Mystral
2009-07-14, 10:08 AM
Hi there.
To get to the point, I want to play an Air Mephling Bard in a 4e D&D Round. For everyone not familiar with that race, it comes from the planar handbook and has the following stats:
- Small
- +2 Cha +2 Dex -2 Int
- 30 Feet Speed, 10 feet flight speed.
- +1 Casterlevel for air spells
- A really weak Breath Attack (1d8, ref for half)
- Favored Class Bard
- LA +1
I find it hard to transcribe this into 4e, especially the flying ability as I don't want to create a game breaker.
My current use would be to drop the Breath Attack (Useless) and the Caster Level Bonus. The race would then look like this:
__________________________________________________ _________________________________________________ ____________
- Size: Small
- Speed: 6
- Attributes: +2 Cha +2 Dex
- Languages: Common, Auran
- Vision: Normal
- Skill Bonuses: Athletic +2, ??? +2 (I'm not sure which Skill to use, diplomacy, insight and streetsmart would be fitting)
- Air Heritage: Lightning Resistance 5 + 1/2 Level
- Gliding Flight: For every Space this Character Falls, he moves 3 Spaces in any direction, up to 6 spaces/round. At the end of the gliding, he takes no falling damage. Should he hit an obstacle, he suffers 1d6 damage (Possibly more when the obstacle is particularly dangerous). When damaged, the character has to make a athletic check of 15 to continue flying, if he doesn't make it, he begins to fall normally. Should he fall longer then 1 round, he can try another athletic check to break his fall and continue gliding.
- Flying: The Character kann use "Fly" as an encounter power. (I know, not very innovative name)
Fly - Mephling Racial Power
You beat your wings and leave the ground and your enemies beneath you.
Encounter
Move Action - Personal
Effect: Until the End of your next turn, you gain a flightspeed of 4 (Hover)
Make an athletic skill check. This Check determines how often you can substain this power.
9 or lower: 0 Round
10-14: 1 Round
15-19: 3 Round
20-24: 6 Round
25-29: 10 Round
30 or more: Until the end of the encounter or for 5 minutes.
Substain Minor: This power persists for another round.
Special: Using this Power uses up a healing surge. If you have no more healing surges left, you can't use this power.
______________________________________________
What do you think?
To get to the point, I want to play an Air Mephling Bard in a 4e D&D Round. For everyone not familiar with that race, it comes from the planar handbook and has the following stats:
- Small
- +2 Cha +2 Dex -2 Int
- 30 Feet Speed, 10 feet flight speed.
- +1 Casterlevel for air spells
- A really weak Breath Attack (1d8, ref for half)
- Favored Class Bard
- LA +1
I find it hard to transcribe this into 4e, especially the flying ability as I don't want to create a game breaker.
My current use would be to drop the Breath Attack (Useless) and the Caster Level Bonus. The race would then look like this:
__________________________________________________ _________________________________________________ ____________
- Size: Small
- Speed: 6
- Attributes: +2 Cha +2 Dex
- Languages: Common, Auran
- Vision: Normal
- Skill Bonuses: Athletic +2, ??? +2 (I'm not sure which Skill to use, diplomacy, insight and streetsmart would be fitting)
- Air Heritage: Lightning Resistance 5 + 1/2 Level
- Gliding Flight: For every Space this Character Falls, he moves 3 Spaces in any direction, up to 6 spaces/round. At the end of the gliding, he takes no falling damage. Should he hit an obstacle, he suffers 1d6 damage (Possibly more when the obstacle is particularly dangerous). When damaged, the character has to make a athletic check of 15 to continue flying, if he doesn't make it, he begins to fall normally. Should he fall longer then 1 round, he can try another athletic check to break his fall and continue gliding.
- Flying: The Character kann use "Fly" as an encounter power. (I know, not very innovative name)
Fly - Mephling Racial Power
You beat your wings and leave the ground and your enemies beneath you.
Encounter
Move Action - Personal
Effect: Until the End of your next turn, you gain a flightspeed of 4 (Hover)
Make an athletic skill check. This Check determines how often you can substain this power.
9 or lower: 0 Round
10-14: 1 Round
15-19: 3 Round
20-24: 6 Round
25-29: 10 Round
30 or more: Until the end of the encounter or for 5 minutes.
Substain Minor: This power persists for another round.
Special: Using this Power uses up a healing surge. If you have no more healing surges left, you can't use this power.
______________________________________________
What do you think?