Races of Eberron
Races of Eberron
Character Races
Beyond the regular C&C races there are four new races, the golem-like Warforged, the half Dopplegagner Changelings, the spirit-melded Kalashtar, and the lycanthropic Shifters.
Since Eberron is an over-the-top setting, so should be its heroes, so we provide Advanced Racial Abilities that kick in when a PC earns certain XP benchmarks, allowing Dragonmarked characters to exist and Shifters to grow into their full potential by leveling the playing field for everyone. For CKs who think some of the new races start off too strongly, Advanced Racial Abilities can be retooled to bring those races back in line. Simply take away some of a race's more impressive abilities at the start and provide them at a later date.
Advanced Racial Ability Bonuses for Standard DnD races
Human:
Humanity is known for men who carve out nations with only sheer determination and personality.
Benchmarks
625 XP
+2 on Charisma based Savings throws
1875 XP
Automatically stable when at -1 to -9 hit points
4250 XP
Permanent +1 Attribute Modifier to a Prime of choice
Halflings:
A race that feels a deep kinship with those in their community and the surrounding environment. There there always seems to be those attracted to the world of men. Either way, never assume simply because they have to look up at you, that you have the right to look down upon them.
Benchmarks
625 XP
An additional +1 Racial bonus to their Ranger, Rogue and Assassin Modifiers. Halflings also get a +1 to all saves
1875 XP
+2 damage bonus with slings and thrown weapons
4250 XP
Permanent +2 Attribute Modifier to Dex.
Dwarf:
The Dwarves experience in selling their crafts around the world has evolved into the world-wide banking system in Eberron.
Benchmarks
625 XP
An additional +2 Racial bonus to Stonecraft and saves against fear
1875 XP
Deep vision increases by 30 feet and an additional +1 to Poison savings throws
4250 XP
Permanent +2 Attribute Modifier to Con.
Elf:
The Elves in Eberron are a strange breed, fascinated almost as much by death as they are with Nature.
Benchmarks
625 XP
An additional +1 Racial bonus to light weapons and bows
1875 XP
A spell-casting Elf gets a bonus 1st level spell, while all elves get an additional +2 for listening checks
4250 XP
Permanent +2 Attribute Modifier to Int.
Gnome:
If you've feel that you made a great deal with an Eberron gnome, you're probably blessedly unaware of how much you actually lost.
Benchmarks
625 XP
An gnome illusionist gets 1 bonus spell in addition to a +3 racial bonus on SEIGE check related to listening and haggling.
1875 XP
Regardless of class, a gnome can cast Mirror Image as a spell-like ability. It's considered cast by a 4th level illusionist.
4250 XP
Permanent +2 Attribute Modifier to Char.
Half-Elf:
The Half- Elves in Eberron are often blessed with Dragonmarks and many are involved in guild politics to become respected and admired.
Benchmarks
625 XP
+2 on Charisma based Savings throws
1875 XP
A spell-casting Half- Elf gets a bonus 1st level spell, while all half-elves get Twilight Vision. Those already blessed with Twilight Vision get a 50 % bonus.
4250 XP
Half-Elves get a +2 racial bonus on checks related to persuasion and diplomacy
Eberron Races:
These Advanced Racial Abilities are in addition to the starting racial bonuses. If the CK thinks the Warforged or the Changeling original bonuses are too high powered, they can simply delay these racial bonuses, using them as substitute Racial Abilities.
Warforged:
The Warforged lead something resembling a life, never sleeping and always on duty. These former crafted soldiers are now considered citizens and have a freedom they were never built to fully understand or utilize.
Benchmarks
625 XP
Armored Chassis: The Warforged gets to chose one permanent AC/armor bonus that incurs no encumbrance, but takes up enough space that no other armor can be worn.
● A +1 AC bonus
● A +3 Armor bonus that counts as ring mail for purposes of class restriction.
● A +7 bonus that counts as plate for purposes of class restriction
1875 XP
Permanent +2 damage with attacks made from the PC body, whether it's a unarmed strike, slam or weapon that's been integrated into the warforge's body.
4250 XP
Permanent +2 attribute modifier to Constitution
Changelings:
The Doppleganger halfbreed are now a race of their own. Always excepted when they impersonate someone else and feared for heir true nature, few Changleings keep an innocent view for long. They make great spies and thevies.
