Races of Eberron *Update - Couple of folks have it - Ask questions here*

Vocenoctum said:
They've always been there, they're just good at what they do. :)

Thats what im thinking ill go for, introduce some NPCs that the PCs have always known about but have only just come into close contact with, probably some government officials and things like that and introduce hints that perhaps they're not as human as they seem then sit back and wait for PCs to bite. Might tweak them slightly so theyre the result of a magical experiment rather than having doppleganger heritage which would fit the campaign better.

Fingers
(loves it when a plan comes together)
 

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I've been really enjoying this book. It suffers from a slight schizephrenia brought on by multiple authors and inattentive editors, but is over all excellent.

The background info is very nice, and little hints and plot hooks are sprinkled throughout the book. There are lots of ideas for character backgrounds stated or implied (Consider the fact that a changeling can get pregnant by any humanoid race but odds are 50/50 wheather the child is changeling or humanoid. If you can't come up with something from that you need to switch to chess.)

The feats are neat, but nothing leaps out as broken. (Although there is a Drow only monk feat that will have PCs on their knees weeping for the chance to take it.) The racial substitution levels are neat (Although the 9th level shifter sub for ranger can be... mighty.) And the PRCs are all interesting, but none scream broken to my mind.
 

I love RPG books for the art because I have way more books than I use on a regular basis.

My favorite part of Races of Eberron is the art, especially K. Walker's Changeling piece on page 41 and the Warforged Winged Cape by E. Deschamps on page 177.

In terms of content my favorite is clearly all the material for Changelings except the psychology junk about three factions (Passers, Becomers, and Reality Seekers). While I thought changelings were interesting before I got this book now I see the vast potential of Changelings. Some of the Minor Change Shape ideas presented in the art I hadn't thought of and are very cool. The changeling tactical feat is the most interesting idea I've seen. The morphic familiar is fabulous (game play tie to changelings morphic ability and the art). Lastly the Recaster prestige class is very interesting.

I've always thought that exotic weapons were too rare because the cost was so high for the specialized benefity. I love the new set of racial exotic weapon group feats such as Bladebearer of the Valenar that make exotic weapon flavor more mainstream playable for PCs and NPC-builds.
 

Vocenoctum said:
Nyah, Kalashtars should have been in Exp Psi, and the other three could have been web enhancements for their books. :)

Two problems:
1. The Expanded Psionics Handbook was released before Eberron.
2. The racial info for all these psionic creatures in the EPH is a bit scarce, definitely not up to a Races of treatment.

So they could have made "Races of Look Like Normal Humans, But Really Are Psionic Monsters" with Kalashtar, Maenad, and Xeph. I'm not sure it would have sold well, though.
 

Andor said:
(Although there is a Drow only monk feat that will have PCs on their knees weeping for the chance to take it.)
Why, what's it called and what does it offer?

Andor said:
The racial substitution levels are neat (Although the 9th level shifter sub for ranger can be... mighty.)
Could you, or anyone else, elaborate on this one as well?
 

Random stuff I've noticed so far, in terms of oversights:

· The book seems to use the Action Points mechanic without explaining what they are.
· I have no idea what this Rejuvenating Spellcaster thing is on page 37.
· Dreamsight, Gorebrute, Swiftwing, and Truedive shifters need a Weretouched Master progression.

I wonder if anyone's found anything else?
 

Kai Lord said:
Why, what's it called and what does it offer?

He's probably talking about White Scorpion Strike -- your unarmed strike has ghost touch and does extra damage to undead. It didn't strike me as very significantly overpowered, though.

Could you, or anyone else, elaborate on this one as well?

You swap out evasion for enhanced shifting -- different abilities based on what stat gets the bonus. Strength gets you natural weapons-as-adamantine, Dexterity gets you Improved Evasion, Constitution gets you fast healing, and Wisdom gets you immunity to enchantments. These only apply during shifting, of course...

I can't think of anything very overpowered in this book, by the way -- Eberron sourcebooks tend to trend toward underpowered, if anything, I think, though there's a lot of Just Plain Cool. The only thing that almost seems too good, possibly at lower levels, is the Recaster, and that has a mechanic such that it gets better for you to take it at higher levels ("choose a spell up to one level lower than the highest-level spell you can cast"). So.
 
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I ordered races of eberron at barnes and noble, but it probably won't get here till my next game. What are the specs for the alternate changeling rogue levels?
 

AZNtrogdor said:
What are the specs for the alternate changeling rogue levels?

You get a ludicrous amount of skill points -- 10 + Int modifier (!). The abilities you get are more oriented toward social situations than dungeons -- you lose trapfinding for "Social Intuition," which basically greatly minimizes the time it takes to Gather Information and Sense Motive, and also gives you skill mastery over several other social skills. You can lose trap sense for cumulative Knowledge bonuses. And you lose improved uncanny dodge for something that's a lot like fortification but isn't, which means that you can gain the benefit of both.
 

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