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{{User:PId6/Avatar}} Part of [[Revised Races]]. ==Changeling== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/roe_gallery/88212.jpg |- |'''Type:'''||Humanoid (changeling, human, shapechanger) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||None |- |'''Ability Adjustments:'''||+2 Intelligence, +2 Charisma, -2 Wisdom |- |'''Primary Features:'''||<u>Minor Shapechange (Su):</u> Changelings can alter their appearance at will as a full-round action, allowing them to change their physical characteristics as if using ''disguise self''. However, the changes are actual minor alterations to the changeling's body, allowing no saves for the effect, and they cannot alter the appearance of their possessions this way. The ability is permanent and lasts until the changeling changes shape again or dies, and True Seeing sees through the disguise. By default, this grants a +10 circumstance bonus to Disguise, which improves to +15 at level 7 and +20 at level 14.<br><u>Slippery Mind:</u> Whenever a changeling is affected by an enchantment spell or ability with a saving throw and a duration (like a ''charm person'' spell) and fail the save, he gets a second attempt 1 round later at the same DC. This works as the rogue special ability. In addition, he gains a +2 racial bonus to saves vs mind-affecting effects, which increases to +3 at level 6, +4 at level 12, and +5 at level 18. |- |'''Secondary Features:'''||<u>Fencer's Feint:</u> Changelings can feint as a move action (rather than a standard action). If a changeling has the Improved Feint feat, that becomes a swift action instead of a move action.<br><u>Natural Linguist:</u> Changelings are masters of languages, making learning new languages easy for them. A changeling always has Speak Languages as a class skill.<br><u>Social Intuitition:</u> Changelings get a +2 racial bonus to Bluff, Diplomacy, and Sense Motive checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level. |- |'''Automatic Languages:'''||Common and any two other |- |'''Favored Classes:'''||Beguiler, lurk, rogue |} ==Kalashtar== {|border="3" align="center" style="text-align:left;" |+http://i51.tinypic.com/zkft4y.jpg |- |'''Type:'''||Humanoid (human, kalashtar, psionic) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||None |- |'''Ability Adjustments:'''||+2 Intelligence, -2 Constitution |- |'''Primary Features:'''||<u>Naturally Psionic:</u> Kalashtar are naturally psionic, gaining 1 extra power point per character level.<br><u>Psionic Gift (Su):</u> At 1st level, a kalashtar gains ''mindlink'' as a bonus power, which he can manifest using his character level as his manifester level and using his highest mental ability score to determine the save DC. He must spend power points and may augment that power as usual. |- |'''Secondary Features:'''||<u>Dual Spirit:</u> Kalashtar are highly resistant against effects that attempt to bend their will. They gain a +1 racial bonus to saves versus mind-affecting effects. This bonus increases to +2 to at level 5, +3 at level 10, +4 at level 15, and +5 at level 20.<br><u>Dreamless:</u> Kalashtar sleep but do not dream, making them immune to ''dream'' and ''nightmare'' spells, as well as similar effects. |- |'''Automatic Languages:'''||Common and Quor |- |'''Favored Classes:'''||Ardent, artificer, psion |} ==Shifter== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/roe_gallery/88207.jpg |- |'''Type:'''||Humanoid (shapechanger, shifter) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||Low-Light Vision |- |'''Ability Adjustments:'''||+2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma |- |'''Primary Features:'''||<u>Shifting (Su):</u> A shifter can tap into his lycanthropic heritage to gain short bursts of feral power. He can go into this state as a swift action two times per day, plus an additional time per five character levels (3/day at 5th, 4/day at 10th, etc). It lasts a number of rounds equal to 3 + his Constitution modifier. Shifting temporarily grants him one of the following advantages based on the type of shifter he is, as chosen at 1st level: :'''Bearclaw''': A bearclaw shifter gets +2 Strength and spouts claws in place of his hands, gaining two primary claw attacks (1d6 + Strength for a Medium character). At 3rd level, a bearclaw shifter gains Improved Grapple as a bonus feat, even if he doesn't qualify. At 8th level, a bearclaw shifter gains Improved Grab for his claws and he can grab creatures of equal or smaller size. :'''Eaglewing''': An eaglewing shifter gets +2 Dexterity and can glide at 40 ft (average), negating fall damage at any height and allowing 20 ft of forward movement per 5 ft of descent. At 3rd level, an eaglewing shifter can dive at enemies while in the air, gaining double damage on the first attack he makes as part of that dive as long as it's with a piercing weapon. At 8th level, an eaglewing shifter can fly at a speed of 40 ft with average maneuverability. :'''Sharkfin''': A sharkfin shifter gets +2 Constitution and gains a swim speed equal to his land speed. At 3rd level, a sharkfin shifter gains a primary bite attack (1d8 + 3/2 Strength for a Medium character) and can breathe underwater. At 8th level, a sharkfin shifter gains blindsight over 30 ft while underwater and his swim speed doubles. :'''Spiderbite''': A spiderbite shifter gets +2 Constitution, and gains a primary bite attack (1d4 + Strength for a Medium character). This bite is poisoned, dealing 1d4 + 1 per 2 character levels Constitution damage on a failed Fortitude save (Save DC = 10 + 1/2 character level + Constitution modifier). At 3rd level, a spiderbite shifter acts constantly as if under the effects of the ''spiderwalk'' spell. At 8th level, a spiderbite shifter gains tremorsense over 60 ft, and any creature struck by his bite takes a secondary effect from the poison 10 rounds later, causing unconsciousness for 1 hour unless the victim makes a Fortitude save (same DC). :'''Tigerhunt''': A tigerhunt shifter gets +2 Dexterity and a +20 ft racial bonus to land speed. At 3rd level, whenever a tigerhunt shifter charges at a creature from at least 30 ft away, that creature is flat-footed to his attacks for 1 round. At 8th level, a tigerhunt shifter gains pounce, allowing him to make full attacks at the end of every charge. :'''Wolffang''': A wolffang shifter gets +2 Strength and gains a primary bite attack (1d8 + 3/2 Strength for a Medium character). At 3rd level, a wolffang shifter can automatically attempt to trip a creature he bites as a free action without making a touch attack, without provoking an attack of opportunity, and without taking the risk of being tripped himself. At 8th level, he gains Improved Trip as a bonus feat, even if he doesn't qualify. |- |'''Secondary Features:'''||<u>Athletic Prowess:</u> Shifters gain a +2 racial bonus to Climb, Jump, and Swim checks. This increases to +4 at level 6, +6 at level 12, and +8 at level 18.<br><u>Scent:</u> Shifters gain scent at 1st level, allowing them to detect enemies and track creatures by smell. |- |'''Automatic Languages:'''||Common and any one other |- |'''Favored Classes:'''||Druid, monk, totemist |} ==Warforged== {|border="3" align="center" style="text-align:left;" |+http://i52.tinypic.com/20jiakg.png |- |'''Type:'''||Construct (living construct, warforged) - Unlike other constructs, living constructs do not have any of the default listed traits of constructs unless otherwise noted. Living constructs have the following traits: *Like other living creatures, living constructs still have a Constitution score. *Living constructs are immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain. *Living constructs cannot heal damage naturally, and are affected by spells and abilities that target constructs as well as those that target living creatures. *Spells from the healing subschool and supernatural abilities that heal hit point or ability damage only have half their usual effect on living constructs (minimum of 1). *Most living constructs (including warforged), being made of metal and wood, are always treated as if wearing metal armor for purposes of spells such as ''repel metal or stone'' or ''heat metal'', and are vulnerable to spells effective against metallic creatures (like ''rusting grasp''). *A living construct with exactly 0 hp is disabled (one move or standard action per round), but does not take damage for strenuous action. A living construct with less than 0 hp that is still alive is treated as unconscious and helpless, but always remains stable. *Living constructs can be resurrected and raised just like other living creatures. *Living constructs do not need to eat, drink, or sleep, but still can if they want (such as to benefit from potions and spells like ''hero's feast''). |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||Low-Light Vision |- |'''Ability Adjustments:'''||+2 Constitution, -2 Charisma |- |'''Primary Features:'''||<u>Composite Plating:</u> Warforged are built with inherent armor on their body, granting them a +3 armor bonus to AC. This armor is treated as light armor, and does not interfere with the warforged's movement; thus this armor has no armor check penalty or arcane spell failure chance. Warforged cannot wear other armors or robes in the body slot, but they can improve their composite plating with racial feats or by enchanting it like manufactured armor.