Alignment: Always Evil.
Favored Class: Fighter
ECL: *unlisted, CR 1 for 1 HD Githyanki
Fey'ri (Monsters of Faerun)
Fey'ris are tieflings descended from elves and demons. Fey'ris vary widely in their appearance, though in general form they resemble gold elves - tall, noble elves with bronze skin, hair of copper, black, or golden blond. All fey'ris have additional features reflecting their fiendish heritage - fine scales covering their bodies, huge batlike wings, fiery red eyes, and long, pointed tails.
Ability Score Adjustments: +2 Dex, -2 Con, +2 Int
Demonic Abilities: Each fey'ri has four special abilities drawn from the following list: <i>Charm Person</i>, <i>Clairaudience/Clairvoyance</i>, Damage Reduction 10/+1, <i>Darkness</i>, <i>Detect Thoughts</i>, <i>Dimension Door</i>, <i>Enervation</i>, Fire Resist 10, <i>Suggestion</i>, +2 Racial Bonus to saves against Electricity, +2 Racial Bonus to saves versus Poison. Spell-like abilities can be cast 1/day as ? (not indicated in text what caster type is) of 1st level or character level if higher.
Elven Traits: Immunity to sleep spells and effects; +2 Racial Bonus to Will saves versus Enchantments; Low-light vision.
Alternate Form: Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own height and weight.
Special Qualities: +2 Racial Bonus to Bluff, Hide, Listen, Search, and Spot checks; Outsider
Alignment: Usually Chaotic Evil
Favored Class: Sorceror
ECL: *unlisted, CR 2 for 1 HD Fey'ri
Tanarukk (Monsters of Faerun)
A tanarukk is a tiefling descended from the mingling of orcs and demons. Tanarukks appear as short, stocky humanoids with stooped postures. Coarse hair grows atop their heads and in various patches about their bodies. Their razor-sharp teeth and tusks are prominent, as their lower jaws jut out from under their smallish snouts. Their eyes are reddish in hue, and glow dimly in darkness. They have thick horn- or scale-like ridges along their low, sloped foreheads. In addition, many of the tanarukk tribes ritually scar their young during their rites of passage into adulthood. Tanarukk skin tones vary from gray-green to dun brown. They rarely wear armor, since their skin is natural tough (but not scaled). They are heavier than their height would suggest, averageing about 4 1/2 feet tall and nearly 200 pounds.
Ability Score Adjustments: +4 Str, +2 Dex, -2 Wis, -4 Cha
Special Qualities: Fire Resist 15; +4 Natural AC; Control Flame (Su): ability that enhance brightness and radius of illumination of flames within 10 foot radius, lasts for 5 minutes; Outsider
Alignment: Usually Chaotic Evil
Favored Class: Barbarian
ECL: *unlisted, CR 2 for 5 HD Tanarukk (seems to be a typo, unclear if Tanarukks get bonus HD at level 1 or CR is for 1 HD Tanarukk)
-
- Arrogant Snob
- Posts: 1064
- Joined: Thu Jan 02, 2003 7:25 pm
- Location: Five Minutes Before the End of Eternity (or Maryland, take your pick)
- Contact:
CR isn't tied to ECL. ECL is usually HD+Level Adjustment+Class Levels. CR is based on the assumption that you'll encounter them somewhat rarely and will have a party of about 4 people. ECL and Level Adjustment is for long term campaign balance.
Or something like that.
Or something like that.
If you tilt your head far enough and squint hard enough, anything becomes as simple or complex as you'd like--regardless of whether it is or not. -- A lesson learned from Stephen Wolfram's A New Kind of Science
Thanks for pointing that out, DV. A lot of DnD players often confuse ECL with CR.
Here are some initial thoughts on translating the races into NS.
Chaond
These aspects of the subrace seem fine as-is and translate into NWN well enough:
Ability Score Modifers: +4 Dex, +2 Con, -2 Cha
Special Qualities: Acid Resist 5/-, Cold Resist 5/-; Sonic Resist 5/-
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun); ECL +2
Alignment: Must be Chaotic.
Favored Class: Class taken at level 1 is the Chaond's Favored Class.
