Deva in Eberron, my ideas.

James Bass

First Post
I was recently introduced into the Eberron campaign which the group recently converted to 4th edition which opened up races not in the original world of Eberron. I chose to play the Deva race, but the lack of any "God/Goddess" makes it hard to have an angel ancestory creature. So, after doing some research I discovered some interesting possible connecctions, due to the immortal ancestory, and made up differnt stats and such for 4 branches of the Deva race in the world. They aren't all the way finished, but my DM (who liked my work) told me to post it. So, tell me what you think of these new Deva race choices (similar to shifters).
* The spoilers are the racial traits for each one. Thanks.

Quori (Immortal)

During the Age of Giant’s war between the Giants and Dal Quor, the elves of Xen’drik saw the weakening of their Giant masters and used it as a chance to revolt. This revolt was seen as an ally to some of the Quori who, in turn, fought along with these beginning revolutionaries. As the war went on the Quori saw that they were losing the war, so they attempted to leave behind an ancestry to the material plane through the Elves. The plan failed however, because after the war a new age began in Dal Quor so the Quori who knew about this plan were all lost, as with the history of Dal Quor. However, the Quori left behind a disconnected group of offspring from their unions with the Elves. Those offspring became the Quori branch of the Deva race.

Physical Qualities: The Quori branch of the Deva race share a lot of their elvish parent’s bodily looks. They are slender and sleek and have a soothing voice. However, there skin colors usually stay within the pallor of a deep blue to a light-blue. There eyes are completely grey and seem empty and yet full at the same time (similar to the way dreams would feel).

Playing a Quori Deva: This race usually holds beliefs similar to those of the elves they were raised by, either Drowish or Elvish. However, some can feel distant from the life they live and often pursue the knowledge of why, the fact that they use to be connected to Dal Quor, and will sometimes pursue to follow the ideals of the present Quori, though this is rare since they are raised by the elves. Most Quori grew up in the low social class of the elves and can be affected as such, jealousy, anger, or maybe not feel beholden to them at all. A Quori Deva usually seeks adventure to try to find their place in the world, fit in, as they usually feel distant from their actual life. (Quiet & Contemplating)
[sblock]
Racial Traits

Average Height:
5'3" - 6' 3"
Average Weight:
125-175 lb.
Ability Scores:
2 Dexterity, 2 Wisdom
Size:
Medium
Speed:
6 squares
Vision:
low-light
Languages:
Common, Elvish
Skill Bonuses:
2 Insight, 2 Nature
Immortal Fey Origin:
You count as an immortal creature and/or a fey creature (whichever is affecting you)
for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Deep Sleep:
Your ancestory to Dal Quor allows you to benefit more from sleep than others, you need to rest only 4 hours instead of 6.
Sweet Dreams:
You can use Sweet Dreams as an encounter power.

Sweet Dreams
Quori Deva Racial Power
With a gleam from your eyes your enemies suddenly grow tired.
Encounter

Minor Action
Close Blast 3
Charisma or Wisdom vs. Will

Hit: targets become dazed and receive a -1 to attack rolls until the end of their next turn.
Special: To be cured from daze takes a saving throw; choose Charisma or Wisdom at first level.
Miss: target is not dazed but still receives a -1 to attack rolls.
Make the penalty to attack rolls -2 at 11th level, and a -3 penalty at 21st level.
[/sblock]
Daelkyr (Immortal)

When the Daelkyr invaded Khorvaire in 9,000 they caused much damage. From the onslaught some children had been born with the aberrant traits and look of the Daelkyr. It’s still uncertain whether this was a diabolical plan by the Daelkyr, or if there mere presence affected the unborn children. The Daelkyr branch of the Deva race are the children born during this time that were affected as such. (Not to be confused with Daelkyr half-bloods. The half-bloods are born from a weaker exposure that originates from the Daelkyr locked in Khyber. The Deva race is more full-blooded and their whole bodies have been affected.)

Physical Qualities: The Daelkyr branch Deva’s are tall, muscular, and smart. There bodies share qualities of aberrant creatures, such as tails, slimy skin, etc and the traits are usually random. There skin ranges a multitude of colors however it’s normally dark and stranger colors such as purple, green, yellow, and sometimes have a slight mix of different ones. There eyes are usually all white, black, or grey.