Benchmarks
625 XP
When you are the target of a divination spell or telepathic/magical mind power of 3rd level or lower (such as detect thoughts), the PC gets a savings throw. If successful, the PC can generate misleading thoughts. He has no idea which spell/power was used on him or why.
1875 XP
Quick Change: A Changeling can now use its Minor Change Shape ability even it has gone its full movement. Before this bonus, the PC had to use an attack action to use the ability.
4250 XP
Changlings get a +2 racial bonus on checks related to persuasion, impersonation and disguise
Shifter:
Away from human civilization, the Shifters view self-reliance and embrace their lycanthropic heritage as their natural edge for surviving in the wild frontier.
Benchmarks
625 XP
While shifting, the PC gets a +1 on SEIGE checks related to listening, sensing motive and spotting things. The PC also gets a +1 on initiative.
1875 XP
While shifting, receive a +1 AC bonus and and a +2 bonus to Dex. based savings throws.
4250 XP
Shifters get a permanent +2 attribute modifier bonus to Strength
Kalishtar:
Part spirit, part humanoid, the Kalishtar are like the animals driven before a firestorm. They are constantly on the run from those that oppressed them in the dream world. The enemy has borrowed the Kalishtar's methods and now have their own agents, The Inspired, who woo the royal courts as ambassadors while sowing the seeds for a psionic coup.
Benchmarks
625 XP
Psionic Shield: A psionic small shield hovers before the Kalashtar, offering a +1 AC bonus to ranged and melee attacks to the character's front.
1875 XP
Gesalt: Kalashtar within 60 feet of each other can share a +1 bonus to initiative and Int. based savings throws.
4250 XP
Kalashtar get a +2 racial bonus on checks related to persuasion and diplomacy
Dragon Mark:
The Dragon Marked Houses are Eberron. Part guild, part royalty, those who manipulate the houses manipulate the very things that keep the international scene going, from banking and the Lighting Rail to the chance to rediscover how to build the warforged race.
There are 12 bloodlines of Dragon Marked, including the Marks of Detection, Finding, Handling, Healing, Hospitality, Making, Passage, Scribing, Sentinel, Shadow, Storm and Warding.
For clarification, the choice between a new spell or additional uses of a weaker dragonmark are permanent.
Benchmarks
625 XP
Lesser Mark: A Level 1 spell that fits the bloodlines of PC Dragon Mark. Usable 3/day
1875 XP
Dragon Mark: Either a Level 2 spell that fits the bloodlines of the chosen Dragon Mark that usable 2/day or 3 more uses of the Lesser Dragonmark
4250 XP
Greater Dragonmark: A Level 3 spell that fits the bloodlines of the chosen Dragonmark, usable 1/day or 2 additional uses of the Dragonmark or 3 additional uses of the Lesser Dragonmark
Beyond the regular C&C races there are four new races, the golem-like Warforged, the half Dopplegagner Changelings, the spirit-melded Kalashtar, and the lycanthropic Shifters.
Since Eberron is an over-the-top setting, so should be its heroes, so we provide Advanced Racial Abilities that kick in when a PC earns certain XP benchmarks, allowing Dragonmarked characters to exist and Shifters to grow into their full potential by leveling the playing field for everyone. For CKs who think some of the new races start off too strongly, Advanced Racial Abilities can be retooled to bring those races back in line. Simply take away some of a race's more impressive abilities at the start and provide them at a later date.
Advanced Racial Ability Bonuses for Standard DnD races
Human:
Humanity is known for men who carve out nations with only sheer determination and personality.
Benchmarks
625 XP
+2 on Charisma based Savings throws
1875 XP
Automatically stable when at -1 to -9 hit points
4250 XP
Permanent +1 Attribute Modifier to a Prime of choice
Halflings:
A race that feels a deep kinship with those in their community and the surrounding environment. There there always seems to be those attracted to the world of men. Either way, never assume simply because they have to look up at you, that you have the right to look down upon them.
Benchmarks
625 XP
An additional +1 Racial bonus to their Ranger, Rogue and Assassin Modifiers. Halflings also get a +1 to all saves
1875 XP
+2 damage bonus with slings and thrown weapons
4250 XP
Permanent +2 Attribute Modifier to Dex.
