Resource - Char Gen, Races, Classes

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Resource - Char Gen, Races, Classes

Post by Vardaen » Fri Jul 05, 2013 9:06 pm

This game uses standard vGen rules for the Pathfinder RPG, however, all Eberron 3.5 sources are legal options for char gen and character development with GM approval/conversion from 3.5 to Pathfinder.
Standard VGen Rules

Stats: Total Stats add up to 88 point pre-racial bonuses(8 on each +40) (2 18s Total Max)

Race: Apply Racial Bonuses, See Below for Eberron Races

Traits: 2 Traits Allows (no two of the same type)
Campaign Trait: 1 Campaign Trait (only for Pathfinder Adventure Paths)

Starting Gold: Average or for High Levels
http://www.d20pfsrd.com/basics-ability- ... r-creation

Starting Hit Points: Max
Advanced Hit Points: 1/2 Die + 1 (ie Rogue 1d8 = 5 Points)

Drawbacks: (Adamantine Games 3rd Party - Tome of Secrets)
In general 1 Drawback is fine, seek GM approval for 2 or more.

Drawbacks
Each drawback below is worth 4 skill ranks.

Some drawbacks have prerequisites, including other drawbacks. Players may spend these points on their character sheet however they wish, but they must still abide by the usual skill rank limitations. Unlike feats, players may only select drawbacks at first level, although the Game Master may grant a new drawback to an existing character if he wishes. Any drawbacks gained during play will grant the appropriate amount of
skill points to the character upon reaching next level (GMs may waive this and grant the skill points immediately if desired or if the PC has a particularly long wait until he reaches next level).

There is no set amount of drawbacks that a PC can take, although GMs should probably limit the number of drawbacks to two or three.
* ABRASIVE ATTITUDE
You have a way of rubbing people the wrong way when you speak. This could be due to your natural belligerence, boastfulness, uncouthness,
or other personality flaw.

Detriment: When using Diplomacy to change attitudes, you must add an extra 5 to the DC.

* ALBINISM
You lack pigmentation in your skin, giving you a distinctively pale appearance. Your skin is very sensitive to sunlight.

Detriment: You must make a Fortitude saving throw for every hour that your skin is exposed to direct sunlight. The DC is 15 +1 for every hour
that you've been exposed. A failure causes 1d4 hit points of sunburn damage.

* ALL THUMBS
You aren't very coordinated when it comes to fine manipulation.

Detriment: You take a 2 penalty on all Disable Device and Sleight of Hand checks.

* ANIMAL ANTIPATHY
Perhaps you have a bad smell. Maybe they can detect the way you truly feel about them. Maybe they just don't like you. For whatever reason, you
have trouble dealing with animals.

Detriment: You take a 2 penalty on all Handle Animal and Ride checks.

* AWKWARD GESTURES
Maybe you have stiff joints. Maybe your arms are just a little too long. Whatever the reason, you have trouble making the elegant gestures necessary to cast arcane spells.

Prerequisite: You must be a bard, sorcerer or wizard to select this drawback.

Detriment: You have a natural 5% arcane spell failure chance. This stacks with armor penalties.

* BAD LUCK
Whenever you need luck most, you can count on it not being there.

Detriment: Once per session, the GM can negate any success, even if it was a critical hit. This will usually be when you desperately need to succeed.

* BAD SHOT
You are unpracticed or inept at making ranged attacks.

Detriment: You take a 2 penalty on all ranged attacks.

* BLEEDER
Your body has trouble stabilizing. When dying, you continue to bleed until you are dead.

Detriment: You cannot stabilize while dying. Unless you are treated or healed, you will continue to lose one hit point every round until you are dead.

* CLUMSY
You are exceptionally uncoordinated and tend to slip at the most inopportune times.

Detriment: You take a 2 penalty on all Acrobatics checks.

* COLD AVERSION
Your body has a hard time adjusting to the rigors of very cold climates.

Detriment: You suffer a -2 circumstance penalty to all saving throws and skill checks in temperatures at or below 40 degrees Fahrenheit. You also suffer an inherent -1 penalty to saving throws made against cold-based spells, damage, and area effects. Cold-weather clothing alone will not remove this penalty.

* COWARDICE
You are a coward. You usually choose the safest position in a marching order and rely on others to protect you.

Detriment: Cowards never initiate combat, even when it is to their advantage. You will always maintain a defensive position until attacked. If you defeat your foe, you will attempt to hide or flee rather than engage another foe.

* DEAF
You can't hear at all.

Prerequisite: You must have the Hard of Hearing drawback to select this drawback.

Detriment: You cannot learn the Linguistics skill. In addition, you have a 20% chance of spell failure when casting a spell with a verbal component.

* DEITY'S WRATH
You have angered a particular god or goddess.

Detriment: You add 1 to the DC of any save you must make against any spells invoked in the name of a particular deity. Healing spells and other aid from that deity will not work on you. The GM should restrict this drawback to common deities in his campaign.

Special: At the GM's option, you may drop this drawback by using a free feat slot. You must also perform some penance in the name of the affected deity.

* EASILY READ
You wear your heart on your sleeve. Others can almost read your thoughts.

Detriment: Your opponents get a +4 to their Sense Motive checks when using it against you.

* FANATIC
You are so committed to one philosophy or religion that it blinds you to others.

Detriment: You take a 2 penalty to any Knowledge checks when researching histories, religions, or even arcane lore at odds with your own faith. In addition, you will refuse personal aid from any cleric or druid that is contrary to your faith.

Special: If you are a cleric or a paladin, you will refuse aid to anyone that doesn't adhere to your faith.

* FRAIL
You are weaker than normal, either due to illness or genetics.

Detriment: You have 3 less hit points than normal.

Special: This drawback may be taken multiple times. A character may only take this feat if doing so will still leave him with at least one hit point. For example, a character with 8 hit points may take this drawback twice, but a character with 6 hit points may only take it once.

* GULLIBLE
You are easily persuaded and manipulated by others.

Detriment: You take a 2 penalty on Diplomacy and Sense Motive checks.

* HARD OF HEARING
You have lost part of your hearing, making it difficult for you to be aware of all sounds surrounding you. You also have a problem being stealthy.

Detriment: You take a 2 penalty on sound based Perception checks and Stealth checks.

* HEAT AVERSION
Your body has a hard time adjusting to the rigors of very hot climates.

Detriment: You suffer a -2 circumstance penalty to all saving throws and skill checks in tropical or desert conditions (or in artificial conditions of extreme heat, such as steam baths). At the GM's discretion, you may suffer these penalties in any area where the temperature is above 80
degrees Fahrenheit. He also suffers an inherent -1 penalty to saving throws made against heat based spells, damage, and area effects.

* HONEST
You have trouble telling lies or concealing the truth.

Detriment: You take a 2 penalty on Bluff and Intimidate checks.

* IMPATIENT
Your character is notoriously incapable of focusing his attention long and hard enough to accomplish tasks requiring great dedication.

