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Eberron Conversion Questions
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<blockquote data-quote="Qualidar" data-source="post: 4901211" data-attributes="member: 13388"><p>So, I've been diving into the races over here, trying to get a feel for the default power level by assigning values to the individual abilities: +.25 for a rarely useful or flavor ability, +1 for an ability equivalent to a feat, etc. Note I don't have the Eberron book with me, so I'm just pulling stuff off the web for the Eberron races, and I might have some stuff wrong about them.</p><p></p><p>According to my arbitrary point system, the Pathfinder races and Eberron races have the following value:</p><p></p><p>Dwarves: +8</p><p>Elves: +7</p><p>Gnomes: +7.5</p><p>Half-elves: 7.25</p><p>Half-orcs: +4.25</p><p>Halflings: + 7.75</p><p>Humans: +4</p><p>-------</p><p>Changeling: +5.25</p><p>Shifter: +4.5</p><p>Warforged: +1.75</p><p></p><p></p><p>You can take a look at my crazy point system here:</p><p>[sblock]BREAKDOWN</p><p></p><p><strong>Dwarves</strong></p><p>+2 Con / +2 Wis / -2 Chr; +2 net (+2)</p><p>Darkvision 60 ft. (+1)</p><p>+2 Appraise (+.25)</p><p>+2 against poisons, spells, and spell-like abilities (+2)</p><p>Defensive Training: +4 AC vs giant type (+.5)</p><p>Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5)</p><p>Stability: +2 CMB vs bull rush or trip attempts (+.5)</p><p>Battleaxes, Heavy Picks, Warhammers (+.25)</p><p>Steady: 20 ft movement, but no encumbrance or armor penalty (0)</p><p>Stonecunning: +2 perception checks to notice unusual stonework features, check within 10 ft (+1)</p><p>TOTAL: +8</p><p></p><p></p><p><strong>Elves</strong></p><p>+2 Dex / +2 Int / -2 Con; +2 net (+2)</p><p>Low-light vision (+1)</p><p>+2 Spellcraft to identify magic items (+.5)</p><p>+2 Perception checks (+1)</p><p>Immune to magic sleep effects, +2 vs enchantment spells and effects (+1)</p><p>Longbows, Longswords, Rapiers, Shortbows, "elven" weapons (+.5)</p><p>+2 Spell penetration checks (+1)</p><p>TOTAL: +7</p><p></p><p></p><p><strong>Gnomes</strong></p><p>+2 Con / +2 Chr / -2 Str; +2 net (+2)</p><p>Low-light vision (+1)</p><p>+2 Stealth (Small) (+1)</p><p>+2 Perception checks (+1)</p><p>+2 craft or profession skill of their choice (+.25)</p><p>+2 vs illusion (+.5)</p><p>+1 AC, +1 attack (Small) (+2)</p><p>-1 CMB, -1 CMD (Small) (-1)</p><p>Small weapons do less damage (-1)</p><p>Defensive Training: +4 AC vs giant type (+.5)</p><p>Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5)</p><p>"gnome" weapons (+.25)</p><p>Slow: 20 ft. (-1)</p><p>Gnome magic: </p><p> +1 save DC vs their illusions (+1)</p><p> 1/day: dancing lights, ghost sound, prestidigitation, speak with animals (+.5)</p><p>TOTAL: +7.5</p><p></p><p></p><p><strong>Half-elves</strong></p><p>+2 ability score of their choice (+2)</p><p>Low-light vision (+1)</p><p>Skill focus bonus feat; +3 to chosen skill (+6 after 10 ranks) (+1)</p><p>+2 Perception checks (+1)</p><p>Immune to magic sleep effects, +2 vs enchantment spells and effects (+1)</p><p>Elven blood: count as both elves and humans for effects related to race (+.25)</p><p>Multitalented: 2 favored classes (+1)</p><p>TOTAL: 7.25</p><p></p><p></p><p><strong>Half-orcs</strong></p><p>+2 ability score of their choice (+2)</p><p>Darkvision 60 ft. (+1)</p><p>+2 Intimidate (+.5)</p><p>Greataxes, Falchions, "orcish" weapons (+.25)</p><p>Orc blood: count as both orcs and humans for effects related to race (+.25)</p><p>Orc ferocity: Can fight for round at negative hit points as if disabled (+.25)</p><p>TOTAL: +4.25</p><p></p><p></p><p><strong>Halflings</strong></p><p>+2 Dex / _2 Chr / -2 Str; +2 net (+2)</p><p>Low-light vision (+1)</p><p>+2 Stealth (Small) (+1)</p><p>+2 Perception checks (+1)</p><p>+2 Acrobatics and Climb (+1)</p><p>+2 vs fear effects (+.5)</p><p>+1 all saving throws (+2)</p><p>+1 AC, +1 attack (Small) (+2)</p><p>-1 CMB, -1 CMD (Small) (-1)</p><p>Small