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Revised Eberron Conversion

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markc:
 I think that is the only one that I have seen. The toughest IMO will be the shifters as they have lots of stuff to modify and take into account.
 MDC

Elton Robb:
I did it before.  It's not hard as far as shifters go.  One background option actually goes to choosing a trait.  The problem is that they are wrapped up so much into D&D.  Since Rolemaster doesn't allow you to accumulate traits, some Shifterness will be lost (like the ability to develop a second trait).

markc:
 IMO just give them trait points at specific levels so they can buy traits.
MDC

Elton Robb:

--- Quote from: markc on June 15, 2009, 04:32:58 PM --- IMO just give them trait points at specific levels so they can buy traits.
MDC

--- End quote ---

Or improved traits?  That's a good idea, thank you!

Elton Robb:
Shifters

a picture of a Shifter can be found here.

Shifters are a race that is the result of werebeasts mating with humans.  They cannot fully change form, however they can take on animalistic features in an ability they call shifting.

Shifters have their own race template, as shown below:

Ag +2, Co +0, Me +0, Re -2, SD -2, EM +2, In +0, Pr +0, Qu +0, St +0

RR Modifiers: Channeling +0, Essence +0, Mentalism +0, Disease +10, Poison +0

Body Development: 0 * 7 * 5 * 3 * 1
Arcane Development: 0 * 5 * 4 * 3 * 2
Channeling Development: 0 * 6 * 5 * 4 * 3
Essence Development: 0 * 5 * 4 * 3 * 2
Mentalism Development: 0 * 5 * 4 * 3 * 2

Soul Departure: 10
Race Type: 2
Recovery: x1
Languages: 2
Background Options: 5

Special Abilities:
* Shifting: use as written, except Shifting lasts for a number of rounds equal to 3 + the Shifter's Co modifier.  A shifter can take a talent to improve this ability.

* Low Light Vision: Shifters can see on a star-lit or moonlit night as if it were full daylight. In conditions darker than that, they need a light source to see, and their vision extends to 50' feet (perfect vision) and 100' (they can see reasonably well). In absolute darkness, however, they can see no better than Men.

* Special Skills -> Everyman Acrobatics, Climbing, Jumping Restricted None.
* Preferred Professions: Ranger, Animist, Druid (see below), and Seer usually attract Shifters.  Although there has been Shifter fighters, barbarians, warrior monks, mages, mentalists, and clerics.

SHIFTER TRAITS

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed.  Traits marked with an Asterisk (*) are found in Races of Eberron, Traits marked with a Star (✰) are found in Secrets of Sarlona.

Beasthide: While shifting, a Beasthide Shifter gains a heavy hide (AT 4) and gains a +5 Co bonus.

Cliffwalk: While shifting, a Cliffwalk shifter gains a +5 bonus to Ag, and has a +20 bonus to climb moving maneuvers.

Dreamsight:*  The Dreamsight trait is the rarest of all Shifter traits, and many dreamsight shifters may become druids.  When shifting, a Dreamsight shifter gains a +3 bonus to Empathy and Intuition and gains the ability to communicate with animals as if under the influence of the Animal Tongues spell.

Gorebrute:* While Shifting, a gorebrute shifter gains a +2 bonus to Strength and grows horns that can be used as a natural weapon during a charge attack (Use the Horn attack table, using a maximum of a small attack).  [Special Note: Somebody has to have developed a martial art system around this attack!  See martial arts section, below.]

Longstride: While shifting, a longstride shifter gains a +3 bonus to Quickness, and a +20 bonus to his Athletic * Endurance skill category.

Longtooth: While shifting, the Longtooth shifter grows fangs that can be used as a natural weapon.  The bite is considered a Tiny attack. [No martial arts around this bite attack, but the move is incorporated in other Shifter Martial Arts).

Razorclaw: While shifting, the razorclaw shifter gains a +3 bonus to Strength and grows claws that can be used as natural weapons.  A Razorclaw shifter can use the claw attack table making a maximum of small attacks.

Swiftwing:*  While Shifting, a swiftwing shifter temporarily gains a +2 bonus to Quickness.  Also, his arms grow bat-like wings, which grant him a fly speed of 20 ft.  A swiftwing Shifter also treats flying/gliding as a occupational skill.  A swiftwing shifter cannot glide or fly while carrying a medium load, or while wearing armor better than a leather jerkin (AT 6).

Truedrive:* While shifting, a truedrive shifter gains a +5 bonus to Co, and a +25 bonus to Swimming. In addition, the truedive shifter can hold his breath for a number of rounds equal to his constitution score before he risks drowning.  A truedive shifter gains this benefit even when he isn't shifting.

Wildhunt Shifter: While shifting, a wildhunt shifter temporarily gains a +5 bonus to his SD and the ability to track things by scent. This gives the shifter a +25 bonus to his tracking skill while shifting. When not shifting, a wildhunt shifter gains a +10 bonus on his Survival skill due to the lingering effects of his scent ability.  Otherwise use as written.

Winterhide:✰ While shifting, a Winterhide shifter gains a +3 bonus to Co, and AT 3, and a +10 to survival skills while in the cold.  In addition, a Winterhide shifter gains a +10 RR bonus against the environmental effects of extreme cold.  This is available only to Sarlonan shifters.

-----------------

WARFORGED
A picture of a female warforged can be found here.

The Warforged are living machines built for war.  However, after the Last War, many warforged were freed by the various nations of Khorvaire.

RACE INFORMATION:
Stats: Ag +0, Co +3, Me +0, Re +0, SD +0, EM +0, In -2, Pr -2, Qu +0, St +0

RR Modifiers: Channeling +0, Essence +0, Mentalism +0, Disease +100, Poison +100

Body Development: 0 * 8 * 6 * 4 * 1
Arcane Development: 0 * 5 * 4 * 3 * 2
Channeling Development: 0 * 5 * 4 * 3 * 2
Essence Development: 0 * 5 * 4 * 3 * 2
Mentalism Development: 0 * 5 * 4 * 3 * 2

Soul Departure: 2
Race Type: 5
Recovery: x0
Languages: 2
Background Options: 4

Special Abilities:
A Warforged is a Living Construct.  Check the Eberron book for information on Living Constructs.  The spells from the Sorcerer list Flesh Destruction cannot affect a Warforged, but Solid Destruction can affect a Warforged.  Likewise, Solid Alteration can also affect a Warforged.  Warforged can also be affected by Artificer Infusions (from the spell list Infusion Ways).

* Composite Plating: A Warforged gains AT 16.  The plating can be upgraded to Mithral (Mithril) and Adamantine (Eog) through the selection of talents.

* Light Fortification: When a critical strike is scored, reduce its severity by 1 ( C becomes B, B becomes A, and A becomes -50 hits).

* A warforged has a natural weapon comparable to a Bash attack, the highest severity is small.

* Preferred professions: Fighters.  Although a significant amount of Warforged are attracted to the paladin, barbarian, and artificer classes.

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