Detriment: Your character may never ˜take 10 or '˜take 20' on any skill check, no matter how much time he has.

* INEFFECTIVE RACIAL TRAIT
You lack one of your positive racial traits, either due to mixed lineage in your character's past or a simple genetic anomaly. A gnome might not have keen senses, while an elf may be lacking lowlight vision ('œunfortunately, you have your human grandfather's eyes').

Detriment: You do not receive the benefit of one of the positive racial traits for your character (including the extra feat for human characters).

* INTOLERANCE
You have a particular hatred for a certain class, race, or culture.

Detriment: You take a 4 penalty when making skill checks against a particular group. The GM should limit this feat to frequently encountered groups within his campaign (for example, if you take Intolerance against Psions, but your campaign rarely includes them, the GM can prohibit this. You may still hate Psions, but it's not worth four skill ranks).

Special: You may take this drawback multiple times. You choose a new group each time.

* LAME
You walk with a discernible limp.

Detriment: You only move two-thirds of what is normal for your race. A lightly armored human, for example, would move 20ft rather than 30ft.

* MAGICAL INEPTITUDE
You find magic difficult to master.

Detriment: You take a 2 penalty on all Spellcraft checks and Use Magic Device checks.

Special: You may never take the Magical Aptitude feat.

* MARKED
You have been convicted of a crime in the past (whether you were guilty or not) and bear a lasting mark from the punishment. This mark could be a distinctive scar, tattoo, or missing body part. People treat you as a criminal. This drawback may be coupled with another (missing hand, for
example), in which case the other drawback is the mark.

Detriment: You take a 2 penalty to all Bluff and Diplomacy checks when dealing with people that would recognize the mark (which is most of the time). You also add an extra 5 to your DC when trying to change an NPC's attitude.

Special: You get a +2 bonus to Intimidate if the victim recognizes your mark.

* MINORITY CULTURE
You belong to a smaller culture within a primary culture that has certain rules and taboos that easily distinguish it from the primary culture. You unintentionally but easily offend members of the primary culture.

Detriment: You take a 2 penalty to all Diplomacy checks against members of the primary culture. In addition, you add 5 to your DC when attempting to influence the attitudes of members of the primary culture.

Special: GMs should be careful when allowing this drawback. A 'œprimary culture' is the dominant group within a particular campaign. If the campaign takes the characters throughout the world, then this drawback should only be available if the particular minority group is a minority culture throughout that world. 'œCulture' should be loosely defined. If most of the campaign takes place within the walls of a noble's castle, then a PC peasant farmer could be considered a 'œminority culture.' Similarly, a 'œminority culture' is not necessarily the disadvantaged one. If the PCs are mostly pirates, then a PC noble forced into joining them could be considered from a 'œminority culture'.

* MISSING HAND
You have lost a hand in combat.

Detriment: You may not use a two-handed weapon. You may still use a shield. You also take a 2 penalty on all Climb, Disable Device and Sleight of Hand checks.

* MUTE
You cannot speak.

Detriment: You take a 4 penalty on any skill checks that would normally require you to speak. While you may continue to learn new languages, you may only understand them, not speak them.

* OBLIVIOUS
Your mind wanders so much that you fail to take note of what's going on around you.

Detriment: You take a 2 penalty on all Perception checks.

* ONE EYE
You have lost the use of an eye. This hinders your depth perception as well as hinders your ability to engage foes on your blind side.

Detriment: You take an extra 1 penalty per range increment when using a ranged weapon.

* QUICK SPELL DISCHARGE
You are unable to hold the charge of touch spells.

Prerequisite: This drawback is only available to spellcasting classes.

Detriment: Any touch spell cast must immediately manifest or you lose it.

* RESTLESS
You have trouble remaining calm while preparing spells. You habitually interrupt your own rest.

Prerequisite: This drawback is only available to spellcasting classes.

Detriment: You automatically add 2 hours to your spell preparation time.

* SCHOOL DEFICIENCY
Your natural magical abilities have one glaring limitation.

Prerequisite: This drawback is only available to spellcasting classes.

Deficiency: You must select one of the eight schools of magic (the universal school may not be selected). You never learn or cast spells from that school.

Special: If you are a specialist, you must select a school of magic that is not already prohibited to you.

You may take this drawback multiple times, with the GM's permission. Each time it is taken it applies to a different school of magic.

* SHORT
You are unusually small for your race.

Detriment: Humans, elves, and half-elves are treated as Halflings for purposes of tactical speed and reach. Short half-orcs are treated as dwarves. Short dwarves have a tactical speed of 15 ft. and a natural reach of 0. Short gnomes and halflings have a tactical speed of 15 ft. (or 10 ft. when wearing medium or heavy armor) and a natural reach of 0.

* SLOW HEALER
It takes you longer than normal to heal.

Detriment: With a full night's rest, you only recover 1 hit point for every two character levels. Magical healing effects are also halved.

* SLOW PREPARATION
You are unusually slow when dealing with certain formal rituals of magic, including preparing your daily spells from your spellbooks.

Detriment: You must spend 2 hours (rather than 1) studying your spellbooks in order to prepare spells for any given day. You must spend at least 30 minutes when studying a smaller portion of your daily spell allotment.

* SLOW REFLEXES
You have slower than normal reflexes.

Detriment: You take a 2 penalty on all Reflex saving throws.

Special: You may not take the Lightning Reflexes feat.

* SLOW TO ACT
You are slow to respond to attacks.

Detriment: You take a 4 penalty to initiative checks.

* SPINELESS
You have a weaker will than normal.

Detriment: You take a 2 penalty on all Will saving throws.

Special: You may not take the Iron Will feat.

* TABOO PROFICIENCY
Due to cultural, personal, or religious restrictions, you have not been trained to use some weapons or armor normally available to your class.

Detriment: You do not receive one of the starting weapon or armor proficiencies normally available for your class.

Special: You may negate this drawback at any time (including character creation) by selecting the taboo proficiency as one of your available feats.

* UNCOMELY
You are particularly unattractive to most people. Note that you may not be physically unattractive, but you may belong to a group that is disliked by most people in the setting.

Detriment: You take a 2 circumstance penalty on any Bluff or Diplomacy checks when dealing with someone of the other gender.

* WEAK FORTITUDE
You are weaker than normal.

Detriment: You take a 2 penalty on all Fortitude saving throws.

Special: You may not take the Great Fortitude feat.
Last edited by Vardaen on Fri Jul 05, 2013 10:14 pm, edited 1 time in total.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 9:13 pm

Action Points

Eberron uses a mechanic called Actions Points. We are using the Eberron version of Action Points, as clipped below. Not the Hero Points, Force Points, Fate Points, Mythic Points or Action Points from the Unearthed Arcana (3.5). ONLY the Eberron Action Point write up from the Eberron Core Book.
Image

You can also do a few other things, missing from the clip above (found on the next page of the Eberron Campaign Setting book.

Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate specific abilities.

Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music, rage, smite evil, shift, Stunning Fist, channel energy, wild shape, spend Ki Point, target a character with a Hex he's already been targeted with today, be Pscionically Focused.

Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion's casting time is normally longer than 1 round.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you're already dead.

House Rule Uses: You can spend 1 action point to avoid a Fumble, or confirm a Critical Hit.

ACTION POINTS AND NPCS
Nonplayer characters and monsters normally can't use action points and don't gain action points as they advance in level, even if they have levels in a class or a prestige class. Action points are typically the purview of player characters and are thus reserved for their use. However, an NPC can use action points if he or she has the Heroic Spirit feat (ECS 55), which provides a character with 3 action points to use at every level. The DM should not give an NPC this feat without careful consideration, and then only if the character is crucial to the campaign and the storyline. Perhaps only one key character should exist at every three to five levels of a campaign.

Action Point Feats

ACTION BOOST [GENERAL]
You have the ability to alter your luck drastically in dire circumstances.
Benefit: When you spend an action point to alter the result of an attack roll, a skill check, an ability check, a level check, or a saving throw, you roll d8s instead of d6s and add the result to the d20 roll.

ACTION SURGE [GENERAL]
By spending 2 action points, you can perform an additional action in a round.
Prerequisite: Base attack bonus +3.
Benefit: You can spend 2 action points to take an extra move action or standard action in a round, either before or after your regular actions.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 9:40 pm

Eberron Races

There are four main races from Eberron not found in the Pathfinder books. They have been converted and placed here, as in the Grey Company Wiki (thanks Trog!) found here: Grey Company Wiki

Warforged

Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature - living constructs.

Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged models are true constructs; some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan (described on page 302).

Personality: The warforged were made to fight in the Last War, and they continue to fulfill their purpose with distinction. They fight fiercely and usually without remorse, displaying adaptability impossible for mindless constructs. Now that the war has ended, the warforged seek to adapt to life in this era of relative peace. Some have settled easily into new roles as artisans or laborers, while others wander as adventurers or even continue fighting the Last War despite the return of peace.

Physical Description: Warforged appear as massive humanoids molded from a composite of materials - obsidian, iron, stone, darkwood, silver, and organic material - though they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head. Warforged have no physical distinction of gender; all of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or feminine, but different people might judge the same warforged in different ways. The warforged themselves seem unconcerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience.

Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This customized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another.

Relations: As the warforged strive to find a place in society for themselves after the Last War, they simultaneously struggle to find ways to relate to the races that created them. In general, the humanoid races of Khorvaire regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible. In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout the rest of Khorvaire, they have freedom but sometimes find themselves the victims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their "masters".

Alignment: Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.

Warforged Lands: Warforged originated in Cyre before its destruction and have no homeland. Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg. A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races.

Dragonmarks: The warforged never possess dragonmarks.

Religion: Just as most warforged are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. A larger number gravitate to a messianic figure called the Lord of Blades. This powerful leader gathers a cultlike following of disaffected warforged by preaching a return to the Mournland and rebellion against the "weak-fleshed"  races.

Language: Warforged speak Common, since they were designed to communicate with their (mostly human) creators and owners.

Names: Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever names others see fit to give them, and warforged traveling with humans often are referred to by nicknames. Some warforged, however, have come to see having a name as a defining moment of their new existence, and thus search long and hard for the perfect name to attach to themselves.

Adventurers: Adventuring is one way that warforged can fit into the world --at least as well as any adventurer ever fits in. In the wilds of Xen'drik, the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep your companions alive. A fairly large number of warforged choose an adventuring life to escape from the confi nes of a society they didn't create and at the same time engage in some meaningful activity.

WARFORGED RACIAL TRAITS

+2 Constitution, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.

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.

Features: As a living construct, a warforged has the following features.
* A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

Traits: A warforged possesses the following traits.
* Unlike other constructs, a warforged has a Constitution score.
* Unlike other constructs, a warforged does not have low-light vision or darkvision.
* Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
* Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
* A warforged cannot heal damage naturally.
* Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
* As living constructs, warforged 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. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifi er). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
* 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 -10, 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.
* As a living construct, a warforged can be raised or resurrected.
* A warforged does not need to eat, sleep, or breathe, but he can still benefi t 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 wizard must rest for 8 hours before preparing spells.

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.

A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

Automatic Languages: Common.

Bonus Languages: None.
Image
Warforged Jugernaut
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 9:45 pm

Shifters

Shifters, sometimes called "the weretouched," are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features - a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity.

Personality: The personality and behavior of shifters are infl enced by their animal natures. Many are boorish and crude, while others are quiet, shifty, and solitary. Just as most lycanthropes are carnivores, shifters have a predatory personality and think of most activities in terms of hunting and prey. They view survival as a challenge, striving to be self-reliant, adaptable, and resourceful.

Physical Description: Shifters are basically humanoid in shape, but their bodies are exceptionally lithe. They often move in a crouched posture, springing and leaping while their companions walk normally alongside. Their faces have a bestial cast, with wide, fl at noses, large eyes and heavy eyebrows, pointed ears, and long sideburns (in both sexes). Their forearms and lower legs row long hair, and the hair of their heads is thick and worn long.

Relations: Many races feel uncomfortable around shifters, the same way they feel around any large predator. Of course, some grow to appreciate individual shifters despite their natural aversion, and halflings in general get along well with them. For their part, shifters are accustomed to distrust and don't expect better treatment from members of the other races, although some shifters try to earn respect and companionship through acts and deeds.

Alignment: Shifters are usually neutral, viewing the struggle to survive as more important than moral or ethical concerns about how survival is maintained. Shifter Lands: Shifters have no land of their own. Being descended from human stock, they live in human lands. Unlike changelings, however, shifters often live in rural areas away from the crowded spaces of the cities. They are most commonly encountered in the Eldeen Reaches and other remote areas that can be found in all the nations. Many shifters earn their way as trappers, hunters, fishers,
trackers, guides, and military scouts.

Dragonmarks: The fact that none of the dragonmarked houses includes shifters cements their place outside the mainstream of society.

Religion: Most shifters incline toward the druid based religion of the Eldeen Reaches, believing in the divine power of the earth itself, the elements, and the creatures of the earth. Those shifters who revere the pantheon of the Sovereign Host are drawn toward the deities Balinor and Boldrei, while other shifters follow the Traveler. Shifters rarely worship the Silver Flame.

Language: Shifters speak Common and rarely learn other languages.

Names: Shifters use the same names as humans, often ones that sound rustic to city-dwellers.

Adventurers: Moving from the rugged, self-reliant life of a shifter trapper or hunter to an adventuring life is not a big step. Many shifters find themselves embarking on adventuring careers after something happens to disrupt their everyday routines - a monstrous incursion into their village or forest, for example, or a guide job gone sour.

SHIFTER RACIAL TRAITS

+2 Dexterity, -2 Charisma: Shifters are agile and perceptive, but also bestial.

Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Shifters have a base speed of 30 feet.

Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light.

Animal Prowess: Shifters receive a +2 racial bonus on Acrobatics and Climb checks.

Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of physical power. Each shifter has one of ten shifter traits - characteristics that manifest themselves when a character is shifting. Each shifter trait typically 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 can last for a number of rounds equal to 4 + the shifter's Constitution modifier. Temporary increases to Constitution such as those gained from bear's endurance do not increase the total number of rounds that a shifter can maintain shifting per day. A shifter can take feats to improve this ability. These shifter feats are described in Eberron Campaign Setting and Races of Eberron.

Every shifter feat a character takes increases the duration of his shifting by 4 rounds. So, a character with two shifter feats can shift for a number of rounds equal to 12 (instead of 4) + the shifter's Con modifier.

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 cure - shifting is a natural ability for the race.

Languages: Shifters begin play speaking Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Halfling, Orc, Sylvan

SHIFTER TRAITS

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed thereafter.

Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.

Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet. Gaining a climb speed grants him a +8 racial bonus on Climb checks.

Dreamsight (Su): The dreamsight trait is the rarest of all shifter traits, and many dreamsight shifters become druids within shifter communities. Unlike other shifter traits, which increase a shifter's physical abilities, the dreamsight trait sharpens a shifter's instincts and awareness. While shifting, a dreamsight shifter temporarily gains a +2 bonus to Wisdom and gains the ability to communicate with animals as if under the effect of a speak with animals spell. In addition, the shifter gains a +2 bonus on Handle Animal and wild empathy checks, even while not shifting.

Gorebrute (Su): While shifting, a gorebrute shifter temporarily gains a +2 bonus to Strength and manifests powerful horns that can be used as a natural weapon, but only during a charge attack. (The horns are too awkward to use as a natural weapon in any circumstance other than a charge.) If a gorebrute shifter uses his horns in a charge attack, the horns function as a natural weapon, dealing 2d6 points of damage (plus an extra 1 point for every four character levels he has). A gorebrute shifter can't combine a charge attack with his horns with any other attack, even if he has the ability to make more than one attack as part of a charge (such as from the pounce ability).

Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to his base land speed.

Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an extra 1 point for every four character levels he has) with a successful bite attack. He cannot attack more than once per round with his bite, even if his base attack bonus is high enough to give him multiple attacks. He can use his bite as a secondary attack (taking a -5 penalty on his attack roll) while wielding a weapon.

Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an extra 1 point for every four character levels he has) with each successful attack. He can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). He cannot attack more than once per round with a single claw, even if his base attack bonus is high enough to give him multiple attacks. He can attack with a claw as a light off-hand weapon while wielding a weapon in his primary hand, but all his attacks in that round take a -2 penalty.

Swiftwing (Su): While shifting, a swiftwing shifter temporarily gains a +2 bonus to Dexterity. His arms grow leathery flaps of skin (similar to a bat's wings), which grant him a fly speed of 20 feet (average maneuverability). While airborne, the shifter can't use his hands for anything other than flying though he can still hold or carry objects. A shifter can't fly while carrying a medium or heavy load or while wearing medium or heavy armor.

Truedive (Su): While shifting, a truedive shifter temporarily gains a +2 bonus to Constitution and a swim speed of 30 feet. Gaining a swim speed grants him a +8 racial bonus on Swim checks. In addition, the shifter can hold his breath for a number of rounds equal to 5 + his Constitution score before he risks drowning. A truedive shifter gains this benefit even when he isn't shifting.

Wildhunt (Su): While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability.
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Last edited by Vardaen on Fri Jul 05, 2013 9:53 pm, edited 1 time in total.
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 9:52 pm

CHANGELINGS

Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many
changelings live up to that potential.

Personality: In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances of success are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy s trikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party intends to reveal.

Physical Description: Changelings strongly resemble their doppelganger lineage, with only a passing nod to their human heritage. All changelings fall within the boundaries of Medium size, usually standing between 5 and 6 feet tall. Unlike true doppelgangers, changelings
do have gender in their natural form, although they can adopt any shape they like. Changelings have pale gray skin, and their hair is thin and fair. Their limbs are long and slightly out of proportion compared to other humanoids. Their faces have slightly more distinct features than a doppelganger's, including a hint of nose and lips, though their eyes remain blank white and the rest of their facial features don't look quite as finished as those on a human.

Relations: Nobody with any sense completely trusts a changeling. Many people, however, have reason to do business with them. Most members of other races treat changelings with extreme caution. Dwarves have little patience for their deceptive and subtle manner. Halflings, on the other hand, enjoy matching wits with changelings, though they are often rivals in certain shady activities.

Alignment: Changelings of all alignments exist, but most gravitate toward the neutral alignment. They focus on their own concerns without any meaningful regard for laws or morals. Many have their own code of honor but are also fiercely independent. Some refuse to engage in
assassination, while others embrace that path as the most perfect form of the changeling art of deception.

Changeling Lands: Changelings live wherever humans do in Khorvaire, blending in among them and living in their shadow. They are most commonly found in the large cities of Khorvaire, where they form the backbone of the criminal underworld, though many find more respectable work as entertainers, inquisitives, government agents, and sometimes adventurers. Changelings have no established homeland of their own.

Dragonmarks: Changelings never develop dragonmarks, though they can mimic a mark's form if not its power.

Religion: Many changelings revere the deity known as the Traveler, one of the Dark Six. Others follow a personal philosophy of the perfect form, in which physical transformation is a mystical practice symbolizing spiritual purifi cation. This philosophy is curiously amoral, and its practitioners include both assassins and saintly ascetics.

Language: Changelings speak Common, which allows them to move easily among humans and members of all other races. They often learn as many other languages as they can to facilitate a multitude of disguises.

Names: Changeling names are usually monosyllabic and seem to other races more like nicknames than proper names. In fact, changelings collect names and may go by entirely different names in different social circles. They make no distinction between male and female names. Male and Female Names: Bin, Dox, Fie, Hars, Jin, Lam, Nit, Ot, Paik, Ruz, Sim, Toox, Yug.

Adventurers: Changeling adventurers might be fleeing from past crimes, seeking revenge for a wrong done to them, or striving for spiritual perfection through the use of their shapechanging abilities. Others are driven to adventure through a simple lack of other palatable opportunities: Changelings who are not inclined toward crime or stealth often have difficulty finding steady work.

CHANGELING RACIAL TRAITS

Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.

+2 to one ability score: Changelings gain a +2 bonus to one ability score chosen at creation, to represent their varied nature.

Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Changelings have a base speed of 30 feet.

Minor Change Shape (Su): A changeling may change his appearance as a full-round action. This functions as the Disguise Self spell, except that it is a transmutation effect which affects the changeling's body but not his possessions, and lasts until he changes his appearance again or dies.

Natural Linguist: Changelings add Linguist to their list of class skills for any class they adopt.

