Eberron Stuff...
Eberron Stuff...
So, I have been in love with the Eberron setting but I need to transfer some things over...So here is my thread in attempts. All feedback is welcome.
RACE;
Warforged
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Composite Plating: +2 Armor Bonus, occupies the same space as armor or a robe. Can be enchanted as normal.
Natural Weapons: Slam- 1d4 + Str. Mod.
Living Construct:
- Does not need to sleep, breathe or eat but can benefit from consumable potions etc.
- A Warforged cannot heal damage normally
- A Warforged at 0 HP is disabled like any other living creature, but from 0 to -10 and beyond, the Warforged is inert and dies not lose any more hit points unless the Warforged takes more damage.
Immunities: Immune to poison, disease, sleep, and energy drain
Languages: Common, Elven, Halfling, Giant
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Cleric, Ranger, Barbarian
Attribute Modifier: CON +2, WIS -1, CHAR -1
Rogue & Assassin Modifier: +2 to build traps
Warforged
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Composite Plating: +2 Armor Bonus, occupies the same space as armor or a robe. Can be enchanted as normal.
Natural Weapons: Slam- 1d4 + Str. Mod.
Living Construct:
- Does not need to sleep, breathe or eat but can benefit from consumable potions etc.
- A Warforged cannot heal damage normally
- A Warforged at 0 HP is disabled like any other living creature, but from 0 to -10 and beyond, the Warforged is inert and dies not lose any more hit points unless the Warforged takes more damage.
Immunities: Immune to poison, disease, sleep, and energy drain
Languages: Common, Elven, Halfling, Giant
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Cleric, Ranger, Barbarian
Attribute Modifier: CON +2, WIS -1, CHAR -1
Rogue & Assassin Modifier: +2 to build traps
You know, one thing that has always bugged me about these guys is their immunity to energy drain. Yet, they have no limitations against using it. I'd think it goes both ways -- no vampirism or enervation in either direction. That, and being a construct by type is hella powerful, but at least you did not say "immune to magic."
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
I'm not an Eberron scholar, but from that I know, I think that's pretty good.
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
RACE;
Shifter
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Twilight Vision: Even under starlight, moonlight, or torchlight, Shifters have exceedingly good vision. They can distinguish color and detail from up to a mile away but only if they are outside.
Natural Weapons: Claws - 1d4 + Str. Mod.
Unstable Physiology: The Shifter is permanently tap into its latent lycanthrope abilities gaining a permanent bonus at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
Skill Bonus: They gain a +2 bonus on jumping, climbing, and balance type of checks
Languages: Common, Dwarf, Elf, Gnome, Goblin, Halfling, and Orc
Size: Medium
Movement: 30ft
Typical Classes: Rogue, Ranger, Barbarian, Illusionist
Attribute Modifier: INT -1, CHAR -1
Rogue & Assassin Modifier: +2 to Hide, Listen, and Move Silently
Shifter
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Twilight Vision: Even under starlight, moonlight, or torchlight, Shifters have exceedingly good vision. They can distinguish color and detail from up to a mile away but only if they are outside.
Natural Weapons: Claws - 1d4 + Str. Mod.
Unstable Physiology: The Shifter is permanently tap into its latent lycanthrope abilities gaining a permanent bonus at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
Skill Bonus: They gain a +2 bonus on jumping, climbing, and balance type of checks
Languages: Common, Dwarf, Elf, Gnome, Goblin, Halfling, and Orc
Size: Medium
Movement: 30ft
Typical Classes: Rogue, Ranger, Barbarian, Illusionist
Attribute Modifier: INT -1, CHAR -1
Rogue & Assassin Modifier: +2 to Hide, Listen, and Move Silently
A whole encounter or scene? In my games that would be the entire game session, making the "limit" rather pointless. Might consider re-examining what that actually means. As it is, it sounds like they can just pick any attribute and get +2, almost like the C&C half-elf but more flexible.
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
Hows this...Ya, sorry I was thinking WOD there for a second
Shift: The Shifter can tap into its latent lycanthrope abilities gaining a temporary +2 bonus to one of its attributes, but once this is chosen at character creation it cannot be changed. This lasts for 12 + Level + CON Mod. rounds This ability can only be used a number of times per day equal to 3 + character level + CON Mod.
Shift: The Shifter can tap into its latent lycanthrope abilities gaining a temporary +2 bonus to one of its attributes, but once this is chosen at character creation it cannot be changed. This lasts for 12 + Level + CON Mod. rounds This ability can only be used a number of times per day equal to 3 + character level + CON Mod.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
[quote="Shenron"]This lasts for 12 + Level + CON Mod. rounds This ability can only be used a number of times per day equal to 3 + character level + CON Mod.[/quote]
That's pretty hefty for a racial ability. I think I'd recommend a duration of 6 + Level + CON mod. This would be an initial minimum of 7 rounds to a maximum of 10 rounds, which is pretty hefty for a first level character and is on par with the average spell duration (approximately). At 12th level, this would equate out to 19 rounds (just over 3 turns) min. and 22 rounds (almost 4 turns) max. I have yet to see a combat encounter go for this long however.