Dwarf:
The Dwarves experience in selling their crafts around the world has evolved into the world-wide banking system in Eberron.
Benchmarks
625 XP
An additional +2 Racial bonus to Stonecraft and saves against fear
1875 XP
Deep vision increases by 30 feet and an additional +1 to Poison savings throws
4250 XP
Permanent +2 Attribute Modifier to Con.
Elf:
The Elves in Eberron are a strange breed, fascinated almost as much by death as they are with Nature.
Benchmarks
625 XP
An additional +1 Racial bonus to light weapons and bows
1875 XP
A spell-casting Elf gets a bonus 1st level spell, while all elves get an additional +2 for listening checks
4250 XP
Permanent +2 Attribute Modifier to Int.
Gnome:
If you've feel that you made a great deal with an Eberron gnome, you're probably blessedly unaware of how much you actually lost.
Benchmarks
625 XP
An gnome illusionist gets 1 bonus spell in addition to a +3 racial bonus on SEIGE check related to listening and haggling.
1875 XP
Regardless of class, a gnome can cast Mirror Image as a spell-like ability. It's considered cast by a 4th level illusionist.
4250 XP
Permanent +2 Attribute Modifier to Char.
Half-Elf:
The Half- Elves in Eberron are often blessed with Dragonmarks and many are involved in guild politics to become respected and admired.
Benchmarks
625 XP
+2 on Charisma based Savings throws
1875 XP
A spell-casting Half- Elf gets a bonus 1st level spell, while all half-elves get Twilight Vision. Those already blessed with Twilight Vision get a 50 % bonus.
4250 XP
Half-Elves get a +2 racial bonus on checks related to persuasion and diplomacy
Eberron Races:
These Advanced Racial Abilities are in addition to the starting racial bonuses. If the CK thinks the Warforged or the Changeling original bonuses are too high powered, they can simply delay these racial bonuses, using them as substitute Racial Abilities.
Warforged:
The Warforged lead something resembling a life, never sleeping and always on duty. These former crafted soldiers are now considered citizens and have a freedom they were never built to fully understand or utilize.
Benchmarks
625 XP
Armored Chassis: The Warforged gets to chose one permanent AC/armor bonus that incurs no encumbrance, but takes up enough space that no other armor can be worn.
● A +1 AC bonus
● A +3 Armor bonus that counts as ring mail for purposes of class restriction.
● A +7 bonus that counts as plate for purposes of class restriction
1875 XP
Permanent +2 damage with attacks made from the PC body, whether it's a unarmed strike, slam or weapon that's been integrated into the warforge's body.
4250 XP
Permanent +2 attribute modifier to Constitution
Changelings:
The Doppleganger halfbreed are now a race of their own. Always excepted when they impersonate someone else and feared for heir true nature, few Changleings keep an innocent view for long. They make great spies and thevies.
Benchmarks
625 XP
When you are the target of a divination spell or telepathic/magical mind power of 3rd level or lower (such as detect thoughts), the PC gets a savings throw. If successful, the PC can generate misleading thoughts. He has no idea which spell/power was used on him or why.
1875 XP
Quick Change: A Changeling can now use its Minor Change Shape ability even it has gone its full movement. Before this bonus, the PC had to use an attack action to use the ability.
4250 XP
Changlings get a +2 racial bonus on checks related to persuasion, impersonation and disguise
Shifter:
Away from human civilization, the Shifters view self-reliance and embrace their lycanthropic heritage as their natural edge for surviving in the wild frontier.
Benchmarks
625 XP
While shifting, the PC gets a +1 on SEIGE checks related to listening, sensing motive and spotting things. The PC also gets a +1 on initiative.
1875 XP
While shifting, receive a +1 AC bonus and and a +2 bonus to Dex. based savings throws.
4250 XP
Shifters get a permanent +2 attribute modifier bonus to Strength
Kalishtar:
Part spirit, part humanoid, the Kalishtar are like the animals driven before a firestorm. They are constantly on the run from those that oppressed them in the dream world. The enemy has borrowed the Kalishtar's methods and now have their own agents, The Inspired, who woo the royal courts as ambassadors while sowing the seeds for a psionic coup.
