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Jeremy Morgan

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Planescape 4E - Races

1 September 2011

In the DM’s guide provided with the Planescape Campaign Setting, several races are mentioned. Let’s discuss how to handle these races in 4E. For several of them, I think we can just use the races as described. Obviously, the fluff might need to be changed, but that’s always within the DM’s purview.

Drop-in Races

  • Primes (Any race from a Prime Material world)
  • Tiefling
  • Genasi
  • Githzerai

I think this gives us a good starting point. Obviously, the DM is within tgeir rights to disallow certain prime races if they don’t fit with their vision of the campaign.

Races That Present More of a Problem

  • Aasimar
  • Bariaur
  • Rogue Modron

None of these has a representative race in 4E. The 4E equivalent of the Aasimar is the Deva, but the fluff and crunch have drifted enough to make this race a less than optimal replacement for the Aasimar. We’ll have to draft something ourselves for all three of these.

Let’s start with the Rogue Modron. Feel free to use the description below in your home games. Share, modify, or whatever, just give me some credit for the idea.


Rogue Modron

Rogue Modron

An orderly being with some issues. Something has definitely gone a bit wrong…

RACIAL TRAITS

Average Height: 6’0”

Average Weight: 500 lb.

Ability scores: +2 Constitution, +2 Intelligence or +2 Wisdom

Size: Small

Speed: 5 squares.

Vision: Low-Light

Languages: Common, Primordial, choice of one other

Ordered Mind: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against charm and illusion effects.

Rigid Mind: At character generation, roll a d20 and record the result. This is the rogue modron’s base initiative roll for all encounters. Note that its initiative bonus will continue to increase, and this racial feature does not preclude the player from taking initiative-based feats.

Immortal Origin: You are native to Mechanus, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


I’m still struggling with what a good racial power would be. I need more time to think up something. I also have some good ideas on some racial feats to bring in more of the flavor of the rogue modron as originally written.

Also, at the DM’s discretion, the rogue modron may be allowed to re-roll his base initiative during the campaign. I would keep this to every tier or possibly when the character has undergone some traumatic or otherwise defining moment.

What do you think? For those familiar with the source material, have I faithfully recreated enough of the race’s original flavor? Any thoughts on a compelling racial power?

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