Times per day I'd recommend more along the lines of 1+1/3 levels + CON mod. This means it can be used twice per day at a minimum and up to 5 times per maximum at first level. This is still a greater number of uses than other races start with for inate abilities. At 12th level this would equate out to 5 times per day minimum and 8 times per day maximum, still a greater number of uses than other inate abilities short of very powerful monsters.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
That's pretty hefty for a racial ability. I think I'd recommend a duration of 6 + Level + CON mod. This would be an initial minimum of 7 rounds to a maximum of 10 rounds, which is pretty hefty for a first level character and is on par with the average spell duration (approximately). At 12th level, this would equate out to 19 rounds (just over 3 turns) min. and 22 rounds (almost 4 turns) max. I have yet to see a combat encounter go for this long however.
Times per day I'd recommend more along the lines of 1+1/3 levels + CON mod. This means it can be used twice per day at a minimum and up to 5 times per maximum at first level. This is still a greater number of uses than other races start with for inate abilities. At 12th level this would equate out to 5 times per day minimum and 8 times per day maximum, still a greater number of uses than other inate abilities short of very powerful monsters.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Actually, Go0g, most character races have "always-on" abilities, like a dwarf's resistances or an elf's ability to move silently. However, I do agree that the usage limits make it seem more like a spell than a character trait.
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
I was thinking more along the lines of the gnome's inate spells...since this is specifically an activated ability that boosts an attribute temporarily more on par with the way some of the barbarian's abilities are used. If it were simply an attribute bonus, then I could see it as an always on item.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
RACE;
Changeling
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Minor Shape-Change: Changelings have the supernatural ability to alter their appearance at will as per the Change Self spell.
Resistance Bonus: +2 to sleep, charm effects and illusion effects
Skill Bonus: They gain a +2 bonus on bluff, intimidate, and sense motive type of check
Languages: Common, Dwarf, Elf, Gnome, Goblin, Halfling, and Sylvan
Size: Medium
Movement: 30ft
Typical Classes: Rogue, Assassin, Illusionist, Wizard
Attribute Modifier: CHAR +2, WIS -1, CON -1
Rogue & Assassin Modifier: +2 to Hide and Move Silently
Changeling
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Minor Shape-Change: Changelings have the supernatural ability to alter their appearance at will as per the Change Self spell.
Resistance Bonus: +2 to sleep, charm effects and illusion effects
Skill Bonus: They gain a +2 bonus on bluff, intimidate, and sense motive type of check
Languages: Common, Dwarf, Elf, Gnome, Goblin, Halfling, and Sylvan
Size: Medium
Movement: 30ft
Typical Classes: Rogue, Assassin, Illusionist, Wizard
Attribute Modifier: CHAR +2, WIS -1, CON -1
Rogue & Assassin Modifier: +2 to Hide and Move Silently
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
[quote="Shenron"]I do agree I do not like the whole spell aspect. Why don't we just say, that their Shift ability is always one and they get a free +2 bonus to one attribute? Would that be better?
Because they look better anyways?
I mean I like your number crunch, but just to make it simpler[/quote]
If you were to choose a +2 to an attribute, I would get rid of the +2 DEX bonus. Make them choose...after all, if they choose STR, they may be based on a bear or bull. If they choose DEX, maybe a big cat, etc. This gives it a wide flexibility and still gives you that big attribute boost you're aiming for.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
Because they look better anyways?
I mean I like your number crunch, but just to make it simpler[/quote]
If you were to choose a +2 to an attribute, I would get rid of the +2 DEX bonus. Make them choose...after all, if they choose STR, they may be based on a bear or bull. If they choose DEX, maybe a big cat, etc. This gives it a wide flexibility and still gives you that big attribute boost you're aiming for.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
Maybe give the changlings a +2 bonus to saves vs illusions as well as sleep and charm. They know themselves and know that things are not always as they appear.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Here's an idea for the shifter...
Shift: at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
_________________
If it matters, leave a message at the beep.
Serl's Corner
Shift: at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
_________________
If it matters, leave a message at the beep.
Serl's Corner
I like that for the changelings. It makes sense.
I also like that idea for Shifters to, if I give them that would I take away their +2 to Dex??
Unstable Physiology: The Shifter is permanently tap into its latent lycanthrope abilities gaining a permanent +2 at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
I also like that idea for Shifters to, if I give them that would I take away their +2 to Dex??
Unstable Physiology: The Shifter is permanently tap into its latent lycanthrope abilities gaining a permanent +2 at character creation, select one attribute. You gain a +2 bonus for checks and saves based on this attribute, much like the half-elf lineage ability. At levels 6 and 12, you may either improve the existing bonus by +1 or select a new attribute to gain a +1 bonus instead.