Benchmarks
625 XP
Psionic Shield: A psionic small shield hovers before the Kalashtar, offering a +1 AC bonus to ranged and melee attacks to the character's front.
1875 XP
Gesalt: Kalashtar within 60 feet of each other can share a +1 bonus to initiative and Int. based savings throws.
4250 XP
Kalashtar get a +2 racial bonus on checks related to persuasion and diplomacy
Dragon Mark:
The Dragon Marked Houses are Eberron. Part guild, part royalty, those who manipulate the houses manipulate the very things that keep the international scene going, from banking and the Lighting Rail to the chance to rediscover how to build the warforged race.
There are 12 bloodlines of Dragon Marked, including the Marks of Detection, Finding, Handling, Healing, Hospitality, Making, Passage, Scribing, Sentinel, Shadow, Storm and Warding.
For clarification, the choice between a new spell or additional uses of a weaker dragonmark are permanent.
Benchmarks
625 XP
Lesser Mark: A Level 1 spell that fits the bloodlines of PC Dragon Mark. Usable 3/day
1875 XP
Dragon Mark: Either a Level 2 spell that fits the bloodlines of the chosen Dragon Mark that usable 2/day or 3 more uses of the Lesser Dragonmark
4250 XP
Greater Dragonmark: A Level 3 spell that fits the bloodlines of the chosen Dragonmark, usable 1/day or 2 additional uses of the Dragonmark or 3 additional uses of the Lesser Dragonmark
I feel the majority of these abilities are too powerful for the low XP cost associated, especially where it concerns the non-standard, Eberron-specific races, such as warforged. Considering most are fighter types, gaining a +7 AC for nothing (a few fights) is over-the-top. I would suggest additional costs, such as time, money, XP (much more than listed) and obtaining the components to even do the task; this even more important considering that that race is supposed to be "rare." Funny, though, every game set there seems to have at least one in the party.... Another way to "fix" the warforged would be to stagger the AC adjustment, so they can get a +1 AC / 625 XP spent, but even that is too low... its about two levels as a fighter to get the equivalent of free plate mail, permanently (if it wasn't permanent, I'd argue it was a bit weak, since a fighter can buy a suit, but generally not before 3rd-5th.)
I'd have to look at the others more closely, but the free (virtually) innate spellcasting stuff is very powerful.
So, if you wanted superheroes, you made them.
I'd have to look at the others more closely, but the free (virtually) innate spellcasting stuff is very powerful.
So, if you wanted superheroes, you made them.
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Dragonhelm
- Red Cap
- Posts: 257
- Joined: Thu May 11, 2006 7:00 am
concobar wrote:
why would anyone leave D&D 3.5 to play C&C and want to bring eberron with them? doesnt eberron represent all that has gone wrong with D&D? 3.5 with eberron is more like D&DBZ :/
C&C can be used to play not only the old school, but also the new school. Though Eberron was designed with 3.5 in mind, 3.5 doesn't have to be the only system used to run the setting.
I can understand if you have issues with the setting. That's fine. Eberron isn't for everyone. That being said, I applaud the idea of using C&C outside of the bounds of Greyhawk, Yggsburg, Erde, and other similar settings.
If you like a setting, then use the rules you like to play the setting.
Back to topic...
Angelfish, how are you handling the Kalashtar's inherent psionics?
_________________
Trampas Whiteman
---DragonHelm--->
Dragonlance Nexus
Thanks for the feeback.
My inherent "balance" was that all the races got some bonuses, especially since C&C has no "challenge rating" system that one has to meet or beat for an encounter.... Besides, who says all encounters are supposed be overcome on the first try. If you add in the effects of the Action Dice I want to use, yeah, this verison of C&C wouldn't be your standard fare.
As for Kalashtar, the racial abilities I listed are their inherent psychic abilities because I took more of an archetypical approach. There other ways to do it would be a bonus spell level (if you were subsituting a magic class -- like the illusionist-- for psionics) or spell points if you were using a mana point varient to represent psionics.
My target was to make sure all the PC got their racial abilities at the same pace and maybe throw them a bone inbetween levels as they started out. It sound like I could double the cost and I'll still achieve the same results.
