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Originally Posted by KlausPrinceOfTheUndeads
Resistant to Sleep and Charm Effects (+3 to resistance rolls) [4] is cheaper and more effective than limited Will, assuming that suche effects are Occasional. I'd also give Changelings Smooth Operator instead of a lesser talent, since IMHO it better reflects their nature.
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Sounds good...
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Talents cannot affect weapon skills;
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That's actually more of a guideline than a rule (if you find a specific reference to the contrary, feel free to share it...) - the point is that players shouldn't build custom talents that incorporate all the weapon skills they need to twink out with them. But since these talents are only available in a limited number and only available to certain races, I figured they were okay...
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you could give dwarves Higher Purpose (fighting orcs and goblinoids), but IMHO bonus due to racial hate are a pretty absurd thing (you don't fight better just because you hate him, and an orc with a sword fights exactly like a human with a sword and the same training level).
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Not exactly true - orcs have a physiology distinct from humans which will be reflected in their martial arts, and dwarves, even on Eberron, have fought against them for a long time. Therefore, it would only make sense that they have developed fighting techniques that are especially effective against orcs, and this seemed to be a good way to represent that.
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Dwarves are resistant against poison and disease, not just poison, so IMHO is is better to give them Resistant to Metabolic Hazards (+3 to resistance rolls) [10].
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Actually, as of the [URL=http://www.d20srd.org/srd/races.htm#dwarves]3.5 SRD, they only get special bonuses versus poison apart from their high.
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Note, BTW, that Resistant to Poison (+3 to resist) is worth [4], not [3] (it is 10/3, rounded up).
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Wrong - in the Resistant writeup, it specifically says to
drop all fractions.
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BTW, d20 elves have no bonus to hit with any weapon: they are simply proficient in their use. That can be represented with some racially learned skills.
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Hmmm... You are probably right on that one. I'll change it.
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As above for the Talent, and remember that for spells ther's limited Magery (with your racial template a gnome couldn't cast any spell, because he doesn't have Magery).
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Eberron probably qualifies as a high mana world, giving how common magic-users are...
But it is probably a good idea to mention that in the Magic chapter.
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Enhanced Dodge? Why? Shouldn't they have Luck instead?
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Come to think of it, they should probably have both. They are hard to hit
and have a knack for avoiding dangerous effects...
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The immunity is more than a simple feature: it is at least a Perk. Is gives some benefits and no disadvantages.
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True, I guess.
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You forgot Blunt Claws (actually Metal Fists!) [3] and Doesn't Eat or Drink [10].
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True enough...
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I think that a variation of the Electrical disadvantage would be appropriate, since Warforged are vulnerable to spells that affect non-living matter.
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I'd say this is more of a feature than anything else... such spells are not that common.
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I hope you don't hate me now. ;)
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Don't worry. ;)