Playing a Daelkyr Deva: There are only a few of this type of race due to most cases similar become only half-bloods. People treat this race as abominations most of the time, so most of these Devas have little patience for society. They are usually quick to anger, and are often bull-headed. They prefer armor and weapons of chitin and raw muscle, similar to the Daelkyr. However, unlike the Daelkyr, this race isn’t necessarily going to become evil. Most use their intelligence to survive in a society that doesn’t accept them, or they will attempt to hide there identity as much as they can.
[sblock]
Racial Traits
Average Height:
6'0" - 6'7"
Average Weight:
200 - 300 lb.
Ability Scores:
+2 Strength, +2 Intelligence
Size:
Medium
Speed:
6 squares
Vision:
low-light
Languages:
Common, Deep Speech
Skill Bonuses:
+2 Insight, +2 Intimidate
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Aberrant Aura:
Your mere presence can make others feel sick. All creatures around you suffer a
-2 to saving throws.
Aberrant Blood:
You can use Aberrant Blood encounter power.

Aberrant Blood
Daelkyr Deva Racial Power
Before you struck you added your own blood to your weapon, which sizzles at the targets skin.
Encounter
Minor Action
Personal
Effect: You add your poisonous blood to your melee weapon or arrow.
Take 1d6 damage and your next attack (with a weapon) will deal an additional 1d8 poison damage.
Increase to 2d8 additional damage at a cost of 2d6 damage to yourself at 21st level.
[/sblock]
Demon (Immortal)

One of the more common forms of the Deva, demonic Deva have been around since the Age of Demons, but there were only noticeable numbers in the current age. This is because more are born from humans giving in to foul desires with succubuses or incubuses, or so it’s assumed. However, another theory is that these are children who were cursed by a demon before birth, or is that “blessed”. The final assumption is that they are demons in hiding or on there way towards repentance. (Tieflings were formed from pacts with demons, these Deva were born/appeared this way, no pacts.) Whatever the case, members of this race are always met with suspicion and are hardly trusted.

Physical Qualities:
Unlike the Tiefling, though the Demon Deva’s have connections to demons, they hardly sport anything similar, such as horns or tails. Their skin color is usually a shade of dark red or orange and usually has a lighter red flowing on there bodies (not much lighter and usually down their middles.) They tend to be taller than humans and have their eyes are solid orbs of black, white, silver, or gold. They prefer similar clothes to those of tieflings and that sport spikes, like spiky shoulder pads.

Playing a Demon Deva: Demon Devas are more diabolical than any other Deva. They enjoy coming up with unique plans to deal with there foes. However, there demonic heritage doesn’t affect there alignment, and there are many Demon Devas that oppose evil. Almost everyone regards Demon Devas with suspicion and will hardly ever trust them, however Demon Devas are blessed with the charisma of there Demon ancestors and can talk there way out of problems. They are usually more sporadic, so there are only a few lawful Demon Devas. Demon Devas treat problems and challenges as a chance to try out new ideas, or prove how good they are to themselves.
[sblock]
Racial Traits

Average Height:
6'0" - 6'6"
Average Weight:
200 - 300 lb.
Ability Scores:
2 Intelligence, 2 Charisma
Size:
Medium
Speed:
6 squares
Vision:
low-light
Languages:
Common, choice of one other
Skill Bonuses:
2 Insight, 2 Bluff
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Demonic Graces:
Choose Bluff or Diplomacy as a bonus skill at first level.
Hell-Bound
You can use Hell-Bound encounter power.


Hell-Bound
Demon Deva Racial Power
With a quick shot of you disappear. The next thing the enemy knows you are right behind them, weapon drawn.

Encounter

Standard Action
Ranged 10
Effect: Make a Ranged Basic attack and then teleport to any square adjacent to the target.
Upon teleporting you can put away your ranged weapon (if used) and equip your melee weapon as a free action.
[/sblock]

Couatl (Immortal):

After the battle against the Demons, the Couatls are brought to the brink of extinction. During the Current Age, many Couatls found peace amongst the force of the Silver Flame. This force also bestowed upon the weaker or old Coualts a second life, so to speak, and it birthed the Couatl Devas.

