A Race Conversion for Eberron. Feedback requested.


Homebrew and House Rules


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My friend is planning on running a game in the Eberron campaign setting and asked me to help him in converting the Eberron races with him using the Advanced Races Guide as an outline. Somewhat content with what we came up with, we were hoping to get some feedback, tips, or constructive criticism on our converted races in hopes of fine tuning them and just seeing what everyone else thinks.

Some things to note:
- We looked around for other peoples conversions to give us a better idea of where to take the Eberron races. If you see similarities between the two this is likely because we liked what we saw and they deserve all the credit for their work.
- We built each race with a starting pool of 11 race points and tried very hard to keep everything in line with this rule.
- Racial feats were either changed or outright removed to better suit their updated versions and make them more attractive when playing that race.
- We added 3 new shifter archetypes that didn't exist in the Eberron book (as far as we know). They are Filthborn, Night Stalker and Flanged Tail.

Here's a link to the PDF: http://www.mediafire.com/view/qp24x6f6gqlvi7q/Eberron_Race_Conversion_v1.33 .pdf

If you have any questions regarding the changes we've made please do not hesitate to reply as we are eager to know what you guys think.


Linkified for you.

Eberron Race Conversion


what's wrong with having both the swiftwing and deepsea shifts? it's not exactly like they boost each others effects, and I don't think its broken if you have to spend 3 feats to get an additional movement type.


+5 Toaster wrote:
what's wrong with having both the swiftwing and deepsea shifts? it's not exactly like they boost each others effects, and I don't think its broken if you have to spend 3 feats to get an additional movement type.

It was like that in the original 3.5 version and I honestly don't really know why. Having a swim speed is already pretty niche so I'll see if he's willing to change that in a later revision.

Liberty's Edge

Very nice.


Changelings are my mostest favorite race ever.

However I'm not sure about giving them natural armor or claw attacks.

I like warforged too, but I'd suggest to give them the option of the composite plating (with dex/skill/spell numbers) or nothing and just buy normal armor. Or make armor available to them at an enhanced cost, give them some kind of bonus and make it un-take-offable as they upgrade their bodies. I saw the mithral feat but didn't see the other one.


My favorite solution to the warforged armor problem is to make it bolted on - essentially a suit of armor that takes significant time put on and remove, with an additional cost based on the "Armor for Unusual Creatures" rules, and have it not count against their encumbrance. They start with the light version, and can spend a trait to start with medium or heavy armor.


Journ-O-LST-3 wrote:

Changelings are my mostest favorite race ever.

However I'm not sure about giving them natural armor or claw attacks.

I like warforged too, but I'd suggest to give them the option of the composite plating (with dex/skill/spell numbers) or nothing and just buy normal armor. Or make armor available to them at an enhanced cost, give them some kind of bonus and make it un-take-offable as they upgrade their bodies. I saw the mithral feat but didn't see the other one.

The thought process behind giving Changelings the options of those traits/feats was twofold. First, they came from Paizo's version of the Changeling, which is far and away a different beast than the one found in Eberron. Second, and the stronger of the two, those traits/feats were a nod to the Changeling's Doppelganger heritage. Similar in idea to how Warforged were given the option of developing into a more construct archetype (e.g., The Lord of Blades) or biological one.

When it came to the Warforged I honestly hated how WOTC approached them. Not only did I feel that they were too restrictive to the martial classes but imo having to burn a feat for adamantine body and the like seemed like a huge waste during character creation. Looking through the Races of Eberron book I found something that I liked, the "Unarmored Body" feat (page 120). Drawing from it while tweaking their basic racial bonuses (e.g., retaining the +2 natural armor bonus) I felt that I had hit a nice middle ground between flavor and player options.


Is there a reason you chose to make Warforged impossible to raise of resurrect? It seems like a very minor power issue that would not materially impact the playability of the race, but it undermines one of the core flavor elements of the Warforged. If I recall correctly, the Eberron Campaign Setting book explicitly states that they have souls and can be raised; which then became the primary argument for them being declared free peoples at the end of the Last War.


turambur wrote:
Is there a reason you chose to make Warforged impossible to raise of resurrect? It seems like a very minor power issue that would not materially impact the playability of the race, but it undermines one of the core flavor elements of the Warforged. If I recall correctly, the Eberron Campaign Setting book explicitly states that they have souls and can be raised; which then became the primary argument for them being declared free peoples at the end of the Last War.

When we chose to use the advanced race guide as our guidelines for undergoing this conversion process we decided on using the half-construct template found in the book because mechanically it fit well with what a warforged was.

At the time we were only concerned with converting their mechanics and did not take into account the robust warforged lore found in the campaign setting. An unfortunate side effect of not having the best tools for the job. My friend and I are reluctant to make any changes to this because of how much we wanted their mechanics to be well balanced with the other core races for actual play. Though we do think that having a playable race not be ressable is slighty wonky.

With that said, I see no problem if other GMs want to make that slight alteration in order to stick closer to the lore and not so much with the mechanics.

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