Deceptive: A changeling gains a +2 bonus to Bluff, Intimidate, Linguistics and Sense Motive checks.

Slippery Mind: A changeling gains a +2 bonus on saves against sleep and charm effects.

FAVORED CLASS BONUS OPTIONS

Alchemist: Whenever you ingest a mutagen or cognatogen, reduce the penalties to ability scores by -1/5 (minimum 0).

Barbarian: Add a +1/2 bonus on Intimidate checks and Bluff checks made to feint in combat.

Bard: Add a +1/2 bonus on Disguise checks and Diplomacy checks to change a creature's attitude.

Rogue: Add a +1/2 bonus on Stealth checks and Intimidate checks to change a creature's attitude.
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 10:01 pm

Kalashtar

The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true. It took three hundred years for the other quori to discover a similar means to psychically project their spirits out of Dal Quor and possess human bodies,forming the Inspired (see page 290), while leaving their own bodies behind - much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashtar.

Personality: As a true hybrid of human hosts and quori spirits, the kalashtar possess keen intellects but are not ruled by logic. They seek the perfection of their minds and spirits, often to the exclusion of any physical pursuits. They are generally warm and compassionate, but their manners and ways of thinking are alien to the native races of Eberron. They are more interested in psionics than in the magic that pervades Khorvaire, and often lace their discourse with esoteric terms such as matter, kinetics, and ectoplasm. The kalashtar are outcasts from their home plane and can never return there - not even in dream. The combination of life in exile and a dreamless existence makes the kalashtar slightly inclined toward madness, and some have speculated that the kalashtar devote themselves to psychic and physical discipline in order to keep themselves safely sane.

Physical Description: Kalashtar appear very similar to humans, but they have a grace and elegance that makes them seem almost too beautiful. They are slightly taller than the average human, and their faces have a slight angularity that sets them apart from the human norm, but these deviations only make them seem more attractive.

Relations: Kalashtar are born diplomats and relate fairly well to individuals of all races - except, of course, the Inspired. They relate best to humans, with whom they share the greatest physical similarity, but some kalashtar find themselves strongly drawn to other races instead. They oppose the Inspired in all ways, both within Riedra and beyond its borders, and likewise oppose any group or force that corrupts or degrades mortal souls.

Alignment: Kalashtar are generally lawful good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.

Kalashtar Lands: The kalashtar homeland is a region of Sarlona called Adar, a land of forbidding mountains and hidden fortresses in the southeastern portion of the continent. Even in Adar their numbers are small, and the number of kalashtar found in Khorvaire is much smaller still. However, they can be found in many of the largest human cities. The largest kalashtar population in Khorvaire is in the city of Sharn.

Dragonmarks: Kalashtar never possess dragonmarks.

Religion: Kalashtar do not follow gods, but they have their own religion, called the Path of Light. The center of this belief system is a universal force of positive energy the kalashtar call il-Yannah, or "the Great Light." Through meditation and communion with this force, the kalashtar seek to strengthen their bodies and minds for the struggle against the forces of darkness that threaten all life on Eberron. Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psychic warriors.

Language: Kalashtar speak Quor, the language of the quori, and the common tongue of their homeland (Common in Khorvaire, or Riedran in Adar). Quor is a hissing, guttural tongue more suited to the alien forms of the quori than their humanoid hosts. It has its own written form, a f lowing, elegant script with many circular letters.

Names: Kalashtar names have much in common with the name of their people: They are three to five syllables long, with a combination of hard and hissing consonants. Male names end with one of the masculine name suffixes -harath, -khad, -melk, or -tash. Female names use the feminine suffi xes -kashtai, -shana, -tari, or -vakri. Male Names: Halkhad, Kanatash, Lanamelk, Minharath, Nevitash, Parmelk, Thakakhad, Thinharath. Female Names: Ganitari, Khashana, Lakashtari, Mevakri, Novakri, Panitari, Thakashtai, Thatari.

Adventurers: Every kalashtar enters adulthood facing a fundamental choice: Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not surprisingly, many kalashtar choose the latter option and live a life at least bordering on that of the adventurer. Most kalashtar adventurers are motivated primarily by their hatred of the Inspired, but a few - primarily those advanced along the Path of Light are driven by their compassion for all living beings and their desire to fight darkness in whatever form it takes.

KALASHTAR RACIAL TRAITS

Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size.
Kalashtar base land speed is 30 feet.

+2 to one mental attribute (Charisma, Intelligence, or Wisdom)

+2 racial bonus on saving throws against mind-affecting spells and effects, and possession: The kalashtar's dual spirits help them resist spells that target their minds.

+2 racial bonus on Bluff, Diplomacy, and Intimidate checks: The kalashtar are masters of social interaction, influencing others through their commanding presence and subtle psychic powers.

+2 racial bonus on Disguise checks made to impersonate a human: Kalashtar have a close physical resemblance to humans.

Immunity to the dream and nightmare spells, as well as any other effect that relies on the character dreaming: The kalashtar do not dream.

Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class.

Psi-like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of 1/2 the kalashtar's Hit Dice (minimum 1st level).

Automatic Languages: Common and Quor. Bonus Languages: Draconic and Riedran.

Kalastar can use the 3rd Party Psionic Rules for Pathfinder by Dreamscarred Press "Ultimate Psionics" found on the Pathfinder SRD here: Psionic Rules
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 10:13 pm

Eberron Classes

There is only one Base Class from Eberron that needs mentioning, the Atificer. It can be found on the Grey Company Wiki as well. I reproduce much of it here (tables are funky so I left them off).

Artificer

Artificers are magical technologists. They have the ability to use spells from magical items and empower items with temporary spells. Artificers can also repair items, such as constructs, or increase the power of a device or object. Their list of spell-like infusions is limited, but they can also work with spells from other spell-casters' lists. An artificer's magic is neither arcane nor divine.

Hit Die: d8

Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Fly (Dex), Knowledge (arcana), Knowledge (engineering), Knowledge (planes), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), and Use Magic Device (Int).

Skill Ranks Per Level: 4 + Int modifier

CLASS FEATURES

Weapon and Armor Proficiency: An artificer is proficient with all simple weapons, plus the axe (throwing), flail, handaxe, hammer (light), pick (light), rapier, and short sword. Artificers are proficient with light and medium armor, and all shields (except tower shields).

Item Creation: Though not a spellcaster, an artificer has several abilities that allow him to create magic items of various kinds. An artificer can employ the Use Magic Device skill to emulate spell prerequisites an item might have (and nonspell prerequisites, too). An artificer gains the Scribe Scroll feat at 1st level and gains other item creation feats as he gains artificer levels: Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level. Magic items created by an artificer are considered neither arcane nor divine.

Artificer Knowledge: Starting at 1st level, an artificer can identify a magic item as if he had cast Detect Magic.

