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

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?
 

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If you're not a fan of Eberron, why'd you buy the book? :confused:

What do changelings get? :D

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:

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.
 



Ooh so many questions to ask I have to limit it ;)

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.
 


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

Hard to resist that kind of carrot!

PP's
Alchemist Savant
Battle Engineer
Chameleon
Clockwork Engineer
Exorcist of the Silver Flame
Gatekeeper Mystagogue
Lightwalker
Self-forged
Warforged Juggernaut

Dragonmark PP's
Cannith Mastermaker
Deneith Protector
Ghallanda Sanctuary Guardian
Jorasco Jadehand
Kundarak Ghorad'din
Lyrandar Wind-rider
Medani True-seer
Orien Swiftblade
Philarlan Phantasmist
Sivis Truenamer
Tharashk Wayfinder
Thuranni Shadowkiller
Vadalis Griffonmaster

ED's
Champion of Prophecy
Dispossessed Champion
Mourning Savior
Sublime Flame
 


Oo. Changelings just became the defacto Artful Dodger, I think. :D I'm wondering what feats they get.

So, these Dragonmarks...
 

Ah, thanks, and sorry. That hadn't yet been posted when I first loaded the page.
No worries mate.

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.

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.

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.
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.
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?
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.
 

Into the Woods

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