Then, because I never really did so, I'll talk in a little bit more detail in a further post sometime about some specific things that I'd change about the Eberron setting as published. (For 3.5, anyway. I never bought anything from 4e, so I don't know what—if anything—about the setting changed as the version of D&D updated.)
Original EBERRON REMIXED m20 races:
- Human: +1 to all skill rolls
- Elves: +2 to MND
- Dwarves: +2 to STR
- Halflings: +2 to DEX
- Gnomes: +1 to DEX, +1 to MND
- Half-orcs and Orcs: +4 to STR, -2 to MND
- Half-elves: +1 to DEX, +1 to 2 skills
- Hobgoblins: +2 to STR, +2 to DEX, -2 to MND
- Goblin: Same as halfling
- Warforged: +4 to resisting poison, disease, sleep, and anything else that wouldn't normally affect a construct. (Normally warforged are immune to all these things,but a +4 is enough of a bonus to shield them against any level-appropriate attack.)
- Shifters: All shifters have +1 Survival, +1 Physical, and a bonus that triggers when the shifter "shifts"—1/day per every three character levels.
- Longtooth/Gorebrute: 1d6 damage bite/gore, +2 Str
- Razorclaw: 1d4 damage claws (on hands and feet), +2 Dex
- Cliffwalk: Climb at half speed, +2 Dex
- Beasthide: +2 Natural Armour, +2 Str
- Changelings: Change form as move action, +1 to Subterfuge, +1 to Communication
- Kalashtar: Can spend 1HP to establish a two-way mindlink with a creature it can see, +1 to Communication, +1 to Knowledge
In FANTASY HACK, the rules for humans and elfs are the same as those listed for humans and elves above. Everything else is changed. Shifters don't exist in FANTASY HACK, of course, but the Woses are based on the exact same concept. Warforged also don't exist in FANTASY HACK, but can be emulated by taking the rules for combat robots from AD ASTRA. I'm wondering if concepts like half-elves are necessary, but then again, they are fully within the spectrum of using the race-builder rules; so I guess, why not?
Here's the updated list of races for m20 EBERRON REMIXED, harmonized to be compatible with FANTASY HACK.
- Human: +1 to all skills
- Elf: +2 to MND
- Half-elf: +1 MND, +2 to any skill(s)
- Dwarf: +1 STR, +1 to AC as natural armor
- Halfling: +1 DEX and Stealth affinity
- Gnome: +1 to DEX, +1 to MND
- Goblin: +1 DEX and +1 to Subterfuge
- Orcs (and Half-orcs): +2 to STR
- Hobgoblins: +1 STR, +1 to DEX
- Warforged: +1 to STR, +2 to Acrobatics, no stat increases on leveling, but are immune to mind-influencing magic, and do not need to breathe, eat, drink, etc.
- Shifters: +3 to STR, -1 to MND, +1 to Survival skill, -1 to Communication skill.
- Changeling: Can change form as a single action, +1 to Subterfuge, +1 to Communication
- Kalashtar: Cam spend 1 HP to establish a two-way mindlink with a creature it can see, which enables telepathic communication, +1 to Communication, and +1 to Knowledge
The Cursed, Jann, Kemlings and Nephilim are all appropriate races to use too, although I'll need to give some thought as to where exactly they tend to be. My first thoughts are that Droam is mostly made up of Cursed, with Hag queens, rather than populated by a bizarrely diverse collection of monsters. And my second thought is that the Kemlings replace the scorpion drow on Xen-drik.
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