Essence Reserve: An artificer's deeper understanding of magic items enables him to gather essence from around him in order to enchant items. An Artificer receives a pool of essence he can use to power his Spell Storing Device infusions. Each time the artificer gains a new level, he receives a new essence reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the magical essence from a magic item and store that essence in his essence pool. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds one point to his craft reserve for every 25 gp of value of the item salvaged. These points are lost if the artificer does not use them before gaining his next level.

Artisan Bonus: Also starting at 1st level, an artificer gains a +2 bonus on any Use Magic Device check to activate a magic item for which he has the corresponding item creation feat.

Trapfinding: Artificers can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 10, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Artificers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

Bonus Feats: In addition to the item creation feats he gains, an artificer gains a bonus feat at 4th level and every four levels thereafter. These bonus feats must be chosen from the list in the artificer class description (see Eberron Campaign Setting published by Wizards of the Coast).

Craft Homunculus: At 4th level, an artificer can create a homunculus. The artificer doesn't need the Craft Construct feat, but he does have to emulate the spell prerequisites for crafting a homunculus with the Use Magic Device skill and must pay for the cost of construction as noted in the artificer class description. Whenever the artificer has the time and money, he can upgrade an existing homunculus, as long as he can pay for the upgrade and the homunculus' total hit dice don't exceed the artificer's hit dice -2.

Metamagic Spell Trigger: Starting at 7th level, an artificer can apply a metamagic feat he knows to a spell effect from a spell trigger item he activates. Doing so drains extra charges from the item equal to the level increase that the metamagic feat normally imposes. If the spell trigger item does not have charges, this power does not work. The artificer also must have the item creation feat corresponding to the item he is using (for example, craft wand to apply a metamagic feat to a spell effect from a wand).

Skill Mastery: Beginning at 13th level, an artificer always can take 10 when making a Spellcraft or Use Magic Device check.

Artificer Infusions: Artificers don't cast spells. Instead, they wield infusions, which imbue magical power into items both mundane and magical. Though an infusion isn't a spell, it works just like a spell in game terms. There's a limit to the number of infusions an artificer can use each day, but he can use any infusion from the artificer class list (level permitting) without preparing it ahead of time (see Eberron Campaign Setting published by Wizards of the Coast). An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus. Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. An artificer can also learn new infusions that aren't on the normal artificer class list by studying the infusion and making a Spellcraft check (albeit a fairly difficult one). This allows personalization of the fusion list. Saving throws against infusions have a DC based on Intelligence.

Improved Artificer Knowledge: Starting at 10th level, an artificer can identify a magic item as if he had cast Identify on it.
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Edit 10th Level: Improved Artificer Knowledge
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 10:38 pm

Listed below are the changed we made to Weretouched Master (page 85 ECS) for Benmarrow from the other game. I don't reproduce all of the Prestige Class, only the Pathfinder Changes.

Weretouched Master


Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage. They quickly learn not just to alter their humanoid form but to actually take on animal forms as their ancestors did. Over time, they grow to master both animal and hybrid forms of all the once-common lycanthropes. Along with their growing mastery of their physical form, weretouched masters become increasingly wild in spirit, less comfortable in human society. Most weretouched masters begin their careers as rangers or barbarians and seek to enhance their combat ability through mastery of animal forms. Few are druids, because druids learn to assume more animal forms more quickly than weretouched masters and have little to gain from this class.

The Eldeen Reaches are home to the greatest number of NPC weretouched masters. The more advanced masters enjoy the rugged wilderness and stay far from human civilization.

REQUIREMENTS
To qualify to become a weretouched master, a character must fulfill all the following criteria.
Race: Shifter.
Base Attack Bonus: +4.
Skills: Knowledge (nature) 2 ranks, Survival 5 ranks.
Feat: Any shifter feat.

CLASS FEATURES
Hit Dice: d10

Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Ride (Dex), Stealth (Dex), Swim (Str)

Skill Ranks Per Level: 2 + Int modifier

Frightful Shifting (Ex) At 4th level, a weretouched master gains an unsettling presence when he uses his shifting ability or his alternate form ability. When you activate your shifting ability make an Intimidate check as a free action to demoralize all foes within 30 feet who can see your display. While shifted you gain a bonus to your Intimidate skill check equal to your weretouched master level.

Wild Shape (Su) At 5th level, a weretouched master can assume the animal form related to his lycanthrope heritage once per day. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per weretouched master level, or until he changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of his related lycanthrope heritage.

A weretouched master loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form.
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Fri Jul 05, 2013 11:01 pm

The Moons of Eberron

The sky of Eberron is full of wonders. The Ring of Siberys stretches over the equator, its glittering stones standing out even in the light of day. Sages trace images of celestial dragon patterns of the stars. And twelve moons circle the planet, filling the night sky with color and light. This multitude of moons affects Eberron in many ways. While Zarantyr has the greatest influence over the tides of Eberron, each moon has its own impact on wind and water, and lunar conjunctions can have dramatic effects that can spawn adventures. A confluence of moons can pull back the waters, revealing ancient ruins along the shores of Xen'drik. Sailors speak of maelstroms that arise when Zarantyr eclipses Aryth -- vast whirlpools that can draw a ship into the elemental oceans of Lamannia or the endless frozen sea of Risia. The sage Galeoin, who lived among the Serens, claimed that the moons influenced the tides of magic as well as water and that his barbaric hosts had learned to weave lunar power into their arcane rituals; however, the magi of the Arcane Congress have yet to find any solid evidence supporting Galeoin's claims. A Dungeon Master could certainly decide that a particular ritual, magic item, or eldritch machine can be completed only during a particular conjunction of moons, or that a full moon can enhance the effects of a particular manifest zone.

Each moon has an "ascendant phase" -- a 28-day period during which it is unusually bright. To date, scholars have found no natural explanation for this phenomenon, and it remains one of the mysteries of the skies. This cycle of radiance is the basis for the lunar calendar, and each month is named for the moon that is in its ascendant phase. Some stargazers claim that the ascendant moon has a profound impact on the skills and spirit of children born beneath it; a child born in the month of Zarantyr will be wild and mercurial, while a child of Therendor will be gentle and kind. Druids and rangers also believe that the ascendant moon can be a source of strength -- that a child of Dravago has a special gift for calming animals when this moon is full in the sky. A Dungeon Master who wants to embrace this idea can provide a character with a single action point on a night when his ascendant moon is full; this can be used only for an action tied to the theme of his moon. When the dragonmarks appeared, sages were quick to note the similarities between the powers of the marks and the mythic qualities of the moons. According to popular legend, each dragonmark first manifested during the month of its associated moon. One common belief is that a child born in the month of his mark has a greater chance of developing a powerful dragonmark, and superstitious dragonmarked couples often time pregnancies to end in the appropriate month. As there were once thirteen dragonmarks, some sages believe that there is a thirteenth moon that has either vanished or simply cannot be seen with the naked eye, and the existence of such a moon has been hinted at by dragons and carvings found in ruined Xen'drik. If this moon was once visible in the sky, it vanished long before the rise of human civilization, and the common races do not know its name or place in the heavens.