The skill bonuses and spell-like ability don't translate as well and could be changed. There are a few spells in NWN that are similar to <i>Shatter</i> that make good candidates. The skill bonuses don't translate well either. My suggestions:
Color Spray, Horizikaul's Boom, Balagarn's Iron Horn, or Sound Burst are good substitutes here. The spell-like ability is cast as a sorceror of a level equal to the Chaond's character level.
+2 to Escape Artist doesn't translate into NWN since it doesn't exist as a skill. +2 to Tumble isn't as useful because Tumble is used so much more in PnP, only two uses within NWN to speak of (and even then the +2 bonus will only affect one of its uses). Perhaps scrap the skill bonuses and instead give some save bonuses derived from the Chaond's Slaadi ancestry:
Hardiness vs. Paralysis: +2 racial bonus on saving throws against paralysis, stun, slow, and similar effects.
Hardiness vs. Poison: +2 racial bonus on saving throws against poison.
Zenythri
This translates relatively well:
Ability Score Modifers: +2 Str, +2 Dex, +2 Wis, -2 Cha
Special Qualities: Electricity Resist 5/-, Fire Resist 5/-; Sonic Resist 5/-
Special Ability: Cast <i>True Strike</i> 1/day as a sorceror equal to the Zenythri's character level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun); ECL +2
Alignment: Must be Lawful.
Favored Class: Monk.
Again, the skill bonuses to Balance and Intuit Direction don't translate well, as these aren't even skills in NWN. As with the Chaond, perhaps give some bonus saves:
Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
Hardiness vs. Disease: +2 racial bonus on saving throws against disease.
I'll post some more thoughts later this weekend...
Here are some initial thoughts on translating the races into NS.
Chaond
These aspects of the subrace seem fine as-is and translate into NWN well enough:
Ability Score Modifers: +4 Dex, +2 Con, -2 Cha
Special Qualities: Acid Resist 5/-, Cold Resist 5/-; Sonic Resist 5/-
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun); ECL +2
Alignment: Must be Chaotic.
Favored Class: Class taken at level 1 is the Chaond's Favored Class.
The skill bonuses and spell-like ability don't translate as well and could be changed. There are a few spells in NWN that are similar to <i>Shatter</i> that make good candidates. The skill bonuses don't translate well either. My suggestions:
Color Spray, Horizikaul's Boom, Balagarn's Iron Horn, or Sound Burst are good substitutes here. The spell-like ability is cast as a sorceror of a level equal to the Chaond's character level.
+2 to Escape Artist doesn't translate into NWN since it doesn't exist as a skill. +2 to Tumble isn't as useful because Tumble is used so much more in PnP, only two uses within NWN to speak of (and even then the +2 bonus will only affect one of its uses). Perhaps scrap the skill bonuses and instead give some save bonuses derived from the Chaond's Slaadi ancestry:
Hardiness vs. Paralysis: +2 racial bonus on saving throws against paralysis, stun, slow, and similar effects.
Hardiness vs. Poison: +2 racial bonus on saving throws against poison.
Zenythri
This translates relatively well:
Ability Score Modifers: +2 Str, +2 Dex, +2 Wis, -2 Cha
Special Qualities: Electricity Resist 5/-, Fire Resist 5/-; Sonic Resist 5/-
Special Ability: Cast <i>True Strike</i> 1/day as a sorceror equal to the Zenythri's character level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun); ECL +2
Alignment: Must be Lawful.
Favored Class: Monk.
Again, the skill bonuses to Balance and Intuit Direction don't translate well, as these aren't even skills in NWN. As with the Chaond, perhaps give some bonus saves:
Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
Hardiness vs. Disease: +2 racial bonus on saving throws against disease.
I'll post some more thoughts later this weekend...
