Regarding Eberron specific races


Ability Scores and Races


Does WOTC have a lock on changelings, shifters and warforged let alone Kalashtar?

I've been wanting to run an Eberron game using the pathfinder beta but there's no rule system yet for psionics and I've been wondering about the Eberron specific races let alone the artificer class.

Have there been any attempts to convert them to pathfinder beta rules?

Dark Archive

hopeless wrote:

Does WOTC have a lock on changelings, shifters and warforged let alone Kalashtar?

I've been wanting to run an Eberron game using the pathfinder beta but there's no rule system yet for psionics and I've been wondering about the Eberron specific races let alone the artificer class.

Have there been any attempts to convert them to pathfinder beta rules?

While there's really nothing to prevent fans from posting conversions of the above races to the PRPG, I believe that yes, they are copyrighted by WotC, and Paizo or any other 3PP couldn't publish them in their supps.

Dark Archive

It might be fun to come up with sideways versions of these races;

The Forgeborn, dwarf-crafted humanoid golems with furnaces in their bellies, instead of food and water, they need to consume wood, coal and / or oil to keep their furnaces burning, suffering the effects of fatigue and exhaustion if their fires grow dim. They were designed as craftsman's assistants, but have proven capable when pressed into military use. At the risk of fatiguing themselves, they can channel the heat of their internal forge into their great iron fists, to do extra damage.

Skinwalkers, a secret bloodline of humans who were touched by lycanthropy, but have escaped it's curse. They can adopt certain animalistic traits, but only by hunting the appropriate animals and wearing bits of their bones and / or hides to use to focus their racial power. A skinwalker ranger wearing a wolf-hide cloak and a bear-skull helm would be able to tap into some of the skills and abilities of those creatures (getting a skill bonus to skills that the animal uses, or being able to use an Exceptional ability once per day / point of Con bonus or something). She would be always on the lookout for new animals with abilities that she might incorporate into her collection... At 1st level, a Skinwalker starts with no items, and cannot channel the abilities of any animals of a higher CR than his own HD, in any event.

Pale Ones, children seemingly born to human parents, but with the ability to shed their scaly skin, sliding out of it at a cost of minor Con damage, which can be offset by consuming the shed skin. Their true form has reptilian eyes, and they are related to the Serpentfolk, not Dopplegangers. As their Hit Dice increase, the originally lengthy and painful process of shedding their skin to assume a new form grows swifter and easier, until, at 5 HD, they can slither out of their skin as a full-round action. They are extemely good at escaping grapples and restraints, and can squeeze into areas smaller than one would expect, at the cost of some nonlethal damage, as their bones deform momentarily.

Scarab Sages

Here's what I've done with the Eberron races. The names have been changed to protect the innocent, and not-so-much.

Dream-children– This alien race came to the world in time immemorial bringing with them those that would become the runelords.
Dream-children traits
Attributes: +2 to Int
Size: Medium
Base Land Speed: 30 ft
+2 racial bonus on saves vs. mind-affecting spells and abilities and possession
+2 racial bonus on Bluff, Diplomacy, and Intimidate checks
+2 racial bonus on Disguise checks to impersonate a human
Kalashtar sleep, but do not dream
Psychic Ability as a bonus feat
Psychic Sense, Contact, and Knowledge (planes) are always class skills for Dream-children and can be used untrained
+4 racial bonus on Contact checks
Suffer 1 point less strain from any telepathic skill, suffer no strain when using mental contact with Dream-children and Varisians they are familiar with. In addition, Power Points can be used to pay any strain cost
Gain 1 Power Point per character level, regardless of class

Automatic Languages: Common, Varisian (or Quor)
Bonus Languages: Draconic and Thassilonian (or Riedran)
Favored Class: Psion or Monk

Beast-borne Racial Traits
Humanoid (Shapechanger)
+2 Dex, +2 Wis, -2 Cha
Medium
Normal Speed
Low-Light Vision
Keen Senses – shifters gain a +2 bonus on scent and hearing based Perception checks
Athletic – shifters gain a +2 bonus on Climb and Acrobatics checks

Shifting – Beast-borne gain a pool of heritage points that they can burn to recall the power of their lycanthropic heritage. At each level, they gain a number of heritage points equal to their Constitution bonus (minimum 1). For every round spent shifted, a shifter must expend a heritage point. Every shifter feat grants an additional heritage point. While shifted, a Beast-borne takes on a more feral appearance, with their eyes taking on the appearance of a predators, their nails and teeth lengthening, and their hair growing thicker and longer.

