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Eberron - things to watch out for?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2493279" data-attributes="member: 12332"><p>Oh, I'm sure they wouldn't be that much fun at +1 LA. But look at what you're getting in exchange for a Feat and 1 Skill Point Per Level.</p><p></p><ul> <li data-xf-list-type="ul">Immunity to all poisons</li> <li data-xf-list-type="ul">Immunity to Sleep (which is only useful early on, but still)</li> <li data-xf-list-type="ul">Immune to all Diseases</li> <li data-xf-list-type="ul">Immune to Paralysis (pretty haut)</li> <li data-xf-list-type="ul">Immune to Nausea (meaning immune to several spells, several monsters, and a few interesting feats)</li> <li data-xf-list-type="ul">Immune to Fatigue (means immune to some of the few spells that make Necromancy cool)</li> <li data-xf-list-type="ul">Immune to Exhaustion (pretty big, IMHO, as these sorts of things come up alot in my games)</li> <li data-xf-list-type="ul">Immune to Energy Drain (huge, I think. Some magical item effects, and most scary undead)</li> <li data-xf-list-type="ul">Immune to drowning (no need to breathe, which means they function in underwater areas where other characters have to use alot of resources to prepare to enter, very big)</li> <li data-xf-list-type="ul">Light Fortification (a +1-equivalent armor ability)</li> </ul><p></p><p>The rest of it, as I said, is self-balancing. They get half-healing from divine spells, but they get a whole new arcane healing tree to more than make up for it. They don't heal naturally, but 9/10 of all healing in D&D is magical anyway, and it'll be a special situation after the first 1-2 levels where the GM makes everybody heal over time. </p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2493279, member: 12332"] Oh, I'm sure they wouldn't be that much fun at +1 LA. But look at what you're getting in exchange for a Feat and 1 Skill Point Per Level. [list] [*]Immunity to all poisons [*]Immunity to Sleep (which is only useful early on, but still) [*]Immune to all Diseases [*]Immune to Paralysis (pretty haut) [*]Immune to Nausea (meaning immune to several spells, several monsters, and a few interesting feats) [*]Immune to Fatigue (means immune to some of the few spells that make Necromancy cool) [*]Immune to Exhaustion (pretty big, IMHO, as these sorts of things come up alot in my games) [*]Immune to Energy Drain (huge, I think. Some magical item effects, and most scary undead) [*]Immune to drowning (no need to breathe, which means they function in underwater areas where other characters have to use alot of resources to prepare to enter, very big) [*]Light Fortification (a +1-equivalent armor ability)[/list] The rest of it, as I said, is self-balancing. They get half-healing from divine spells, but they get a whole new arcane healing tree to more than make up for it. They don't heal naturally, but 9/10 of all healing in D&D is magical anyway, and it'll be a special situation after the first 1-2 levels where the GM makes everybody heal over time. --fje [/QUOTE]
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