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Eberron 4e
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<blockquote data-quote="Samurai" data-source="post: 4327529" data-attributes="member: 3850"><p>I think I'd like to run my 1st 4e game in Eberron, but it's going to take some work to adapt Eberron to 4e, and vice versa. Anyone else working on this? Here's what I've got so far:</p><p></p><p>Eberron 4e Rules</p><p>Attributes – We’ll use a 25 point buy, slightly higher than the 4e main rules, to give a bit more heroic feel.</p><p></p><p></p><p><strong>Races </strong>– Use all the PHB races as presented, with any modifications from Samurai's 4e Rules Change document (see other thread if interested). The races from the Monster Manual are weaker than the PHB races, getting only 2 abilities instead of 3, so I gave each such race 1 additional ability.</p><p></p><p></p><p>Dragonborn are from the continent of Argonnessen, where they once had a mighty empire under their dragon masters. However, something happened to drive many of the dragons mad. Savage wars broke out, destroying much of the land until it became nearly uninhabitable. Many Dragonborn fled to other continents, especially Khorvaire. </p><p></p><p></p><p>The lost city of the Tieflings, Bael Turath, is rumored to possibly be somewhere on Xen’drik. Others say it is on Sarlona. No one seems to know for sure, and Tieflings prefer not to talk about it.</p><p></p><p></p><p>Eladrin have their own communities on Valen’s Isle and Majarin, southeast of Aerenal. They also have some cities that have only recently (within the past hundred years) returned to their former locations on Xen’drik from their centuries-long exile to the Feywilds.</p><p></p><p></p><p><strong>Changlings </strong>– Use the Doppleganger PC stats from the Monster Manual, with the following addition:</p><p>• Background Skills: Knowledge of a wide variety of skills and languages makes it easier to blend in. Changlings get +3 points to spend on languages and background skills. (NOTE: I give a number of Background Points based on Int Mod that can be used to buy either additional languages or background skills such as Professions, Crafts, Performance, more specific Knowledges including Area Knowledge, etc. +3 more points is the equivalent of 1 feat, such as Linguist)</p><p></p><p></p><p><strong>Gnomes of Zilargo</strong> – Use the Gnome PC stats from the Monster Manual, with the following addition:</p><p>• Thirst for Knowledge: Gnomes may take Training in 1 Knowledge Skill for free.</p><p></p><p></p><p><strong>Kalashtar</strong> – Racial Traits:</p><p>Average Height: 5’11” – 6’3” Average Weight: 140-210 lbs</p><p></p><p>Ability Scores: +2 Wis, +2 Cha</p><p>Size: Medium</p><p>Speed: 6</p><p>Vision: Normal</p><p></p><p>Languages: Common, Quor</p><p>Skill Bonuses: +2 Diplomacy, +2 Insight</p><p></p><p>Psychic Power: Kalashtar get a +2 on attack rolls when using powers with the Psychic keyword, and get +2 on saves against ongoing Psychic powers used against them.</p><p></p><p>Mindlink: Once per day, as a Minor Action, a Kalashtar can forge a Mindlink with any target within 20 squares (Cha vs Will if unwilling). Once created, it takes a Minor Action from the Kalashtar to sustain it each round (maximum 5 minutes). During this time, the Kalashtar and the target may communicate telepathically with each other, language is no longer a barrier. The target can move beyond 20 squares without breaking the link. The Kalashtar can use any power with the Psychic keyword through the Mindlink against the target, no matter the physical range.</p><p></p><p>Strong-willed: +1 racial bonus to Will Defense</p><p></p><p>Ghost-touch: Kalashtar can do full damage to Insubstantial targets, not half damage.</p><p></p><p></p><p><strong>Shifters </strong>- Use the Shifter PC stats from the Monster Manual, with the following addition:</p><p>• All Shifters receive the Fists of Fury feat for free, representing their sharp teeth and claws. (Fists of Fury is a new feat I created. It allows the character to roll d6's for unarmed attacks instead of d4s, gives a +1 Proficiency attack bonus with unarmed attacks, and allows the fists to qualify as "Melee Weapons" for powers that require it.)</p><p></p><p></p><p><strong>Warforged </strong>– Use the Warforged Dragon Magazine article.</p></blockquote><p></p>