Durzagon
The Durzagon makes an interesting race...who doesn't want to play a half-fiend, half-gray dwarf? As it is, it's way overpowered. Here's my revision:
Ability Score Adjustments: +2 Str, +2 Dex, +2 Con, +2 Int, -4 Cha
Resists: Acid Resist 5; Cold Resist 5; Electricity Resist 5; Fire Resist 5
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Duergar Qualities: Immune to Paralysis, Phantasm (subset of Illusion school of spells), Poison; Light Sensitivity (-2 AB, saves, checks in bright light); +4 Move Silently; +1 Listen and Spot
Dwarf Qualities: +2 Search indoors; +2 Lore; +2 save against Poison; +2 save against spells; +1 AB versus Orc and Goblinoids; +4 Dodge AC versus Giants
Spell-Like Abilities: <i>Invisibility</i> 1/day on self only as a wizard twice the Durzagon's level, minimum level 3. <i>Darkness</i> 1/day as a wizard of the Durzagon's level.
Alignment: Must be Lawful Evil, Lawful Neutral, or Neutral Evil
Favored Class: Cleric
ECL: +3
The Durzagon makes an interesting race...who doesn't want to play a half-fiend, half-gray dwarf? As it is, it's way overpowered. Here's my revision:
Ability Score Adjustments: +2 Str, +2 Dex, +2 Con, +2 Int, -4 Cha
Resists: Acid Resist 5; Cold Resist 5; Electricity Resist 5; Fire Resist 5
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Duergar Qualities: Immune to Paralysis, Phantasm (subset of Illusion school of spells), Poison; Light Sensitivity (-2 AB, saves, checks in bright light); +4 Move Silently; +1 Listen and Spot
Dwarf Qualities: +2 Search indoors; +2 Lore; +2 save against Poison; +2 save against spells; +1 AB versus Orc and Goblinoids; +4 Dodge AC versus Giants
Spell-Like Abilities: <i>Invisibility</i> 1/day on self only as a wizard twice the Durzagon's level, minimum level 3. <i>Darkness</i> 1/day as a wizard of the Durzagon's level.
Alignment: Must be Lawful Evil, Lawful Neutral, or Neutral Evil
Favored Class: Cleric
ECL: +3
Githyanki
The hardest part here is how to reinterpret the spell-like abilities/psionics. Dimension Door is basically a move-enhancing spell, so I've translated this as Expeditious Retreat in NWN. Telekinesis and Mage Hand are hard to translate, but these spells can be used to attack people in PnP. I've used Iron Horn as a substitute. Instead of a deep resonation through the ground, think of a "telekinetic burst" centered on the Githyanki that attempts to knock everyone down.
Ability Score Adjustments: +2 Dex, +2 Con, -2 Wis
Special Qualities: SR 5 + 1 per character level.
Psionics: <i>Clairaudience/clairvoyance</i> 1/day, <i>Expeditious Retreat</i> 1/day, <i>Balagarn's Iron Horn</i> 1/day. All cast as a Wizard of the Githyanki's level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Human Descendent Qualities: Quick to Master: +1 feat at 1st level, +4 skill points at 1st level and +1 every level after
Alignment: Must be Evil.
Favored Class: Fighter
ECL: +3
...
In PnP every Githyanki that reaches 16th level is devoured by their Lich-queen. It would be neat if a Githyanki that reaches the min xp for 16th level is portaled to a special area for a showdown with a representative of the Lich-queen. A special reward for this battle could be a "Silver Sword", the signature weapon of the Githyanki.
The hardest part here is how to reinterpret the spell-like abilities/psionics. Dimension Door is basically a move-enhancing spell, so I've translated this as Expeditious Retreat in NWN. Telekinesis and Mage Hand are hard to translate, but these spells can be used to attack people in PnP. I've used Iron Horn as a substitute. Instead of a deep resonation through the ground, think of a "telekinetic burst" centered on the Githyanki that attempts to knock everyone down.
Ability Score Adjustments: +2 Dex, +2 Con, -2 Wis
Special Qualities: SR 5 + 1 per character level.
Psionics: <i>Clairaudience/clairvoyance</i> 1/day, <i>Expeditious Retreat</i> 1/day, <i>Balagarn's Iron Horn</i> 1/day. All cast as a Wizard of the Githyanki's level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Human Descendent Qualities: Quick to Master: +1 feat at 1st level, +4 skill points at 1st level and +1 every level after
Alignment: Must be Evil.
