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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|'''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:
|'''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:
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:<u>Bearclaw</u>: 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.
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:'''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.
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:<u>Eaglewing</u>: 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.
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:'''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.
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:<u>Sharkfin</u>: 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.
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:'''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.
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:<u>Spiderbite</u>: 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).
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:'''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).
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:<u>Tigerhunt</u>: 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.
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:'''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.
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:<u>Wolfbite</u>: A wolfbite shifter gets +2 Strength and gains a primary bite attack (1d8 + 3/2 Strength for a Medium character). At 3rd level, a wolfbite 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.
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:'''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.
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|'''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.
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|'''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.
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|'''Automatic Languages:'''||Common and any one other
|'''Automatic Languages:'''||Common and any one other
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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.

Current revision as of 23:51, 25 March 2011

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