Traipsing Across Khorvaire - High Adventure in Eberron (OOC) [Closed]

Okay, I want to get this show on the road. I don't know if you're still busy, Ferrix, but if you are, I will just introduce you later. Creamsteak and Doomhawk, why don't you two put the finishing touches on your background and then I will get you two introduced.

How does that sound?

Starman
 

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That sounds fine. I'll solidify the reason Telinor would be in Breland: Professor McMorn, who knows Telinor quite well, is composing a thesis on the interactions of Khyber with Eberron, and he needs a few samples for examination. Black Pit is an interesting case because it is a direct link to Khyber from the surface world, and so the professor wanted a small amount of soil from the area immediately around Black Pit. Telinor, wanting an excuse to travel, offered to fetch the sample for him.
 




That's an interesting feat. I don't think I'd have a problem with it.

Speaking of feats, I just got Complete Divine (early Christmas gift, woot!) and I took a look at those feats you were interested in, Doomhawk. I don't have a problem with any of them. If you wanted to switch with any of your current feats, that's cool.

I really need to put up a list of the books that I have and would allow (on a case-by-case basis) material from. I'll try and do that before too long.

Starman
 

Looking over the Flametouched Body feat, I think I would actually take away the increased turning ability and the save bonus before I allowed it. Otherwise, it is awfully powerful. Compare it as written to Adamantine Body.

Starman
 

Currently I'm at home, and mostly unable to post. I'll send an email with my characters history when I get the chance.

As for that feat, it doesn't look properly implemented to me. Without looking at fairness or balance, just trying to get the implementation right:

The Description for Flametouched Iron:
1) Flametouched iron has the same weight and other physical characteristics as iron (hardness 10, 30 hit points per inch of thickness).

2) It possesses magical qualities, however, that manifest in different ways depending on what the item is crafted into. A flametouched iron weapon is treated as a good-aligned weapon for the purpose of overcoming damage reduction. Flametouched iron armor grants the wearer a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. A flametouched iron holy symbol allows a character who can turn undead or censure fiends to do so as if his class level were one higher than it actually is.

The physical description for warforged:
Warforged appear as massive humanoids, molded from a composite of materials - obsidian, iron, stone, darkwood, silver, and organic material-though they move with surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head.

Both Descriptions for the given "Body" feats contain:
... a warforged character's body can be crafted with a layer of __________ ...

Note, mithral body and adamantine body do not provide weapon benefits to a warforged. They only provide the armor benefit. And, with adamantine body, they give a lesser degree and type of damage reduction (for balance though, not for a strict translation).

On a strict translation I'm going to assume that FTIB would be heavy armor just like adamantine. Just as heavy (adamantine doesn't provide an AC bonus, just an armor check bonus of one less than normal, and the damage reduction).

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FLAMETOUCHED IRON BODY [WARFORGED]
At the cost of mobility, a warforged character's body can be crafted with a
layer of flametouched iron that protects against the spells, spell-like abilities,
and supernatural abilties of evil outsiders.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain a +1
resistance bonus on saving throws against the spells, spell-like abilities, and
supernatural abilities of evil outsiders. However, your base land speed is
reduced to 20 feet, and you are considered to be wearing heavy armor. You
have a +1 maximum Dexterity bonus to AC, a -6 penalty on all skill checks
that armor check penalties apply to (Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell
failure chance of 35%.
Normal: Without this feat, your warforged character has an armor
bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level,
during character creation. Warforged druids who take this feat cannot cast
druid spells or use any of the druid's supernatural or spell-like class features.
Warforged characters with this feat do not gain any class feature prohibited
to a character wearing heavy armor.

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Sounds a little bit weaker than Adamantine body to me. My first recommendation would be to try it out as "medium" armor. Now I'm going to turn to Mithral body (One of the qualities of Mithral armor is its lightness, so If I just "unlighten" the armor back to medium, lets see what I get).



