50 heroic Feats, eh? Nice. Also Changelings get full Racial write-up:
Quote:
Changelings get +2 dex or +2 int, +2 cha. +2 bluff, +2 insight, +1 will, changeling disguise at will (change self) and changeling trick (minor action, get CA until the end of your next turn)
Kalashtar +2 wis, +2 cha, +2 insight +2 skill of own choice, save at the beginning of their turn against daze and dominate effect, and a racial encounter power that gives you and all allies in a close burst 5 a +4 bonus to Will as an immediate interrupt.
Dragonborn are originally Aragonnessen. Tieflings from Sarlona, before the Inspired appeared. Nice ways to fit them in.
Devas: Former allies of the couatls in the old battles against the demons and rashakas, persisting despite the couatls being long gone.
Eladrins: Have always been there, but kept to themselves, only coming out of their 7 great cities when they occasionally world-falled. But after the Day of Mourning, they found themselves severed from the Feywild and stuck on Eberron. From what I read, they are still trying to get back.
Goliath: Originate from Xen'drik, but left when the giants rose to power. They exist as always, spread out in the mountains, living as they always have, with traditions etc etc.
Genasi are extremely rare and no one knows what they are, not even themselves! They could be everything from dwarves warped by the volcanic eruptions of the fist of Onatar or creations of the Arcane Congress. They have no homeland and live on the frindge of society.
PP's
Alchemist Savant
Battle Engineer
Chameleon
Clockwork Engineer
Exorcist of the Silver Flame
Gatekeeper Mystagogue
Lightwalker
Self-forged
Warforged Juggernaut
ED's
Champion of Prophecy
Dispossessed Champion
Mourning Savior
Sublime Flame
Quote:
Dragonmarks - Take the appropriate feat, gain benefits. Benefits include some bonus (roll twice for perception rolls or extra shifts under certain circumstances) and the ability to cast certain rituals, no matter your class/skills or ability to otherwise cast rituals.
Quote:
The second Artificer build is called the Tinkerer, a build that focuses on building constructs. From a quick glance, he works much like a summoner.
As for the artifices, they follow the rules of summoned creatures, is that good enough?
Curative Admixture: target regains hit points equal to its healing surge value + your wisdom modifier, scaling up to surge + wisdom + 10 at level 26.
Resistive Formula: taget gets +1 ac until the end of the encounter. The target can end the bonus and gain temporary hit points equal to its healing surge value + your constitution modifier, scaling to surge + 3 times your constitution modifier.
Quote:
Regions - You get associated skills, depending on your region of origin. From those associated skills, you pick one to get a +2 bonus to, or to add to your class skill list. And yes, they go over region by region.
So, like PHB2 instead of FR or SoW (something i prefer)
Awesome stuff all in all!
__________________
----
"I'm from Greece so i can say 'Tzimisce' with ease."
Very, very, cool. Despite being lukewarm on the setting, I might have to pick both books up. This sounds great.
__________________
"I've never managed to find this forum's clique, I'm pretty sure it's mythical. I've seen diagrams where they say it's just at the top of the forum under a little hood, which seems simple, but when I get in there amongst the hair and thighs I swear I can't find a goddamn clique for the life of me."
I've got the book, if anyone wants me to check something specific for them. Here are the new weapons. They're pretty sick, especially the polearms without reach.
Superior one-handed weapons:
Cutting Wheel, +2, 1d6 | light blade | defensive, off-hand.
Drow long knife +3, 1d6, 5/1 | heavy blade | heavy thrown, off-hand.
Talenta tangat, +2 1d8 | heavy blade | high crit, versatile, can be used 1-handed by small characters.
Superior 2H weapons:
Talenta sharrash, +3, 1d8 | heavy blade, polearm | high crit, can be wielded two-handed by a small character.
Superior Double Weapons:
Double Scimitar, +2, 1d6/1d6 | heavy blade | defensive, high crit, off-hand.