Favored Class: Fighter
ECL: +3
...
In PnP every Githyanki that reaches 16th level is devoured by their Lich-queen. It would be neat if a Githyanki that reaches the min xp for 16th level is portaled to a special area for a showdown with a representative of the Lich-queen. A special reward for this battle could be a "Silver Sword", the signature weapon of the Githyanki.
Along the lines of the Githyanki's psionicis I took a glance at the Githzerai's psionic/supernatural abilities. I noticed that these weren't translated into NS4, but here are my suggestions for interesting substitutes:
In PnP: <i>Daze</i>, <i>Feather Fall</i>, <i>Shatter</i> at will as 16th level sorceror.
<i>Daze</i> can be ported over to NWN as the spell exists.
<i>Feather Fall</i> does not exist in NWN...neither does falling. This spell can be used to slow down (and reduce the damage) of missile weapons in certain situations in PnP. <i>Entropic Shield</i>, a level 1 cleric spell that gives all missile attacks against the caster a 20% miss chance, makes an interesting and reasonable substitute here.
<i>Shatter</i> does not exist either. The effect is essentially a force of sound that damages objects. This can be replaced with <i>Horizikaul's Boom</i>, a level 1 Wiz/Sorc spell that damages and deafens one target.
This reinterpretation would result in the Githzerai receiving:
Psionics: <i>Daze</i>, <i>Entropic Shield</i>, <i>Horizikaul's Boom</i>, all 1/day and cast as a sorceror of the Githzerai's level.
In PnP: <i>Daze</i>, <i>Feather Fall</i>, <i>Shatter</i> at will as 16th level sorceror.
<i>Daze</i> can be ported over to NWN as the spell exists.
<i>Feather Fall</i> does not exist in NWN...neither does falling. This spell can be used to slow down (and reduce the damage) of missile weapons in certain situations in PnP. <i>Entropic Shield</i>, a level 1 cleric spell that gives all missile attacks against the caster a 20% miss chance, makes an interesting and reasonable substitute here.
<i>Shatter</i> does not exist either. The effect is essentially a force of sound that damages objects. This can be replaced with <i>Horizikaul's Boom</i>, a level 1 Wiz/Sorc spell that damages and deafens one target.
This reinterpretation would result in the Githzerai receiving:
Psionics: <i>Daze</i>, <i>Entropic Shield</i>, <i>Horizikaul's Boom</i>, all 1/day and cast as a sorceror of the Githzerai's level.
Fey'ri
Interesting, because the abilities are chosen from a list. In the name of diversity, let's select a set of abilities not present in the other subraces:
<i>Charm Person</i>: A possibility.
<i>Clairaudience/clairvoyance</i>: Githyanki gets this already.
Damage Reduction 10/+1: Maybe, spell-like abilities more in keeping with theme.
<i>Darkness</i>: Tieflings gets this already.
<i>Detect Thoughts</i>: Not present, an equivalent spell/effect could be an interesting choice. In PnP, <i>Detect Thoughts</i> can be used to detect hidden/invisibility creatures when used in certain situations. <i>See Invisibility</i> could be an acceptable substitute here.
<i>Dimension Door</i>: Githyanki get this already as <i>Expeditious Retreat</i>.
<i>Enervation</i>: Possibility, but a little too powerful.
Fire Resist 10: A possibility, perhaps reduced to 5.
<i>Suggestion</i>: Not present in NWN, an equivalent spell/effect maybe.
+2 Racial Bonus to saves against Electricity: Perhaps as Electricity Resist.
+2 Racial Bonus to saves versus Poison: Perhaps.
Fey'ris also get +2 to Hide and Bluff checks. As Bluff isn't present, Persuade is a good substitute here.
A fey'ri's favored class is sorceror, which doesn't make a lot of sense since 1) a stock elf's favored class is wizard and 2) fey'ris get a bonus to intelligence. Let's make this Wizard as a normal elf.
Alternate Form: there's no real equivalent for this in NWN. An interesting custom effect would be a toggle that adds and removes demon wings and tail.