The Twelve Moons

Zarantyr, the Storm Moon
Color: Pearly white
Associated Dragonmark: Storm
Approximate Diameter: 1,250 miles
Approximate Mean Distance from Eberron: 14,300 miles
Zarantyr is the closest moon to Eberron, and it has the greatest effect on the planet's tides. Superstition holds that there is a far greater chance of being struck by lightning when Zarantyr is full and that bolts can fall from a clear sky. According to the druids, those born in the month of Zarantyr have a wild and tempestuous nature. Sometimes this translates to aggression, but it can also manifest as pure, unbridled energy; barbarians, fighters, sorcerers, and evokers may all feel a bond with the Storm Moon.

Olarune, The Sentinel
Color: Pale orange
Associated Dragonmark: Sentinel
Approximate Diameter: 950 miles
Approximate Mean Distance from Eberron: 22,500 miles
To the naked eye, the orange disk of Olarune seems to have a slight fringe that vaguely resembles the rim of a shield. The druids say that those born when Olarune is ascendant have a strong bond to community and to order, and a natural desire to protect others; superstition holds that more paladins are born in this month than any other. Scattered lycanthropes, especially weretigers, revere Olarune as a sort of demigoddess-protector.

Therendor, The Healer's Moon
Color: Pale gray
Associated Dragonmark: Healing
Approximate Diameter: 1,100 miles
Approximate Mean Distance from Eberron: 39,000 miles
Therendor is the "brother moon" of Barrakas, sharing a similar but narrower orbit with the Lantern Moon. The Serens and druids maintain that natural medicines concocted when Therendor is full and Barrakas is new are more potent than normal. Those born in the month of Therendor are thought to be gentle and empathetic; priests, mediators, and healers often have Therendor as their ascendant moon.

Eyre, the Anvil
Color: Silver-gray
Associated Dragonmark: Making
Approximate Diameter: 1,200 miles
Approximate Mean Distance from Eberron: 52,000 miles
When Eyre is full, a keen-eyed observer can pick out on its surface a shadowy shape that vaguely resembles an anvil. According to druidic belief, those born under Eyre inherit a solid, practical nature and a gift for nature crafts. Some smiths will wait until Eyre is full to work on especially difficult projects, and House Cannith enclaves often hold celebrations when the Anvil is full in the sky.

Dravago, the Herder's Moon
Color: Pale lavender
Associated Dragonmark: Handling
Approximate Diameter: 2,000 miles
Approximate Mean Distance from Eberron: 77,500 miles
Large and lavender, Dravago is a striking image in the sky. Its orbit typically keeps it at a distance from other moons, and old legends say that it is herding the rest and keeping them in motion. Children of Dravago are said to be more comfortable with animals and plants than with people -- gifted herders, handlers, and farmers, but often awkward in social situations. Some say that stones from Dravago occasionally fall to Eberron, and alchemists have long claimed that this "purple dust of Dravago" holds remarkable magical properties.

Nymm, the Crown or King Nymm
Color: Pale yellow
Associated Dragonmark: Hospitality
Approximate Diameter: 900 miles
Approximate Mean Distance from Eberron: 95,000 miles
The golden disk of Nymm is most typically associated with royalty. Those born when Nymm is ascendant are said to be sociable and charismatic, gifted orators and con artists. The halflings of House Ghallanda frequently offer discounted rates at their hostelries on nights when "King Nymm" is in its full moon phase.

Lharvion, the Eye
Color: Dull white with black slit
Associated Dragonmark: Detection
Approximate Diameter: 1,350 miles
Approximate Mean Distance from Eberron: 125,000 miles
This moon features a 750-mile-long black chasm, and, when viewed from Eberron, the full disk of Lharvion resembles a slitted eye. Many superstitions exist about the baleful influence of this moon, and strange occurrences and calamities seem to happen when the Eye of Lharvion is full in the sky. The druids believe that children of Lharvion possess unnatural insights, and gifted diviners and
researchers are often born in this month.

Barrakas, the Lantern
Color: Pale gray
Associated Dragonmark: Finding
Approximate Diameter: 1,500 miles
Approximate Mean Distance from Eberron: 144,000 miles
Barrakas is the brightest of Eberron's moons, and hunters value its light when stalking prey at night. This "sister moon" of Therendor shares a similar (if wider) orbit and occasionally seems to hide behind her closer brother. On nights when Therendor eclipses Barrakas -- "when Barrakas is shy" -- sailors worry about getting lost at sea. Those born when Barrakas is ascendant are thought to be gifted hunters, but many also believe they have a knack for clarifying things that others find confusing. The son of Lharvion sees what others cannot see, while the daughter of Barrakas sheds light on that which is already in the open.

Rhaan, the Book
Color: Pale blue
Associated Dragonmark: Scribing
Approximate Diameter: 800 miles
Approximate Mean Distance from Eberron: 168,000 miles
The smallest of Eberron's moons, Rhaan looks more like a bright star. When viewed with a spyglass, one may see a series of ridges that vaguely resemble scribblings on a page. The druids say that Rhaan empowers creative thought, and they believe that dancers, musicians, poets, and artists of all stripes draw inspiration from the Book.

Sypheros, the Shadow
Color: Smoky gray
Associated Dragonmark: Shadow
Approximate Diameter: 1,200 miles
Approximate Mean Distance from Eberron: 193,000 miles
Sypheros is a dim moon, and people often find it difficult to spot in the night sky. Recent observations using powerful spyglasses have confirmed that a jagged crack runs down the center of the moon, as if the moon is splitting in two. Many believe that children born in the month of Sypheros inherit a shifty, untrustworthy nature, and parents often seek to time pregnancies to avoid this month. However, the druids say that the children of Sypheros are not evil; rather, they are comfortable with the shadows and can face them without fear.

Aryth, the Gateway
Color: Orange-red
Associated Dragonmark: Passage
Approximate Diameter: 1,000 miles
Approximate Mean Distance from Eberron: 221,000 miles
The black dragon Vvarrak told the first druids that Aryth has a similar effect on manifest zones as Zarantyr has on tides, and that particularly weak manifest zones appear only when Aryth is in its full moon phase. Some say that those born under this moon are restless folk, driven to travel and explore; Lhazaar, who led the first great migration from Sarlona to Khorvaire, is said to have been a child of Aryth.

Vult, the Warding Moon
Color: Gray and pockmarked
Associated Dragonmark: Warding
Approximate Diameter: 1,800 miles
Approximate Mean Distance from Eberron: 252,000 miles
Vult is the farthest moon from Eberron, and some legends say that it holds back forces that lurk out within the stars. The druids say that children of Vult are practical, careful folk who generally plan ahead and prepare for the worst; when disaster strikes, the children of Vult hold civilization together. In his study of the Serens, the sage Galeoin reported that the barbarians believe that Vult "devours" the spirits of deceased great wyrms that fail to attain godhood.