Physical Qualities: Taller than most humans, Couatl Devas look like handsome humans only with blank grey or white eyes and skin colors that match he colors of the rainbow, usually two and they mostly lighter. They prefer clothing that matches with their Couatl ancestors so they often sport wings and scale armor.

Playing a Couatl Deva: Couatl Devas are very charismatic and thoughtful. They are always good (due to all Couatls being good). Though not afraid of violence, they prefer to try more peaceful ways out of arguments and combat. Clerical, or similar classes, Couatl Devas are common and most serve the Silver Flame. They hold there ancestry to Couatls in high regard and strive to be like them. Couatl Devas often pursue adventuring in order to explore the world that they used to see from the skies, or for personal enlightenment. These Deva, though rare, are the most accepted amongst society and they have the greatest connection to their ancestors.

[sblock]
Racial Traits

Average Height:
6'0" - 6'6"
Average Weight:
200 - 300 lb.
Ability Scores:
2 Wisdom, 2 Charisma
Size:
Medium
Speed:
6 squares
Vision:
low-light
Languages:
Common, Draconic
Skill Bonuses:
2 Insight, 2 History
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Couatl Majesty:
1 to all defenses against bloodied creatures.
Couatl Tears:
You can use Couatl Tears as an encounter power.


Couatl Tears
Couatl Deva Racial Power
When you think you have failed, you feel the inspiration of your ancestors as you suddenly do better.
Encounter

No Action
Personal
Trigger: You make an attack roll, saving throw, skill check, or ability check and dislike the result.
Effect: You add 1d6 to the triggering roll

New Feats:

Toxic Blood
Prerequisite: Daelkyr Deva, Aberrant Blood Racial Power
Benefit: Increase extra damage to d10s instead of d8s when using Aberrant Blood Racial Power.

Couatl's Blessing
Prerequisite: Couatl Deva, Couatl Tears racial Power
Benefit: Increase additional points to 1d8 instead of 1d6 when using Couatl Tears Racial Power

Hot-Shot
Prerequisite: Demon Deva, Hell-Bound Racial Power
Benefit: Add an additional 1d6 fire damage when using Hell-Bound Racial Power.
Special: Increase to 2d6 at 11st level and 3d6 at 21st level

Nightmarish Pressures
Prerequisite: Quori Deva, Sweet Dreams Racial Power
Benefit: Add 1d6 psychic damage in addition to penalties when enemies are hit by the Sweet Dreams Racial Power.
Special: Increase bonus damage to 2d6 at 11th level and 3d6 at 21st level.
[/sblock]


I'm mostly iffy on the Daelkyr Deva selection becuase it seems too powerful, but it's just a starting point. I'd love to listen to any ideas, thoughts, and such on how to improve, how it's good or bad, or if you think it belongs in the Eberron setting. Thanks!
 
Last edited:

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I think you need to do more to make it easier to read. The colors just don't work so well on the standard settings for EN World. Just use the normal text color. If you want to structure your text more, you could use spoiler blocks, quote or code blocks.
{sblock}content goes here{/sblock} {quote}content goes here{/quote} {code}content goes here{/code}. (With the {, } replaced with [, or ].)

Examples:

[sblock=Couatl Deva]
Average Height: 6'0" - 6'6"
Average Weight: 200 - 300 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: low-light
Languages: Common, Draconic
Skill Bonuses: +2 Insight, +2 History
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Couatl Majesty:
1 to all defenses against bloodied creatures.
Couatl Tears:
You can use Couatl Tears as an encounter power.
[/sblock]

Couatl Deva said:
Average Height: 6'0" - 6'6"
Average Weight: 200 - 300 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: low-light
Languages: Common, Draconic
Skill Bonuses: +2 Insight, +2 History
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Couatl Majesty:
1 to all defenses against bloodied creatures.
Couatl Tears:
You can use Couatl Tears as an encounter power.

Code:
Average Height: 6'0" - 6'6"
Average Weight: 200 - 300 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: low-light
Languages: Common, Draconic
Skill Bonuses: +2 Insight, +2 History
Immortal Origin:
You count as an immortal creature for the purposes of effects that relate to creature origin.
Planar Resistance:
Resist necrotic and radiant damage equal to five plus half your current level.
Couatl Majesty:
1 to all defenses against bloodied creatures.
Couatl Tears:
You can use Couatl Tears as an encounter power.
 



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