[QUOTE="Samurai, post: 4327529, member: 3850"] I think I'd like to run my 1st 4e game in Eberron, but it's going to take some work to adapt Eberron to 4e, and vice versa. Anyone else working on this? Here's what I've got so far: Eberron 4e Rules Attributes – We’ll use a 25 point buy, slightly higher than the 4e main rules, to give a bit more heroic feel. [B]Races [/B]– Use all the PHB races as presented, with any modifications from Samurai's 4e Rules Change document (see other thread if interested). The races from the Monster Manual are weaker than the PHB races, getting only 2 abilities instead of 3, so I gave each such race 1 additional ability. Dragonborn are from the continent of Argonnessen, where they once had a mighty empire under their dragon masters. However, something happened to drive many of the dragons mad. Savage wars broke out, destroying much of the land until it became nearly uninhabitable. Many Dragonborn fled to other continents, especially Khorvaire. The lost city of the Tieflings, Bael Turath, is rumored to possibly be somewhere on Xen’drik. Others say it is on Sarlona. No one seems to know for sure, and Tieflings prefer not to talk about it. Eladrin have their own communities on Valen’s Isle and Majarin, southeast of Aerenal. They also have some cities that have only recently (within the past hundred years) returned to their former locations on Xen’drik from their centuries-long exile to the Feywilds. [B]Changlings [/B]– Use the Doppleganger PC stats from the Monster Manual, with the following addition: • Background Skills: Knowledge of a wide variety of skills and languages makes it easier to blend in. Changlings get +3 points to spend on languages and background skills. (NOTE: I give a number of Background Points based on Int Mod that can be used to buy either additional languages or background skills such as Professions, Crafts, Performance, more specific Knowledges including Area Knowledge, etc. +3 more points is the equivalent of 1 feat, such as Linguist) [B]Gnomes of Zilargo[/B] – Use the Gnome PC stats from the Monster Manual, with the following addition: • Thirst for Knowledge: Gnomes may take Training in 1 Knowledge Skill for free. [B]Kalashtar[/B] – Racial Traits: Average Height: 5’11” – 6’3” Average Weight: 140-210 lbs Ability Scores: +2 Wis, +2 Cha Size: Medium Speed: 6 Vision: Normal Languages: Common, Quor Skill Bonuses: +2 Diplomacy, +2 Insight Psychic Power: Kalashtar get a +2 on attack rolls when using powers with the Psychic keyword, and get +2 on saves against ongoing Psychic powers used against them. Mindlink: Once per day, as a Minor Action, a Kalashtar can forge a Mindlink with any target within 20 squares (Cha vs Will if unwilling). Once created, it takes a Minor Action from the Kalashtar to sustain it each round (maximum 5 minutes). During this time, the Kalashtar and the target may communicate telepathically with each other, language is no longer a barrier. The target can move beyond 20 squares without breaking the link. The Kalashtar can use any power with the Psychic keyword through the Mindlink against the target, no matter the physical range. Strong-willed: +1 racial bonus to Will Defense Ghost-touch: Kalashtar can do full damage to Insubstantial targets, not half damage. [B]Shifters [/B]- Use the Shifter PC stats from the Monster Manual, with the following addition: • All Shifters receive the Fists of Fury feat for free, representing their sharp teeth and claws. (Fists of Fury is a new feat I created. It allows the character to roll d6's for unarmed attacks instead of d4s, gives a +1 Proficiency attack bonus with unarmed attacks, and allows the fists to qualify as "Melee Weapons" for powers that require it.) [B]Warforged [/B]– Use the Warforged Dragon Magazine article. [/QUOTE]
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