Lycanthropes and the Moons of Eberron
The full moon has a powerful effect on lycanthropes -- and on Eberron, a shapeshifter may have to contend with the influence of multiple moons on a single night. A creature afflicted with lycanthropy changes involuntarily into animal form whenever one of the twelve moons is full. An afflicted creature can resist the involuntary transformation with a successful Control Shape check (see Monster Manual); however, for each additional full moon after the first, apply a -2 penalty to the check. This means that an afflicted lycanthrope has to contend with the effects of the curse an average of nineteen nights of the month. Thus, rarely does an afflicted lycanthrope last a week before the curse takes hold and permanently alters her alignment.
The following Lunar Traits can be taken by any Eberron Character just like other traits. These Lunar Traits are considered Campaign Traits and as such ack as a bonus.

Zarantyr ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Zarantyr is ascendant gain +2 trait bonus to Intimidate, rising to +4 during the month of Zarantyr.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Olarune ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Olarune is ascendant gain +2 trait bonus to Diplomacy, rising to +4 during the month of Olarune.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Therendor ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Therendor is ascendant gain +2 trait bonus to Heal, rising to +4 during the month of Therendor.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Eyre ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Eyre is ascendant gain +2 trait bonus to one Craft skill, rising to +4 during the month of Eyre.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Dravago ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Dravago is ascendant gain +2 trait bonus to Handle Animal, rising to +4 during the month of Dravago.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Nymm ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Nymm is ascendant gain +1 trait bonus to Leadership score to recruit followers or cohorts, this bonus rises to +2 during the month of Nymm. Characters with Nymm Ascendant can take the Leadership Feat at 2nd level.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Lharvion ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Lharvion is ascendant gain +2 trait bonus to Perception, rising to +4 during the month of Lharvion.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Barrakas ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Barrakas is ascendant gain +2 trait bonus to Sense Motive, rising to +4 during the month of Barrakas.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Rhaan ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Rhaan is ascendant gain +2 trait bonus to one Perform skill, rising to +4 during the month of Rhaan.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Sypheros ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Sypheros is ascendant gain +2trait bonus to Bluff, rising to +4 during the month of Sypheros.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Aryth ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Aryth is ascendant gain +2 trait bonus to Survival, rising to +4 during the month of Aryth.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.

Vult ascendant [Lunar]
Prerequisite: Natural birth
Benefit: Those born while Vult is ascendant gain +2 trait bonus to one Knowledge skill, rising to +4 during the
month of Vult.
If a character born under an ascendant moon later develops the Dragonmark that is associated with the ascendant moon, the spell-like abilities of that Dragonmark are cast at +1 caster level.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Vardaen
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Re: Resource - Char Gen, Conversions, Info

Post by Vardaen » Sat Jul 06, 2013 12:08 am

What Makes a Hero?
One of the fundamental ideas of the Eberron Campaign Setting is that the player characters are remarkable people. You have a potential that most people simply cannot match -- except, of course, for the worst villains of the world, which is why heroes are needed in the first place. Unless yours is a high-powered campaign, characters start out at 1st level. Many of the greatest characters of film, literature, and myth have humble beginnings. The key to being fully prepared for the colorful future that lies ahead is to develop your character from the beginning with the future in mind. If your game was a story, why would people want to read about you? What makes you an interesting character? What hints at your hidden potential? Consider the following.

Alignment
In Eberron, alignment is not black and white. It's important to remember that the Player's Handbook describes alignment as "a tool... not a straitjacket" and emphasizes that behavior can vary from day to day. Alignment provides insight into how you see the world. Are you a true hero, a cynic who's just trying to get through the day, or a power-hungry manipulator with pawns instead of friends? When building your character, alignment is a key decision, not an afterthought; decide why the character is that way. Perhaps he began as an idealistic, lawful good follower of the Church of the Silver Flame but after witnessing or participating in unspeakable horrors in the Last War, he was beaten down into cynical neutrality. Maybe she began as a neutral evil member of a powerful criminal guild in Sharn but the tragic death of a friend caused her to reverse her outlook on life and seek redemption. Our experiences and environment often shape our outlook on the world. What caused you to be the way you are today? The more thought you put into this, the better prepared you'll be when it's time to decide between toeing the line of alignment or stepping across it.

Region of Origin
Every nation of Eberron has a story, and you should think about your character's homeland and the impact it's had on him. The nation of Cyre was destroyed during the Last War. How would this affect a native of Cyre? Is she still searching for friends and family or has she given them up for dead? Is there an heirloom lost in the Mournland that the character has sworn to recover? What about the people trying to rebuild Cyran communities, such as Desolate and New Cyre? Does your character support these refugees and undertake adventures on their behalf, or has he cast aside that part of his past? Each nation has a similar set of questions. If a character grew up in the Eldeen Reaches, did she fight the forces of Aundair or support the kingdom against the rebels of the Reaches? An elf character might be a Valenar warrior, an Aereni mystic, or an expatriate who has adopted the culture of one of the other nations of Khorvaire. There's a lot to think about when choosing a homeland. Study the regions and think about how they can intertwine with the story you want your character to weave.

Religion
Religion will be examined in more detail in the future but your character's faith needs to be considered from the very beginning. What impact has religion had on his life? If he follows the Sovereign Host, has he chosen a particular sovereign as his personal patron? Does he believe that the sovereigns have directly touched his life? Does he carry a token of one or more of the deities, or stop by a shrine when he arrives at a new city? The Silver Flame advocates the destruction of physical, supernatural, and spiritual evil. If your character follows the Flame, how faithful is she to its ideals? Is she a zealot constantly striving to improve the world, and if so, does she use a sword or words? Is she a believer in name only, hoping to use the resources of the church for personal gain?

Perhaps your character doesn't follow any religion. If so, what does that mean? Was his belief shattered by a tragic experience? Does he believe that faith is a fool's game, and divine magic comes from a secular source? In addition to the impact of personal faith, consider the dealings a character has had with other religions. A follower of the Silver Flame might have clashed with the Blood of Vol or the Cults of the Dragon Below.

Signs and Portents
A mysterious past is a tried and true way to spice up a character. Perhaps she has a birthmark in the shape of a sword or an unusual planar conjunction occurred at the moment of her birth. Perhaps she was left at the doorstep of a temple and knows nothing of her true parents. You don't need to decide what the mystery means at the beginning of the game. On the contrary, the goal is to give the Dungeon Master a tool for fashioning future stories. The outcome can be as much of a surprise to the player as the character. Eberron allows the potential for characters to reach epic levels and become the most powerful figures in the world; leaving open-ended mysteries in their past can help explain this potential. Don't be afraid of being melodramatic; melodrama plays well in a setting like Eberron.

These are only a few of the things to consider during character design. Other important questions include the effect that the Last War had on your character and, most importantly, what binds your fellow adventurers Together. Review the "Creating a Party" section in Chapter Nine of the Eberron Campaign Setting for more ideas on this subject. Along with your companions, you're writing a story: make it interesting from the very beginning!
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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