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FLAMETOUCHED IRON BODY [WARFORGED]
A warforged character's body can be crafted with a layer of flametouched
iron that protects against the spells, spell-like abilities, and supernatural
abilties of evil outsiders.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5 and you gain a +1
resistance bonus on saving throws against the spells, spell-like abilities, and
supernatural abilities of evil outsiders. However, your base land speed is
reduced to 20 feet, and you are considered to be wearing medium armor. You
have a +3 maximum Dexterity bonus to AC, a -5 penalty on all skill checks
that armor check penalties apply to (Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell
failure chance of 25%.
Normal: Without this feat, your warforged character has an armor
bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level,
during character creation. Warforged druids who take this feat cannot cast
druid spells or use any of the druid's supernatural or spell-like class features.
Warforged characters with this feat do not gain any class feature prohibited
to a character wearing heavy armor.

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With a little bit of tweaking, either of those could work.
 
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If Starman thinks it's fair, a easier mechanical implementation of the "Flametouched Iron" would be a trait. Something like "Touched with Flametouched" which would be a warforged trait that could be selected, providing a a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. The penalty would be an additional -1 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble).

As you can see, that would definitely be cool with me. I hope I'm not sounding too um... "min-maxish" with that, but I think it's a fairly accurate implementation (iron being heavier than mithral, but not necessarily large enough to incure a dex penalty. You could increase the skill penalty to -2, or chage it for something more fitting.
 
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Creamsteak said:
FLAMETOUCHED IRON BODY [WARFORGED]
At the cost of mobility, a warforged character's body can be crafted with a
layer of flametouched iron that protects against the spells, spell-like abilities,
and supernatural abilties of evil outsiders.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain a +1
resistance bonus on saving throws against the spells, spell-like abilities, and
supernatural abilities of evil outsiders. However, your base land speed is
reduced to 20 feet, and you are considered to be wearing heavy armor. You
have a +1 maximum Dexterity bonus to AC, a -6 penalty on all skill checks
that armor check penalties apply to (Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell
failure chance of 35%.
Normal: Without this feat, your warforged character has an armor
bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level,
during character creation. Warforged druids who take this feat cannot cast
druid spells or use any of the druid's supernatural or spell-like class features.
Warforged characters with this feat do not gain any class feature prohibited
to a character wearing heavy armor.

The first thing I would recommend on this is reduding the armor check penalty to -5 to bring it in line with adamantine body. With that, the only difference between them would be the DR vs. the save bonus. The DR definitely wins out there. What about also allowing you to reroll one failed save per day against evil outsiders?

Creamsteak said:
FLAMETOUCHED IRON BODY [WARFORGED]
A warforged character's body can be crafted with a layer of flametouched
iron that protects against the spells, spell-like abilities, and supernatural
abilties of evil outsiders.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +5 and you gain a +1
resistance bonus on saving throws against the spells, spell-like abilities, and
supernatural abilities of evil outsiders. However, your base land speed is
reduced to 20 feet, and you are considered to be wearing medium armor. You
have a +3 maximum Dexterity bonus to AC, a -5 penalty on all skill checks
that armor check penalties apply to (Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell
failure chance of 25%.
Normal: Without this feat, your warforged character has an armor
bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level,
during character creation. Warforged druids who take this feat cannot cast
druid spells or use any of the druid's supernatural or spell-like class features.
Warforged characters with this feat do not gain any class feature prohibited
to a character wearing heavy armor.

Between it and Mithril Body, you're trading a reduced max Dex bonus and an increase in armor check penalty for the save bonus. Hmmm...I think I'd recommend the one reroll on a failed save here, too.

Creamsteak said:
If Starman thinks it's fair, a easier mechanical implementation of the "Flametouched Iron" would be a trait. Something like "Touched with Flametouched" which would be a warforged trait that could be selected, providing a a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. The penalty would be an additional -1 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble).

I don't mind this. If you wanted to take this, I would be fine with it. It's probably easier, too, but if you want to hammer out something with either of those feats, we can.

Starman
 

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