CrackedOzy
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WARFORGED RACIAL TRAITS
• Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
- Cannot heal damage naturally.
- Can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
- The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than negative his Constitution, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. Although living constructs do not need to sleep, a warforged spellcaster must rest for 8 hours before preparing spells.
• +2 Strength, +2 Intellegence, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
• Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
• Warforged base land speed is 30 feet.
• Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
• Automatic Languages: Common.
• Bonus Languages: Any.
CHANGELING RACIAL TRAITS
• +2 to One Ability Score: Changelings characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
• Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
• Changeling base land speed is 30 feet.
• +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
• +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers can, they can intuitively read body language and attitude with surprising accuracy.
• Natural Linguist: Changelings add Linguistics to their list of class skills for any class they adopt.
• Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
• Automatic Languages: Common.
• Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
SHIFTER RACIAL TRAITS
• +2 Wisdom, -2 Intelligence: Shifters have strong instincts, but their fundamental bestial nature detracts from their reasoning ability.
• Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype.
• Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
• Shifter base land speed is 30 feet.
• Shifting (Ex): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of six shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier + one for every 2 class levels. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.
- Beasthide: +2 Constitution, +2 Natural Armor
- Gorebrute: +2 Strength, gore natural attack 1d6
- Longstride: +2 Dexterity, +10 land speed
- Longtooth: +2 Strength, bite natural attack 1d6
- Razorclaw: +2 Dexterity, claw natural attack 1d6
- Wildhunt: +2 Constitution, Scent
• Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• +2 racial bonus on Acrobatics and Climb checks: A shifter’s animalistic heritage enhances many of her physical skills.
• Automatic Languages: Common.
• Bonus Languages: Elven, Gnome, Halfling, and Sylvan.
| Bofdm |
Hello Cracked, I'm a sucker for Eberron threads so decided to peak in on what was goin on. Took a look over your racial conversions and I like what you've done. They're fairly similar to the conversions I ended up with as well - so just wanted to make a couple notes regarding your conversion.
Changeling. Pretty much ended up with the same conversion you did.
Warforged
Racial Traits- +2 Con, +2 Int, -2 Wis
Is there a reason you removed their Natural Slam attack? I can understand removing the Light Fortification as that has been seen as slightly overpowered. It's not great, but I wouldn't toss it out of bed in the morning. But a natural d4 attack isn't something I considered very powerful.
The only other base change I made to warforged is remove their ability to benefit from imbibed potions as well as spells that require something to be eaten like Heroes Feast. If they are immune to poison and have no working set of organs in the same sense as other humanoids, then they should not be able to benefit from something that needs to be digested. Just my take on it.
Shifters
Racial Traits- +2 Dex, +2 Wis, -2 Int
Well, shifters were difficult to deal with. Since their racial ability gave them a temporary ability score *and* some other change based on their heritage how to go about converting them? The solution I came up with was to make their secondary trait such as the +10 ft base speed or the d4 claws, a permanent thing. They don't have to shift to suddenly access their ability to have scent for about less than a minute a day.
In this way a Shifter can gain a temporary abiity score bonus to one of their physicals for a short amount of time each day but still have their claws/scent/horns or whatever that sets them apart from other races. I do like that you included an automatic increase in shifting duration based on levels so it reduces the number of shifter feats a PC might feel like they *have* to take to be able to shift longer.
Have you looked at the three added clans from races of eberron?