And seeing as how in the three days it took to get one post on this thread while my "Eberron, love it or hate it" thread got 20 replies, I get the drift the setting is not much loved around here for various reasons.
I ain't saying it's perfect, but funny enough, the reasons why some hated it are the reasons I like it. *shrugs shoulders* If I want a standard fantasy world with lots of history, I'll pull one of the many fantasy hearbreakers off my shelf or I'll homebrew.
Besides, I own the books and know the world, which I feel is the motivation for like 60% of why people a particular setting. Reminds me of the time a GM tried to put his next campaign's setting up to a vote. I bet him $20, he'd end up running Forgotten Realms.
I picked up my cash as the other players brought in STACKS of FR stuff, most of it going way to the first boxed set.
[/list]
My inherent "balance" was that all the races got some bonuses, especially since C&C has no "challenge rating" system that one has to meet or beat for an encounter.... Besides, who says all encounters are supposed be overcome on the first try. If you add in the effects of the Action Dice I want to use, yeah, this verison of C&C wouldn't be your standard fare.
As for Kalashtar, the racial abilities I listed are their inherent psychic abilities because I took more of an archetypical approach. There other ways to do it would be a bonus spell level (if you were subsituting a magic class -- like the illusionist-- for psionics) or spell points if you were using a mana point varient to represent psionics.
My target was to make sure all the PC got their racial abilities at the same pace and maybe throw them a bone inbetween levels as they started out. It sound like I could double the cost and I'll still achieve the same results.
And seeing as how in the three days it took to get one post on this thread while my "Eberron, love it or hate it" thread got 20 replies, I get the drift the setting is not much loved around here for various reasons.
I ain't saying it's perfect, but funny enough, the reasons why some hated it are the reasons I like it. *shrugs shoulders* If I want a standard fantasy world with lots of history, I'll pull one of the many fantasy hearbreakers off my shelf or I'll homebrew.
Besides, I own the books and know the world, which I feel is the motivation for like 60% of why people a particular setting. Reminds me of the time a GM tried to put his next campaign's setting up to a vote. I bet him $20, he'd end up running Forgotten Realms.
I picked up my cash as the other players brought in STACKS of FR stuff, most of it going way to the first boxed set.
[/list]
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Dragonhelm
- Red Cap
- Posts: 257
- Joined: Thu May 11, 2006 7:00 am
anglefish wrote:
And seeing as how in the three days it took to get one post on this thread while my "Eberron, love it or hate it" thread got 20 replies, I get the drift the setting is not much loved around here for various reasons.
I ain't saying it's perfect, but funny enough, the reasons why some hated it are the reasons I like it. *shrugs shoulders* If I want a standard fantasy world with lots of history, I'll pull one of the many fantasy hearbreakers off my shelf or I'll homebrew.
Besides, I own the books and know the world, which I feel is the motivation for like 60% of why people a particular setting.
It just goes to show that one person's trash is another's treasure. If Eberron is what you know and like the best, then that's as good of a reason as any to run it.
A game system like D&D, True20, C&C, etc. etc. is a means to an end. It's just the tools you use to play the game. You can play any sort of genre with these basic rules. So if Eberron is the world you like and C&C is the tool you like to use, then put the two together and have at it.
_________________
Trampas Whiteman
---DragonHelm--->
Dragonlance Nexus
Another case in point. I see it more like The Shadow, Doc Savage and Indiana Jones. All of that over the top pulpy goodness.Turanil wrote:
Never thought of that before, but I find that it fits rather well.
Powers above the normal man, probably. Taking the fight to things that threaten your soul and sanity, definately. Blowing up half a planet, not so much.
Dragonhelm wrote:
Quote:
It just goes to show that one person's trash is another's treasure. If Eberron is what you know and like the best, then that's as good of a reason as any to run it.
A game system like D&D, True20, C&C, etc. etc. is a means to an end. It's just the tools you use to play the game. You can play any sort of genre with these basic rules. So if Eberron is the world you like and C&C is the tool you like to use, then put the two together and have at it.
Amen brother.
Honestly, if you take out the Dragon Marked and the shifters (or make them NPC races only), you can pretty much port 90% of the setting over as is.