Beast-borne Traits
Trait Stat Bonus Benefit
Winterhide Con +1 natural AC, cold resistance 5, +2 racial bonus vs. environmental cold
Beasthide Con +2 natural armor, suffer distraction only ½ rounds
Longtooth Str 1d6 + ¼ level bite attack (-5 as secondary attack)
Cliffwalk Dex Climb 20, retain AC while climbing
Razorclaw Str 1d4 + ¼ level claw attack (-2 as secondary attack), 2 claws
Longstride Con Gain scent quality, +2 on Survival and Perception (scent) checks
Dreamsight Wis Speak with animals, +2 on handle animal and Wild Empathy
Gorebrute Str 2d6 + ¼ level gore attack on a charge
Swiftwing Dex Fly 20 (average) can’t have medium or heavy load or armor
Truedive Con Swim 30, +8 on Swim checks, hold breath 5 x Con rounds

Favored Class: Ranger or Druid
Automatic Language: Common, Shoanti
Bonus Languages: Elven, Gnome, Halfling, and Sylvan

Bloodless
* Living Construct Subtype (Ex) – nothing changes here. Note: channeling positive energy only heals half the usual amount while channeling negative energy deals the full amount of damage
* +2 Str, +2 Con, -2 Cha
* Medium size
* Base land speed 30 ft
* Composite plating – no change
*Light fortification
* Slam attack deals 1d4 damage
* Body can be enchanted as if it was a suit of armor and fists may be enchanted as weapons
*Automatic Languages: Common; Bonus Languages – NONE
*Favored Classes: Fighter or Artificer

Faceless
Changelings
*Shapechanger Subtype
*Medium size
*+2 bonus to Cha
* 30 ft land speed
* +2 racial bonus on saving throws vs. sleep and charm effects
* +2 racial bonus on Bluff, Intimidate, and Sense Motive checks
* Linguistics is always a class skill for changelings
*Minor Change Shape: no change
* +1 Skill point per level (must be spent on personal interaction skills or Linguistics)
*Automatic Languages: Common
*Bonus Languages:, Dwarven, Elemental, Elven, Giant, Gnome, Halfling, , any human language
*Favored Classes: Rogue or Bard

I think I came up with these around when alpha 3 came out. Also, the dream-children write-up refers to skills in the psychic handbook from green ronin. So, if you don't have access to that then just replace the lines concerning their psi abilities with the ability to use mindlink at will with familiar targets as a 1st level psion. If anyone is interested, I've also done a conversion for the artificer.


Malkari Durant wrote:

Here's what I've done with the Eberron races. The names have been changed to protect the innocent, and not-so-much.

(...)

It's astonishing to see how your 'homebrewed' versions of these races look similar to those I personally wrote some time ago.

Just a bit of differences:
* my version of the 'Dreamchildren' has +2 Charisma ("(...) is unnaturally beautiful and has a strong, magnetic presence") .Favored Classes are the same. Since I have not the psychic handbook from Green Ronin, some skill bonuses are not present in my version.

* my version of the 'Beastborn' has +2 Dex, +2 Wis, -2 Int ("(...)is lithe and agile, and has a feral perception, but his fundamental bestial nature detracts from his reasoning ability."). Again, Favored Classes are the same.

* my version of the 'Bloodless' has +2 Con, -2 Cha (the only race without a +2 at the end, thanks to his immunities from the Living Construct Subtype) ("(...)is exceptionally tough and resilient, but very awkward in social relationship."). Favored Classes... the same as yours, again. Other differences, Light Fortification works only for Critical Hits (not Sneak Attacks; for having a 'true' Light Fortification, they have to enchant their bodies) and Weapon Familiarity (attached weapons = Martial one-handed weapons, plus free proficiency with Battlefist)

* my version of the 'Faceless' has +2 Int ("(...)has a sharp mind, a result of his ability to blend in almost all environments with a fake persona."). Favored Classes... again, the same.

I too have brewed a variant of the Artificer... how much would it be different from yours, I wonder !?!...


hopeless wrote:

Does WOTC have a lock on changelings, shifters and warforged let alone Kalashtar?

I've been wanting to run an Eberron game using the pathfinder beta but there's no rule system yet for psionics and I've been wondering about the Eberron specific races let alone the artificer class.

Have there been any attempts to convert them to pathfinder beta rules?

