Revised Races of Eberron

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|'''Ability Adjustments:'''||+2 Intelligence, -2 Constitution
|'''Ability Adjustments:'''||+2 Intelligence, -2 Constitution
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|'''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. He must spend power points and may augment that power as usual. At 7th level, he similarly gains ''read thoughts'' as a bonus power. All save DCs are based on his highest mental ability score.
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|'''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.
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|'''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.
|'''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.
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|'''Special Senses:'''||Low-Light Vision
|'''Special Senses:'''||Low-Light Vision
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|'''Ability Adjustments:'''||+2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma
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|'''Ability Adjustments:'''||+2 Constitution, -2 Charisma
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|'''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%.
|'''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%.
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|'''Special Senses:'''||Darkvision 60 ft
|'''Special Senses:'''||Darkvision 60 ft
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
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|'''Ability Adjustments:'''||+2 Dexterity, -2 Charisma
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|'''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 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.
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|'''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.
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|'''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.
|'''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.

Revision as of 04:49, 17 March 2011

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