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
If I understand the intent, they pick the attribute and gain the +2 bonuses as noted by Serl. That would not detract from the +2 DEX. If it is an additional attribute gaining a +2, then it should be one or the other. Both is like the energizer bunny doped out on caffine and sugar.
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
Yes, I intended the "new shift" to replace the +2 Dexterity -- it can still be a +2 Dexterity (without actually modifying the attribute score making it more powerful, technically) but it could also be a +2 Charisma or Strength. I thought they were supposed to be a spin on lycanthropes -- not all of those are lithe and agile, like a wereturtle.
_________________
If it matters, leave a message at the beep.
Serl's Corner
_________________
If it matters, leave a message at the beep.
Serl's Corner
RACE;
Kalashtar
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Mindlink: The Kalashtar can create a telepathic bond with any life form within 30 ft. The bond can only be formed with a willing subject unless the target fails an INT Save for a forced link. Once the bond is formed it works over any distance and lasts for 6 + Level + WIS Mod. rounds. This can be used a number of times per day equal to 1 + 1/3 Level + INT Mod. Once a link is established, the subject is at a -1 penalty to resist charm/illusion effects and break through bluff/disguise/diplomacy attempts. This penalty increases by -1 at 6th level and by an additional -1 at 12th level.
Non-Dreamer: The Kalashtar sleep but do not dream and are immune to the Nightmare and Dream spells
Human Affinity: +2 bonus to any disguise attempts to appear human
Resistance Bonus: +2 to mind affecting effects and possession
Skill Bonus: They gain a +2 bonus on bluff, diplomacy, and sense motive type of check
Languages: Common, Elf, Gnome, Goblin, Halfling, Sylvan, and Orc
Size: Medium
Movement: 30ft
Typical Classes: Ranger, Druid, Illusionist, Cleric
Attribute Modifier: INT +2, CHAR -1, STR -1
Rogue & Assassin Modifier: +2 to Listen and Find Traps
Kalashtar
Description:
Personality:
Racial Affinities:
Environment:
Racial Traits and Attributes:
Mindlink: The Kalashtar can create a telepathic bond with any life form within 30 ft. The bond can only be formed with a willing subject unless the target fails an INT Save for a forced link. Once the bond is formed it works over any distance and lasts for 6 + Level + WIS Mod. rounds. This can be used a number of times per day equal to 1 + 1/3 Level + INT Mod. Once a link is established, the subject is at a -1 penalty to resist charm/illusion effects and break through bluff/disguise/diplomacy attempts. This penalty increases by -1 at 6th level and by an additional -1 at 12th level.
Non-Dreamer: The Kalashtar sleep but do not dream and are immune to the Nightmare and Dream spells
Human Affinity: +2 bonus to any disguise attempts to appear human
Resistance Bonus: +2 to mind affecting effects and possession
Skill Bonus: They gain a +2 bonus on bluff, diplomacy, and sense motive type of check
Languages: Common, Elf, Gnome, Goblin, Halfling, Sylvan, and Orc
Size: Medium
Movement: 30ft
Typical Classes: Ranger, Druid, Illusionist, Cleric
Attribute Modifier: INT +2, CHAR -1, STR -1
Rogue & Assassin Modifier: +2 to Listen and Find Traps
- Go0gleplex
- Greater Lore Drake
- Posts: 3723
- Joined: Fri May 30, 2008 7:00 am
- Location: Keizer, OR
What can be done with the link? How far is its max range?
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
_________________
The obvious will always trip you up FAR more than the obscure.
Baron Grignak Hammerhand of the Pacifica Provinces-
High Warden of the Castles & Crusades Society
"Rolling dice and killing characters since September 1976."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
"Author of Wardogs! and Contributor to Iron Stars and Starmada-Admiralty ed."
"Certified crazy since 2009."
To create the bond, the subject has to be within 30ft, but after it is established, the range is unlimited. It really does not do anything. It is just a telepathic bond, a form of mind to mind communication.
@ Orpheus, Yes, a lot of this is just re working what is already there. But why re-invent the wheel?
@ Orpheus, Yes, a lot of this is just re working what is already there. But why re-invent the wheel?
One could assume a direct mental link does much more than that -- how would one affected by an illusion then affect the other? Does it modify sensory input? Is it only for sending messages? I believe it needs more clarification or it could be incredibly potent (which is fine) but I would think it would have some explanation beyond what it has so far... at least, it would have to before I let anyone use it.
Oh, and one other thing -- can the mental link be "chained" so that Kalashar1 links to Goblin, but Kalashar2 links to K1; K3 then connects to K2, and K4 connects to K3... do they all have the ability to "channel" though to the goblin? This ability could be the most awesome mental domination effect ever.
_________________
If it matters, leave a message at the beep.
Serl's Corner
Oh, and one other thing -- can the mental link be "chained" so that Kalashar1 links to Goblin, but Kalashar2 links to K1; K3 then connects to K2, and K4 connects to K3... do they all have the ability to "channel" though to the goblin? This ability could be the most awesome mental domination effect ever.
_________________
If it matters, leave a message at the beep.
Serl's Corner