Zulaat +2, 2d4/2d4 | heavy blade, polearm | defensive, off-hand.
Aerenal Arcanist: Elf, any arcane class, Aerenal background.
Basically spellbook for any arcane utility powers.
Aerenal Half-Life: Elf, Aerenal background. +1 feat bonus to damage rolls with necrotic powers. +2 at paragon, +3 at epic. In addition, spending an AP gives you this bonus to attack rolls until end of next turn.
Master Crafter: Artificer. Create magic items of your level + your Int mod or lower with the Enchant Magic Item ritual.
One really powerful Dragonmark feat is the Mark of the Storm:
Benefit: Whenever you hit an enemy with a thunder or lightning power, you can slide that enemy 1 square. You gain +1 bonus to speed when flying. You can master and perform the Endure Elements, Enhance Vessel, Summon Winds and Water Walk rituals as if you had the Ritual Caster feat.
Mark of Hospitality:
Benefit: Whenever you or an ally within 10 squares of you uses a healing power during a short rest, that power restores the maximum number of hit points possible. You can master and perform the Eye of Alarm, Fantastic Recuperation, Secure Shelter and Travelers' Feast rituals as if you had the ritual caster feat.
One of the guys in my group was asking if there is any support for Inquisitives (not sure if that's the right name - the private investigator class). Anything for these guys?
John
__________________
__________________
Playing: Nothing
Running: WFRP 3E, An Eye for an Eye
Just Finished: running Trail of Dee, Judge Dee using Trail of Cthulhu
Reading: WFRP 3E, lots of Early Modern German history
Planning: Nothing
Inquisitive: For you, adventuring isn't about great wealth or fighting blatant, monstrous evils in the wild - it's about protecting society from the more subtle evils within. You could be a city guard, a House Deneith Marshal, or just a private citizen; your goal is to solve crimes and protect those who cannot protect themselves. Associated skills: Insight, Streetwise.
__________________
...d%.....Behavior
01-40.....Agrees with a previous poster (subtract 1d8 from current post number to determine target).
41-60.....Disagrees with a previous poster (subtract 1d8 from current post number to determine target).
61-90.....Posts one line of vaguely amusing sarcasm, contributing little to the topic.
91-95.....Posts 1d3 paragraphs of original and relevant ideas or information.
96-00.....Roll again twice.
Though I don't like goliaths being from Xen'drik, myself (EDIT: apparently that origin was already established in 3e) -- I'd probably use them for those half-ogre folks from Sarlona.
Eladrins: Have always been there, but kept to themselves, only coming out of their 7 great cities when they occasionally world-falled. But after the Day of Mourning, they found themselves severed from the Feywild and stuck on Eberron. From what I read, they are still trying to get back.
Hey! That's what I did with Eladrins in my setting. Cool.
There is a couple paragraphs on the fantasy noir aspect of Eberron under adventuring. Also, anyone interested in the investigation mechs should take a look at Keith Baker's blog here. Here's the relevant snippet:
Quote:
Originally Posted by Keith Baker
Before that, however, I do want to point to a few of the things that I think work especially well in Eberron. Dr. Tectonic mentioned the Investigate feat in the 3.5 ECS. The Skill Challenge system of 4E is a perfect way to handle an inquisitive campaign. Searching a room? Perception and Insight may be base skills, but Streetwise can help you get info from the locals, Heal may make some sense of the patterns of blood you discover, and History may bring up stories of similar murders. There's a lot of ways to use Skill Challenges - interrogation, chase scenes, even a wrestling match in the Red Ring - and I love working with them.
__________________
...d%.....Behavior
01-40.....Agrees with a previous poster (subtract 1d8 from current post number to determine target).
41-60.....Disagrees with a previous poster (subtract 1d8 from current post number to determine target).
61-90.....Posts one line of vaguely amusing sarcasm, contributing little to the topic.
91-95.....Posts 1d3 paragraphs of original and relevant ideas or information.
96-00.....Roll again twice.