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I have the Eberron Player's Guide and Kingdom of Ghouls

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?)
 

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Finally home and opened the books - answers inc as I find them :)

Can you list off what kinds of Magi-Tech there is?
Not an Eberron fan - at least I wasn't, so if you could clarify what you mean by Magi-Tech, that might help me see if its in the 4e version.
How close did they stick to Eberron's established fluff and did they make a lot of changes to the setting to fit the new 4E design philosophies?
Yeah - see above. I might need a hand to determine what was the established fluff and design philosophies. Any chance you could be more precise?
 

Magi-tech is stuff like the airships, lightning trains, etc. to give some big examples. Essentially magical devices that replicate, emulate more modern devices.
 

Can you provide a brief description of the contents of the Player's Guide, please? Like how many new (for 4E) races, mechanics, etc.

The book is divided into 5 chapters:
1. Life in Eberron
2. Races (Changeling, Kalashtar and Warforged)
3. Classes (Artificer, 9 PP's, 13 Dragonmarked PP's, 4 Epic Destinies)
4. Character Options - around 50 heroic feats (dragonmark, channel divinity, artificer and racial feats) but only 4 paragon and 4 epic feats. Also equipment, magic items, rituals and the like.
5. The World of Eberron

As for new mechanics, I need to go deeper. More on that later :)
 


The Feywild? Shadowfell?

Looks like The Feywild is called Thelanis and the Shadowfell is called Dolurrh: they speak a bit about the planes affecting life on Eberron, especially when they are coterminous, and they speak of manifest zones. Not much info to go on though. (maybe I should have taken a crash course in Eberron-lore before getting the knucklehead idea of doing this ;))
 

Magi-tech is stuff like the airships, lightning trains, etc. to give some big examples. Essentially magical devices that replicate, emulate more modern devices.

Ah well both the lightning rail and the airships are mentioned, and so is self-propelled farming and obviously sentient constructs.
 

The book is divided into 5 chapters:
1. Life in Eberron
2. Races (Changeling, Kalashtar and Warforged)
3. Classes (Artificer, 9 PP's, 13 Dragonmarked PP's, 4 Epic Destinies)
4. Character Options - around 50 heroic feats (dragonmark, channel divinity, artificer and racial feats) but only 4 paragon and 4 epic feats. Also equipment, magic items, rituals and the like.
5. The World of Eberron

As for new mechanics, I need to go deeper. More on that later :)

You would be a god among men if you could list the PP's and EDs, please? ;)
 


How are Dragonmarks handled? What place do Dragonborn have in the setting? Tieflings?

Dragonborn originally originate from Aragonnessen, where it is rumored that there are dragonborn city-states ruled by their dragon overlords, warring with each other over interpretations of the Draconic Prophesy. Otherwise, they are associated with Q'barra, where it is said they for a brief time had an empire which was on the brink of becoming a big player - but then crumbled for unknown reasons.

Most tieflings come from the corrupted bloodlines of Ohr Kaluun (Sarlona), from before the Inspired struck.
 

Into the Woods

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