General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
What's the fluff behind Dragonborn (and, less interestingly to me, Tieflings)? Are they somehow "introduced" or are they retconned in as having always been there?
If you're not a fan of Eberron, why'd you buy the book?
What do changelings get?
Anything new for Shifters?
Maybe I should rather have said that while I owned the 3.x books, I was never a fanboy and never really got around to knowing the setting well. As to why I bought it:
Quote:
Design: David Noonan (lead), Ari Marmell, Robert J. Schwalb
as well as general inspiration.
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)
Shifters get 3 new feats, from what I can tell.
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355 hours played
Gnoguh, human fighter/cleric (kensei->adamantine soldier)
Carric, elf cleric/ranger (radiant servant->saint)
Torn, tiefling wizard/cleric (divine oracle->sages of ages)
Truxas, human feylock/bard (feytouched->feyliege)
Tagron, human rogue (daggermaster->deadly trickster) 21th level Musings of an Epic Virgin
What's the fluff behind Dragonborn (and, less interestingly to me, Tieflings)? Are they somehow "introduced" or are they retconned in as having always been there?
Retconned, as mentioned in an earlier post.
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355 hours played
Gnoguh, human fighter/cleric (kensei->adamantine soldier)
Carric, elf cleric/ranger (radiant servant->saint)
Torn, tiefling wizard/cleric (divine oracle->sages of ages)
Truxas, human feylock/bard (feytouched->feyliege)
Tagron, human rogue (daggermaster->deadly trickster) 21th level Musings of an Epic Virgin
Mostly curious on what Kalashtar look like stat-wise, some examples of dragonmarks (storm, finding, shadow or anything else really), and some stuff on low level artificers.
Ah, thanks, and sorry. That hadn't yet been posted when I first loaded the page.
No worries mate.
Quote:
Originally Posted by Fallen Seraph
Eberron:
What are Kalashtar like?
Pretty powerful? - +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.
Quote:
Originally Posted by Ashrem Bayle
How are Dragonmarks handled?
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:
Originally Posted by stonegod
Any unexpected races or info on how to play goblinoids?
What is the second artificer build?
Nada on the goblinoids afaics.
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.
Quote:
Originally Posted by Drkfathr1
What kind of new lovin' do the Warforged get?
3-4 feats and some PP/ED's. There is also a list of warforged components, basically magic items you can attach to the warforged.
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Originally Posted by zero skill LPB
Yay!
Artificer at-wills: Are there four or *crosses fingers* more?
Artificer healing infusions: Any changes from the playtest document?
Artificer artifices: Do these buggers now have substantive defenses?
(June 16 seemed much closer when it wasn't yet June, y'know?)
Only 4 at-wills, sorry mate. As for the artifices, they follow the rules of summoned creatures, is that good enough?
Quote:
Originally Posted by Amy Kou'ai
How does Artificer healing work?
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.
__________________
355 hours played
Gnoguh, human fighter/cleric (kensei->adamantine soldier)
Carric, elf cleric/ranger (radiant servant->saint)
Torn, tiefling wizard/cleric (divine oracle->sages of ages)
Truxas, human feylock/bard (feytouched->feyliege)
Tagron, human rogue (daggermaster->deadly trickster) 21th level Musings of an Epic Virgin
Jack99, truly you are a god among men. Well, if not, maybe this XP will help you get there.
Seriously, I find that paragon paths and epic destinies are concise ways to demonstrate the interplay between fluff and crunch in a setting. I just created some LFR characters despite not knowing anything about Forgotten Realms, and just browsing the chapter on paragon paths in the player's guide was very helpful.
For Eberron, it looks like we have the standard 4 class PPs for the artificer, one racial PP each for Warforged, Kalashtar, and Changeling, and two faith-based PPs, for Silver Flame worshippers and Gatekeepers.
The EDs hint at some possible campaign threads, from the Draconic Prophecy to the Mournlands to something involving the Silver Flame? And what could Dispossessed Champion be? Something involving stopping the Quori?
Personally, I can't wait to see more details on how they made the dragonmarks more suitable for heroic PCs instead of the shopkeeping NPCs!
Well, here is some XP. Soon, you shall obtain godhood though!