Ability Score Adjustments: +2 Dex, -2 Con, +2 Int
Special Qualities: Fire Resist 5/-; Electricity Resist 5/-; <i>Charm Person</i>, <i>See Invisibility</i> all 1/day as Sorceror equal to character level; +2 to Hide and Bluff skill checks.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Elf Qualities: Immune to sleep spells/effects; +2 to saves against Enchantment spells/effects; +2 Listen/Spot/Search checks; Elven Weapon Proficiencies; Keen Senses (always actively searching)
Alternate Form: Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own height and weight.
Alignment: Must be Chaotic Neutral, Neutral Evil, or Chaotic Evil.
Favored Class: Wizard
ECL: +2
Interesting, because the abilities are chosen from a list. In the name of diversity, let's select a set of abilities not present in the other subraces:
<i>Charm Person</i>: A possibility.
<i>Clairaudience/clairvoyance</i>: Githyanki gets this already.
Damage Reduction 10/+1: Maybe, spell-like abilities more in keeping with theme.
<i>Darkness</i>: Tieflings gets this already.
<i>Detect Thoughts</i>: Not present, an equivalent spell/effect could be an interesting choice. In PnP, <i>Detect Thoughts</i> can be used to detect hidden/invisibility creatures when used in certain situations. <i>See Invisibility</i> could be an acceptable substitute here.
<i>Dimension Door</i>: Githyanki get this already as <i>Expeditious Retreat</i>.
<i>Enervation</i>: Possibility, but a little too powerful.
Fire Resist 10: A possibility, perhaps reduced to 5.
<i>Suggestion</i>: Not present in NWN, an equivalent spell/effect maybe.
+2 Racial Bonus to saves against Electricity: Perhaps as Electricity Resist.
+2 Racial Bonus to saves versus Poison: Perhaps.
Fey'ris also get +2 to Hide and Bluff checks. As Bluff isn't present, Persuade is a good substitute here.
A fey'ri's favored class is sorceror, which doesn't make a lot of sense since 1) a stock elf's favored class is wizard and 2) fey'ris get a bonus to intelligence. Let's make this Wizard as a normal elf.
Alternate Form: there's no real equivalent for this in NWN. An interesting custom effect would be a toggle that adds and removes demon wings and tail.
Ability Score Adjustments: +2 Dex, -2 Con, +2 Int
Special Qualities: Fire Resist 5/-; Electricity Resist 5/-; <i>Charm Person</i>, <i>See Invisibility</i> all 1/day as Sorceror equal to character level; +2 to Hide and Bluff skill checks.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Elf Qualities: Immune to sleep spells/effects; +2 to saves against Enchantment spells/effects; +2 Listen/Spot/Search checks; Elven Weapon Proficiencies; Keen Senses (always actively searching)
Alternate Form: Like their succubus and incubus ancestors, fey'ris can change their shape at will, though they are limited to humanoid forms of approximately their own height and weight.
Alignment: Must be Chaotic Neutral, Neutral Evil, or Chaotic Evil.
Favored Class: Wizard
ECL: +2
Tanarukk
The PnP Tanarukk is a pretty straight-forward translation. The Control Flame supernatural ability needs some thought. Several spells make good substitutes here: <i>Flare</i>, <i>Burning Hands</i>, <i>Combust</i>, <i>Flame Weapon</i>, and <i>Continual Flame</i>. <i>Combust</i> seems a balanced enough candidate, not too powerful and has enough utility to be used throughout the Tanarukk's adventures no matter the build.
Ability Score Adjustments: +4 Str, +2 Dex, -2 Wis, -4 Cha
Special Qualities: Fire Resist 15/-; +4 Natural AC; <i>Combust</i> 1/day as a sorceror equal to their character level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Half-orc Traits: Nothing greater than what's provided for by the subrace.
Alignment: Must be Chaotic Evil, Chaotic Neutral, or Neutral Evil.
Favored Class: Barbarian
ECL: +2
The PnP Tanarukk is a pretty straight-forward translation. The Control Flame supernatural ability needs some thought. Several spells make good substitutes here: <i>Flare</i>, <i>Burning Hands</i>, <i>Combust</i>, <i>Flame Weapon</i>, and <i>Continual Flame</i>. <i>Combust</i> seems a balanced enough candidate, not too powerful and has enough utility to be used throughout the Tanarukk's adventures no matter the build.