And if you convert over quick and dirty like I do, you can still squeeze in those two as dual combos where Wizard and Barbarian represent their racial abilities.
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Lucifer_Draconus
- Hlobane Orc
- Posts: 160
- Joined: Tue May 16, 2006 7:00 am
concobar wrote:
why would anyone leave D&D 3.5 to play C&C and want to bring eberron with them? doesnt eberron represent all that has gone wrong with D&D? 3.5 with eberron is more like D&DBZ :/
I like Eberron thank you very much =P Just because I dislike D&D 3.5 doesn't mean I can't love this setting. Maybe it's because I like anime/manga & have no problem with flying ships , lightening trains n' such.Though I'm not a big fan of warforged I do like shifters & different takes on typical "fantasy/D&D" races.
_________________
Let me wet my blade with your blood.
RIP Gary Gygax you will be missed.
Eberron isn't a bad setting at all. I much prefer it to the new, spellplague-improved Realms. Also, see my website for my conversions of some of the Eberron races.
_________________
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Dan
http://home.comcast.net/~danbuter/candc.html - my Castles and Crusades webpage
_________________
-------
Dan
http://home.comcast.net/~danbuter/candc.html - my Castles and Crusades webpage
Congrats anglefish for spending the time to convert a setting you enjoy and know into C&C terms. My only exposure to Eberron is thru D&D Online, and so was probably not a good introduction. But I love seeing folks expanding the uses of C&C. Even if I find I'm not into another's chosen setting, I always find useful ideas for my own campaign.
So, I guess what I'm saying is, thanks for posting!
_________________
Sir Dachda McKinty,
Margrave and Knight of Portlandia
Castles & Crusades Society
So, I guess what I'm saying is, thanks for posting!
_________________
Sir Dachda McKinty,
Margrave and Knight of Portlandia
Castles & Crusades Society
dachda wrote:
Congrats anglefish for spending the time to convert a setting you enjoy and know into C&C terms. My only exposure to Eberron is thru D&D Online, and so was probably not a good introduction. But I love seeing folks expanding the uses of C&C. Even if I find I'm not into another's chosen setting, I always find useful ideas for my own campaign.
So, I guess what I'm saying is, thanks for posting!
Actually, my initial exposure to Eberron was via DDO and I have LOVED the setting ever since. I've read a few of the books and checked out the sourcebooks, but finding any takers for a regular Eberron C&C game has met with little success. I would probably have to say that Eberron is my favorite of any of the official D&D settings ever put out.
Hey, what's with the pitchforks?
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Quote:
why would anyone leave D&D 3.5 to play C&C and want to bring eberron with them? doesnt eberron represent all that has gone wrong with D&D? 3.5 with eberron is more like D&DBZ :/
I'll subscribe to the newsletter.
Really, for me, Eberron =
To each their own, though.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
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ishmael161
- Skobbit
- Posts: 6
- Joined: Fri Oct 24, 2008 7:00 am
Personally I like Eberron. I think the setting does a great job of handling and explaining a lot of the basic assumptions behind D&D 3E. Specifically it does a great job of handling the profusion of low level magic (spells, items, weapons, potions, etc.) that one would expect if low level wizards could scribe scrolls and brew potions while keeping high level magic rare.
As to the work angelfish provided above: are the abilities meant to be gained by those races when they reach that level of experience or is that the amount of experience they must spend to gain that ability? It's a slight difference but I know the optional secondary skills list works by purchasing the skills with experience so I was wondering if you were thinking along the same lines.
As to the work angelfish provided above: are the abilities meant to be gained by those races when they reach that level of experience or is that the amount of experience they must spend to gain that ability? It's a slight difference but I know the optional secondary skills list works by purchasing the skills with experience so I was wondering if you were thinking along the same lines.
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ishmael161
- Skobbit
- Posts: 6
- Joined: Fri Oct 24, 2008 7:00 am
anglefish wrote:
Wow. Talk about fourm necomancy. I forgot all about this thread.
The original idea was that the bonuses came into play when they hit the XP mark, not by expendig the XPs.
Is the Secondary Skills rules you're talking about the one that is in Yaggsburg?
Yes. I haven't read them in a while but I remember the characters being able to get secondary skills by paying for them with XP. I'll have to go back and re-read them to make sure.