<br><u>Fortification:</u> Because of their construction, warforged are resilient to critical hits, gaining a 25% chance of negating the additional damage of any critical hit or sneak attack. At 10th level, this ability improves to 50%, and at 20th level it improves further to 75%. |- |'''Secondary Features:'''||<u>Natural Attack:</u> Warforged gain a primary slam natural weapon attack (1d6 + Strength for a Medium character).<br><u>Metallic Intuition:</u> Being composed of metal, warforged have a special affinity towards certain crafts, gaining a +2 bonus to all Craft checks related to metalworking (such as weaponsmithing and armorsmithing). This bonus improves to +3 at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level. |- |'''Automatic Languages:'''||Common and any one other |- |'''Favored Classes:'''||Archivist, artificer, warblade |} ==Warforged Scout== {|border="3" align="center" style="text-align:left;" |+http://i53.tinypic.com/2nb82tg.jpg |- |'''Type:'''||Construct (living construct, warforged) - Unlike other constructs, living constructs do not have any of the default listed traits of constructs unless otherwise noted. Living constructs have the following traits: *Like other living creatures, living constructs still have a Constitution score. *Living constructs are immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain. *Living constructs cannot heal damage naturally, and are affected by spells and abilities that target constructs as well as those that target living creatures. *Spells from the healing subschool and supernatural abilities that heal hit point or ability damage only have half their usual effect on living constructs (minimum of 1). *Most living constructs (including warforged scouts), being made of metal and wood, are always treated as if wearing metal armor for purposes of spells such as ''repel metal or stone'' or ''heat metal'', and are vulnerable to spells effective against metallic creatures (like ''rusting grasp''). *A living construct with exactly 0 hp is disabled (one move or standard action per round), but does not take damage for strenuous action. A living construct with less than 0 hp that is still alive is treated as unconscious and helpless, but always remains stable. *Living constructs can be resurrected and raised just like other living creatures. *Living constructs do not need to eat, drink, or sleep, but still can if they want (such as to benefit from potions and spells like ''hero's feast''). |- |'''Size:'''||Small |- |'''Speed:'''||35 ft land speed. Despite their small size, warforged scouts are built to be extremely fast on their feet. |- |'''Special Senses:'''||Darkvision 60 ft |- |'''Ability Adjustments:'''||+2 Dexterity, -2 Charisma |- |'''Primary Features:'''||<u>Lighter Composite Plating:</u> Like warforged, warforged scouts are built with inherent armor on their body, granting them a +2 armor bonus to AC. This armor is treated as light armor, and does not interfere with the warforged scout's movement; thus this armor has no armor check penalty or arcane spell failure chance. Warforged scouts cannot wear other armors or robes in the body slot, but they can improve their composite plating with racial feats or by enchanting it like manufactured armor.<br><u>Light Fortification:</u> Because of their construction, warforged scouts are resilient to critical hits, gaining a 25% chance of negating the additional damage of any critical hit or sneak attack. |- |'''Secondary Features:'''||<u>Camouflage:</u> Warforged scouts have the ability to cover themselves in camouflage for a short period of time. As a swift action, a warforged scout can grant itself a +5 competence bonus to Hide checks for 5 rounds. This bonus increases to +10 at level 7 and +15 at level 14. After using this ability, it takes 5 minutes of refilling its camouflage reserves before a warforged scout can use it again.<br><u>Metallic Intuition:</u> Being composed of metal, warforged scouts have a special affinity towards certain crafts, gaining a +2 bonus to all Craft checks related to metalworking (such as weaponsmithing and armorsmithing). This bonus improves to +3 at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level. |- |'''Automatic Languages:'''||Common and any one other |- |'''Favored Classes:'''||Artificer, factotum, scout |}
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