Ability Score Adjustments: +4 Str, +2 Dex, -2 Wis, -4 Cha
Special Qualities: Fire Resist 15/-; +4 Natural AC; <i>Combust</i> 1/day as a sorceror equal to their character level.
NS4 Outsider Qualities: Darkvision; Immunity: Charm Person, Hold Person, Dominate Person; Vulnerable to Banishment (Death) and Planar Binding (Stun)
Half-orc Traits: Nothing greater than what's provided for by the subrace.
Alignment: Must be Chaotic Evil, Chaotic Neutral, or Neutral Evil.
Favored Class: Barbarian
ECL: +2
I find this funny for some reason.A durzagon is the result of a secret crossbreeding between a devil and an unsuspecting duergar...
I think that it's abilities should be toned down, but it DOES have 7 ECL. I have enough trouble leveling with a zero...(then again, I usually play less than 90 minutes a day...)
Also...
This sounds like they'd have higher charisma, with the leadership and all. So why a penalty?[/quote]...enythris are natural leaders and consummate strategists, and they gladly accept leadership roles...
Heh...I lifted the descriptions from the books mentioned before the descriptions. Besides, some gentlemen prefer curves. ;)Serac wrote:I find this funny for some reason.A durzagon is the result of a secret crossbreeding between a devil and an unsuspecting duergar...
I agree some of these stats should be mixed around a little bit. My NWN proposal for the Durzagon is actually a +3 ECL, check a little farther down for my rewrite. I want to return to all my proposals again after musing a little on what's actually possible with scripting and with feedback like this (Thanks!). I'd even like to furnish some NS4 specific descriptions for each subrace (taking in to account any changed abilities in addition to how the race fits into the game world) as well.Serac wrote:I think that it's abilities should be toned down, but it DOES have 7 ECL. I have enough trouble leveling with a zero...(then again, I usually play less than 90 minutes a day...)
Also...This sounds like they'd have higher charisma, with the leadership and all. So why a penalty?...enythris are natural leaders and consummate strategists, and they gladly accept leadership roles...
That said, I'd love to hear any specific suggestion criticisms or different interpretations.
Out-of-the-box Durzagon is +7 ECL which is - I agree - way too much. I adjusted some of the abilities and wrote-up a NS4 proposal a little farther down from the original post. The initial post is just what the books say about the races. Thanks for the feedback!
"Cats aren't domesticated, they're just not big enough to kill you." -Phil Athans, former WotC employee
Best conversion actually would be flame lash. Control flame in PnP is given to low level druids, which eventually, for NWN, was made into flame lash. This is not only logical but atually the most correct. Control flame is basically 1d6 fire to target (in PnP), so a 2d6 per 3 caster levels doesn't seem too bad.satantrik wrote:The PnP Tanarukk is a pretty straight-forward translation. The Control Flame supernatural ability needs some thought. Several spells make good substitutes here: Flare, Burning Hands, Combust, Flame Weapon, and Continual Flame. Combust seems a balanced enough candidate, not too powerful and has enough utility to be used throughout the Tanarukk's adventures no matter the build.
Hey, you learn something new everyday! Good call, I'll change my notes accordingly.IcemanXV wrote:Best conversion actually would be flame lash. Control flame in PnP is given to low level druids, which eventually, for NWN, was made into flame lash. This is not only logical but atually the most correct. Control flame is basically 1d6 fire to target (in PnP), so a 2d6 per 3 caster levels doesn't seem too bad.satantrik wrote:The PnP Tanarukk is a pretty straight-forward translation. The Control Flame supernatural ability needs some thought. Several spells make good substitutes here: Flare, Burning Hands, Combust, Flame Weapon, and Continual Flame. Combust seems a balanced enough candidate, not too powerful and has enough utility to be used throughout the Tanarukk's adventures no matter the build.
"Cats aren't domesticated, they're just not big enough to kill you." -Phil Athans, former WotC employee