I have converted them as fallows

changling : add a +2 to one stat
Kalashtar: add a +2 to one mental stat
Shifter:change to +2 dex +2 wis -2 cha
War forged: +2 con +2 int -2 cha
all race abilitys are left the same

Artificer was also an easy change everything as is except craft reserve;
Craft reserve is now times 5, and can be used much like it was before except it is used to eat up gold cost as there is no xp cost any longer


seekerofshadowlight wrote:

Artificer was also an easy change everything as is except craft reserve;
Craft reserve is now times 5, and can be used much like it was before except it is used to eat up gold cost as there is no xp cost any longer

This was my same idea, at the beginning... I dropped it, in the end, being the Artificer already extremely good with Crafting Feats (gaining them FOR FREE); also, the Craft Reserve was made (I think) to incourage players to create Magic Items, bypassing the only problem every player didn't want to be involved with - namely, XP loss. But, since XP loss is gone for good, I don't think it's good to allow Artificers to create a lot of magic items basically for free...

I got rid also of the Bonus feats they gain every 5 levels... with PFRPG and the Feats progression every 2 levels instead of 3, an Artificer would have more feats than levels, otherwise !!!

Made also some tweaks to the Metamagic Spell Trigger and Metamagic Spell Completion; basically, I made them a swift action to activate them, and not comboable with magic items already created with a metamagic spell inside (any kind of metamagic spell, not only those with the metamagic feat the Artificer wanted to use), in order to bypass some huge burning-items combos that were made known to me, like a 12th-level Artificer able to deal 96d6 with two wands of Scorching Ray !!! I double-checked the maths, and they were right !!!

I added the Artificer Domain as a feature (as cleric of equal level), though... It only made sense...

Oh, and changed the HD to d8.

Hmmm, basically, that's all.


the HD did change to match the BAB. Also on the reserve I but a max of 50% cost on the item per reserve use.

sorry I wasnt cleat kinda foggy headed last few days


Well, however it's good to see that there are a lot of people that are trying to keep their favourite campaign (Eberron) alive with the Pathfinder rules (although in an unofficial way).
- sigh - if only Keith Baker would have FOUND THE PATH ;) ...


hopeless wrote:

Does WOTC have a lock on changelings, shifters and warforged let alone Kalashtar?

I've been wanting to run an Eberron game using the pathfinder beta but there's no rule system yet for psionics and I've been wondering about the Eberron specific races let alone the artificer class.

Have there been any attempts to convert them to pathfinder beta rules?

Do they have a lock on the Eberron races? I don't consider all of them to be so exclusive (to Eberron) as most people (so it seems) tend to automatically consider them to be. Some of the "core concept" races to Eberron (that aren't conceptually core to the basic "vanilla" D&D) are more common than many people realize.

Let's face it, Shifters and Changelings are hardly "new" or "unique" to Eberron alone. Those are both something that could be found in other fantasy settings (including other D&D settings). To incorporate those into PFRPG wouldn't require a lot of extraneous work on the GM's part (they can be fairly easily adapted from existing SRD/PFRPG races and/or cratures).

The Exchange

i thought the races and classes in PFRPG were getting a bump because later 3.5 material was stronger. (warforge is the most imbalance ecl 0) I am unsure if all of them need bumps (kalashtar and changeling probably but warforge are fine with bad stat modifiers)


Sneaksy Dragon wrote:
i thought the races and classes in PFRPG were getting a bump because later 3.5 material was stronger. (warforge is the most imbalance ecl 0) I am unsure if all of them need bumps (kalashtar and changeling probably but warforge are fine with bad stat modifiers)

The fact that the Warforged has a lot of immunities made me giving him a total +0 (instead of +2) to his characteristics.

However, I've seen my share of Warforged in my Eberron Campaigns, and granted, they are not SO STRONG as most people believe:
1) if they want a better armor, they must burn a feat at 1st level. This feat is ALMOST compulsory for Martial characters (only agile 'Forgeds, like rogues, can go with the basic Composite Plating, since it has no Max Dex Bonus... but it's a measly +2)
2) when they are hurt (and boys, they DO get hurt), it's a real pain to HEAL them... unless there are plenty of Artificers (or Wizards/Sorcerers with the Repair spells), they BURN Wands of Cure Light/Moderate/Serious/Critical Wounds like there's no tomorrow
3) they have some very good immunities (Energy Drain among them) and they are not humanoids (so, for the first levels, most nasty spells do not affect them - Charm Person and Hold Person, for example); however, this means that they are the first to jump against energy-drain monsters (and to get hurt...), and once they reach 7th-8th level, they have no real advantage over other characters anymore (Confusion, Charm Monsters, Bestow Curse and so on become common threats)
4)most of all: HEALING. I know that I'm repeating myself, but this is their real Achille's Heel, and this is the most balancing factor among their good immunities...

So, yes, they do not get great boosts in my adaptation (they really do not need them...), but imbalanced? Im not so convinced...

Just my 2c.

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