weapons do less damage (-1)</p><p>"halfling" weapons (+.25)</p><p>Slow: 20 ft. (-1)</p><p>TOTAL: + 7.75</p><p></p><p></p><p><strong>Humans</strong></p><p>+2 ability score of their choice (+2)</p><p>Normal vision (0)</p><p>+1 skill rank per level (+1)</p><p>Bonus feat of their choice (+1)</p><p>TOTAL: +4</p><p></p><p></p><p>------------------------------------------------------</p><p><strong>Changeling</strong></p><p>+2 Dex / -2 Int / -2 Chr; -2 net (-2)</p><p>Normal vision (0)</p><p>+2 Bluff. Intimidate and Sense Motive (+1.5)</p><p>Linguistics (formerly Speak Language) is a class skill (+.25)</p><p>Minor Shape Change: +10 disguise (+3)</p><p>+2 vs sleep and charm (+.5)</p><p>TOTAL: +5.25</p><p></p><p></p><p><strong>Shifter</strong></p><p>No stat adjustment (0)</p><p>Low-light vision (+1)</p><p>+2 Athletics and Climb (formerly Balance, Climb and Jump) (+.5)</p><p>Shifting: +2 bonus to physical stat and associated effect, lasting (3 + Con) rounds / day. (3)</p><p>TOTAL: +4.5</p><p></p><p></p><p><strong>Warforged</strong></p><p>+2 Con / -2 Wis / -2 Chr; -2 net (-2)</p><p>Normal vision (0)</p><p>Immune to poison, sleep effects, paralyzation, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain (+3)</p><p>+2 armor from Composite Plating (5% arcane spell failure chance, can be enchanted) (1)</p><p>Light fortification: 25% (1)</p><p>Slam attack (1d4 dmg) (1)</p><p>Cannot heal naturally (-.25)</p><p>Healing magic only cures 1/2 damage (-1)</p><p>Subject to some spells and effects that cause objects damage (-.25)</p><p>Disabled at 0 hp, inert at -10 (-.25)</p><p>Cannot be raised or resurrected (-.5)</p><p>Does not need to eat, sleep or breathe (0 - accounted for above)</p><p>Unable to wear armor or robe slot items (-1)</p><p>TOTAL: 1.75[/sblock]</p><p></p><p>By my system, it looks like the Changelings need another 2 points, and the Shifter another 3.</p><p></p><p>I think for Changelings it's as easy as dropping the Int penalty. Alternatly, Remalthilis' +2 any score ability mod works as well. Am I wrong that the current 3.5 adjustment is +2 Dex / -2 Int / -2 Chr?</p><p></p><p>For Shifters, once again I like Remalthilis' I like +2 Dex, +2 Wis, -2 Cha, for a total of +2. They still need a point from somewhere, and I'd rather it wasn't from the stats. Any thoughts? I'm thinking a +1 Fort save.</p><p></p><p>I'm surprised at where I ended up for the Warforged. The way I'm ranking them they clearly are underpowered, but I know the opposite opinion is very common. Need to come back to them.</p></blockquote><p></p>
[QUOTE="Qualidar, post: 4901211, member: 13388"] So, I've been diving into the races over here, trying to get a feel for the default power level by assigning values to the individual abilities: +.25 for a rarely useful or flavor ability, +1 for an ability equivalent to a feat, etc. Note I don't have the Eberron book with me, so I'm just pulling stuff off the web for the Eberron races, and I might have some stuff wrong about them. According to my arbitrary point system, the Pathfinder races and Eberron races have the following value: Dwarves: +8 Elves: +7 Gnomes: +7.5 Half-elves: 7.25 Half-orcs: +4.25 Halflings: + 7.75 Humans: +4 ------- Changeling: +5.25 Shifter: +4.5 Warforged: +1.75 You can take a look at my crazy point system here: [sblock]BREAKDOWN [B]Dwarves[/B] +2 Con / +2 Wis / -2 Chr; +2 net (+2) Darkvision 60 ft. (+1) +2 Appraise (+.25) +2 against poisons, spells, and spell-like abilities (+2) Defensive Training: +4 AC vs giant type (+.5) Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5) Stability: +2 CMB vs bull rush or trip attempts (+.5) Battleaxes, Heavy Picks, Warhammers (+.25) Steady: 20 ft movement, but no encumbrance or armor penalty (0) Stonecunning: +2 perception checks to notice unusual stonework features, check within 10 ft (+1) TOTAL: +8 [B]Elves[/B] +2 Dex / +2 Int / -2 Con; +2 net (+2) Low-light vision (+1) +2 Spellcraft to identify magic items (+.5) +2 Perception checks (+1) Immune to magic sleep effects, +2 vs enchantment spells and effects (+1) Longbows, Longswords, Rapiers, Shortbows, "elven" weapons (+.5) +2 Spell penetration checks (+1) TOTAL: +7 [B]Gnomes[/B] +2 Con / +2 Chr / -2 Str; +2 net (+2) Low-light vision (+1) +2 Stealth (Small) (+1) +2 Perception checks (+1) +2 craft or profession skill of their choice (+.25) +2 vs illusion (+.5) +1 AC, +1 attack (Small) (+2) -1 CMB, -1 CMD (Small) (-1) Small weapons do less damage (-1) Defensive Training: +4 AC vs giant type (+.5) Hatred: +1 attacks vs orc and goblinoids (might have to change that, given the setting) (+.5) "gnome" weapons (+.25) Slow: 20 ft. (-1) Gnome magic: +1 save DC vs their illusions (+1) 1/day: dancing lights, ghost sound, prestidigitation, speak with animals (+.5) TOTAL: +7.5 [B]Half-elves[/B] +2 ability score of their choice (+2) Low-light vision (+1) Skill focus bonus feat; +3 to chosen skill (+6 after 10 ranks) (+1) +2 Perception checks (+1) Immune to magic sleep effects, +2 vs enchantment spells and effects (+1) Elven blood: count as both elves and humans for effects related to race (+.25) Multitalented: 2 favored classes (+1) TOTAL: 7.25 [B]Half-orcs[/B] +2 ability score of their choice (+2) Darkvision 60 ft. (+1) +2 Intimidate (+.5) Greataxes, Falchions, "orcish" weapons (+.25) Orc blood: count as both orcs and humans for effects related to race (+.25) Orc ferocity: Can fight for round at negative hit points as if disabled (+.25) TOTAL: +4.25 [B]Halflings[/B] +2 Dex / _2 Chr / -2 Str; +2 net (+2) Low-light vision (+1) +2 Stealth (Small) (+1) +2 Perception checks (+1) +2 Acrobatics and Climb (+1) +2 vs fear effects (+.5) +1 all saving throws (+2) +1 AC, +1 attack (Small) (+2) -1 CMB, -1 CMD (Small) (-1) Small weapons do less damage (-1) "halfling" weapons (+.25) Slow: 20 ft. (-1) TOTAL: + 7.75 [B]Humans[/B] +2 ability score of their choice (+2) Normal vision (0) +1 skill rank per level (+1) Bonus feat of their choice (+1) TOTAL: +4 ------------------------------------------------------ [B]Changeling[/B] +2 Dex / -2 Int / -2 Chr; -2 net (-2) Normal vision (0) +2 Bluff. Intimidate and Sense Motive (+1.5) Linguistics (formerly Speak Language) is a class skill (+.25) Minor Shape Change: +10 disguise (+3) +2 vs sleep and charm (+.5) TOTAL: +5.25 [B]Shifter[/B] No stat adjustment (0) Low-light vision (+1) +2 Athletics and Climb (formerly Balance, Climb and Jump) (+.5) Shifting: +2 bonus to physical stat and associated effect, lasting (3 + Con) rounds / day. (3) TOTAL: +4.5 [B]Warforged[/B] +2 Con / -2 Wis / -2 Chr; -2 net (-2) Normal vision (0) Immune to poison, sleep effects, paralyzation, disease, nausea, fatigue, exhaustion, the sickened condition, and energy drain (+3) +2 armor from Composite Plating (5% arcane spell failure chance, can be enchanted) (1) Light fortification: 25% (1) Slam attack (1d4 dmg) (1) Cannot heal naturally (-.25) Healing magic only cures 1/2 damage (-1) Subject to some spells and effects that cause objects damage (-.25) Disabled at 0 hp, inert at -10 (-.25) Cannot be raised or resurrected (-.5) Does not need to eat, sleep or breathe (0 - accounted for above) Unable to wear armor or robe slot items (-1) TOTAL: 1.75[/sblock] By my system, it looks like the Changelings need another 2 points, and the Shifter another 3. I think for Changelings it's as easy as dropping the Int penalty. Alternatly, Remalthilis' +2 any score ability mod works as well. Am I wrong that the current 3.5 adjustment is +2 Dex / -2 Int / -2 Chr? For Shifters, once again I like Remalthilis' I like +2 Dex, +2 Wis, -2 Cha, for a total of +2. They still need a point from somewhere, and I'd rather it wasn't from the stats. Any thoughts? I'm thinking a +1 Fort save. I'm surprised at where I ended up for the Warforged. The way I'm ranking them they clearly are underpowered, but I know the opposite opinion is very common. Need to come back to them. [/QUOTE]
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