Revised Races of Eberron

From Fax Encyclopedicus

Jump to: navigation, search
m
 
Line 44: Line 44:
|'''Ability Adjustments:'''||+2 Intelligence, -2 Constitution
|'''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. 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.
+
|'''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.
|'''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.
Line 75: Line 75:
:'''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).
:'''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.
:'''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.
-
:'''Wolfbite''': 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.
+
:'''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.
|'''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.
Line 106: Line 106:
|'''Special Senses:'''||Low-Light Vision
|'''Special Senses:'''||Low-Light Vision
|-
|-
-
|'''Ability Adjustments:'''||+2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma
+
|'''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%.
|'''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%.
Line 139: Line 139:
|'''Special Senses:'''||Darkvision 60 ft
|'''Special Senses:'''||Darkvision 60 ft
|-
|-
-
|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
+
|'''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 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.
+
|'''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.
|'''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

Personal tools
Google AdSense