PP's Alchemist Savant
Battle Engineer
Chameleon
Clockwork Engineer
Exorcist of the Silver Flame
Gatekeeper Mystagogue
Lightwalker
Self-forged
Warforged Juggernaut
So Alchemist Savant (makes great alchemical items?), Battle Engineer (all-round buffer?), Clockwork Engineer (construct builder?) and Self-Forged (make yourself a construct) for Artificer. Chameleon is for changling, Lightwalker for Kalashtar, WF Juggernaut is a duh, and Gatekeeper and Exorcist are religious. OK.
Interesting. Definitely needed, but now I'm wondering about the Psion ... Kalashtar were poster boys for Psions in 3.5, so is the Psion losing it's INT focus, or are there going to be some good Kalashtar/Psion feats?
Jack, first thank you, that race stuff was gold...but I still have some quastions on the mod...
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Originally Posted by GMforPowergamers
How ever the kingdom of ghouls is what I want to know about...does it pick up right where deaths reatch left off
end of deaths reatch spoiler
by that I mean do we learn about the primodial that is missing? and did orcus and co get any other cool new toys from there?
Also I assume that the ghoul king himself is the last BEG, but some of us playing the mods have felt Orcus is slightly out of character and depth in the last two...leading some to think he may have help from more of a ploter...any cool hints you can drop?
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Originally Posted by Remathilis
Planescape
It should be given special award to Die Vecna, Die: a module that manages to trash no less than THREE different settings (Greyhawk, Ravenloft, Planescape) in the course of one module.
Quote:
Originally Posted by Remathilis
Those of you who fretted that monsters have too many hp and fights take too long: meet the barbarian. The ULTIMATE "Lets speed this combat up, I need to whiz" class!
I'm curiously at peace with all the changes I've heard so far, and curiously...well, curious, to hear more.
<--- Eberron fanboy
__________________ Psionics are too sci-fi, not like the traditional method of spell casting that has existed only in D&D, involves research, laboratory work, and formulas, and was cribbed directly from a series of science fiction novels. I mean, come on, calling forth the power to alter the world from your own center of will? That's not magical in the slightest! Not at all like my wizard's spell "Telepathy!"
Eberron: Ghouls:
Tell me everything they have for Sigil?
4 pages, covering the basics of the place, some info about an NPC (Vocar, the ex-exarch of Vecna) and a skill challenge to deal with him.
Edit: Oh yeah, and a reference to Manual of the Planes and DMG2 if you want more info
Quote:
Originally Posted by Shroomy
what new monsters appear in Kingdom of Ghouls?
Fleshgluttons (undeads given the spark of life and transformed into living cannibals), black bloodspawns (progeny of a mountain-sized undead entity and 4 brand new spanking ghouls.
Quote:
Originally Posted by GMforPowergamers
How ever the kingdom of ghouls is what I want to know about...does it pick up right where deaths reatch left off
end of deaths reatch spoiler
by that I mean do we learn about the primodial that is missing? and did orcus and co get any other cool new toys from there?
Also I assume that the ghoul king himself is the last BEG, but some of us playing the mods have felt Orcus is slightly out of character and depth in the last two...leading some to think he may have help from more of a ploter...any cool hints you can drop?
Yes, E2 picks up where E1 stopped. And yes, we learn more about the primordial (and I suspect we will learn more in E3 as well). But so far, it seems that Doresain was acting on his own.
Edit2: From the quick-scan I have done, it also appears that Orcus might have his own plan with all of this, which doesn't match Doresain's plan.
__________________
355 hours played
Gnoguh, human fighter/cleric (kensei->adamantine soldier)
Carric, elf cleric/ranger (radiant servant->saint)
Torn, tiefling wizard/cleric (divine oracle->sages of ages)
Truxas, human feylock/bard (feytouched->feyliege)
Tagron, human rogue (daggermaster->deadly trickster) 21th level Musings of an Epic Virgin
Last edited by Jack99; 3rd June 2009 at 11:21 PM..
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.
What I'm thinking:
Huh, each healing method has a different stat?
Resistive Formula looks like it models the "give someone a potion that they can drink later" artificer schtick.
I suppose Tinkerers are expected to have a high Wisdom.
__________________ Code of the Rogue Gamemistress
1. Fun is the highest principle.
2. Choice is a form of fun.
3. Let the dice fall where they may.