Eberron: Part of the Prophecy
This page gives a basic outline of what to expect for character creation. I doubt this will be all inclusive but it will help answer some questions and cut down on the need for clarification during the creation process.
For character generation, the general rule for what goes is: anything.
Barring something really crazy, I am not limiting anyone on their choice of race and class. Eberron as a campaign setting is designed with exactly this in mind. It is very high fantasy, rivaling most Magic: The Gathering worlds. The only caveat to this rule is that if the given race/class is not already represented in some way in the world of Eberron, it needs to be made to fit. I am happy to help with this.
ADVANCED CORE RACES
While most Pathfinder classes are balanced enough already, the newer races of Eberron would certainly be considered Advanced Races in Pathfinder. As Pathfinder does not use an ACL system like 3.5 D&D, I am going to be using the following alterations to the Base Races of Pathfinder, in order to make them on-par with the more powerful races otherwise available. This is not meant to discourage from playing a more exotic race, simply as a means of balance for those who want a base race. Unless otherwise stated, all of these advanced traits are in addition to those already listed for the race in the Core Rulebook and/or Advanced Race Guide.
DWARF ADVANCED TRAITS
• Shrewd: Dwarves are always keen to make sure they are not being taken advantage of, especially in business dealings. They gain a +2 racial bonus on Sense Motive checks.
• Stubborn: If a dwarf fails a save Will saving throw to resist a spell or spell-like ability of the enchantment (charm) and enchantment (compulsion) subschool, he receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf gains a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
• Relentless: The Dwarven Clans of the Mror Holds have no special history with orcs or goblinoids, so instead their martial practices are more generalized. Dwarves gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
This ability replaces Hatred. (Trolls remain an issue in the Mror Holds, so defensive training vs. giants is still culturally important to the dwarves of Eberron.)
• Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Elven culture is significantly more varied in Eberron, so below represents three divergent ability packages representing cultural norms of the Aereni, Valenar, and elves not significantly tied to either of those backgrounds (such as Dragonmarked elves from House Phiarlan or Thuranni, but also any elf that grew up in the culture of the Five Nations).
In addition, all elves gain the following:
• Trance: The Elves of Eberron do not sleep like other humanoids do. They only require 4 hours of rest where other humanoids require 8. They experience dream-like visions while trancing, so they are not immune to magical dream or nightmare effects, like Kalashtar are, and they still take the penalty to Perception checks to notice their surroundings while in a trance. If a class or ability requires 8 hours of rest, the elf is required to rest the full 8 hours, but only need trance for 4 and is aware of their surroundings for the remaining time.
• Undying Spirit: Growing up in, or in the traditions of, the Island of Aerenal, Aereni elves are steeped in positive energy and gain a measure of protection over the forces of death, preparing themselves for possible ascension to the Undying Court later in life.
They gain a +2 racial bonus on all saving throws against spells or spell-like abilities of the necromancy school, negative energy effects, energy drain, and saving throws to resist death effects, as well as a +2 racial bonus on Constitution checks made to stabilize if reduced to negative hit points.
They take no penalty from energy-draining effects and do not lose hit points when they gain a negative level, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels an Aereni elf has accrued are removed without the need for any additional saving throws.
• Magic Focus: Elves are adept spellcasters. They gain a +2 racial bonus on concentration checks made to cast spells defensively.
• Elven Grace: Elves are lithe and quick, with excellent reflexes. They receive Run as a bonus feat and a +2 racial bonus on initiative checks. Furthermore, their base speed is increased to 35 feet.
• Horse Masters: Valenar elves gain a +2 racial bonus on Handle Animal and Ride checks, and always consider Ride a class skill.
• Ancient Hatred: Valenar elves have an ancient grudge against the Giants. Even though none living have ever fought against a Giant army, the skills and methods their warrior-ancestors used to liberate their people from slavery are practiced with religious significance. Valenar elves gain a +1 racial bonus on attack rolls and a +4 dodge bonus on AC against humanoids of the Giant subtype.
• Weapon Familiarity: Valenar Elves are proficient with longbows (including composite longbows), scimitars, shortbows (including composite shortbows), and treat the Valenar double scimitar and any weapon with the word “elven” in its name as a martial weapon.
This ability replaces the Weapon Familiarity of the base Elf.
• Academician: Gnomes in Eberron are more academically inclined than in other settings. They gain a +2 bonus on any single Knowledge skill of their choice at first level.
This ability replaces Obsessive.
• Urbane: Gnomes in Eberron are very adept at maneuvering through social arenas, like few others. They gain a +2 racial bonus on Diplomacy, and Sense Motive checks.
• Beguiling Liar: Gnomes are masters of deceit. They gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
• Poison Use: What do you mean, Gnomes have poison use? Of course they don't. That's slander. Gnomes are harmless. Gnomes never risk accidentally poisoning themselves when applying poison to weapons.
While most gnomes are known for their quick wit and way with words, some are known to be masters of alchemy. Indeed, the secret to alchemically altering dragonshards for use in elemental binding is exclusive to Zilargo's most talented alchemists and artificers. Taking this ability is entirely optional.
• Alchemical Talent: Zilargo gnomes with this trait gain a +2 racial bonus on Craft (alchemy) checks.
This ability replaces the Academician trait of the Advanced Gnome.
• Sociable: Half-elves are skilled at charming others and recovering from faux pas. Once per day, half-elves can roll twice when making a Bluff or Diplomacy check and take the better roll.
• Heroic: Some of the undefinable quality that drives humans can even be found in their hybrid offspring. Half-Elves receive an additional Action Point at 1st level, and 2 additional Action Points every time they gain a level.
NPC Half-Elves add 1 to their action point pool.
• Enduring: Half-Orcs receive Endurance as a bonus feat.
• Ferocity (Ex): If the hit points of a half-orc fall below 0 but he is not yet dead, he can continue to fight. If he does, he is staggered, and loses 1 hit point each round. He still dies when his hit points reach a negative amount equal to its Constitution score.
This ability replaces Orc Ferocity
• Heroic: Some of the undefinable quality that drives humans can even be found in their hybrid offspring. Half-Orcs receive an additional Action Point at 1st level, and 2 additional Action Points every time they gain a level.
NPC Half-Orcs add 1 to their action point pool.
• Underfoot: Familiar with avoiding not only larger humanoids, but also the titanic lizards of their homeland, halflings are in their element fighting bigger enemies. They gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks.
• Outrider: Halflings in Eberron have a long tradition of mounted combat, even those far removed from their dinosaur-riding cousins on the Talenta Plains. They receive a +2 bonus on Handle Animal and Ride checks.
A halfling from the Talenta Plains would be more familiar with the weapons of his homeland than any weapons his more urbane cousins have developed. Taking this ability is entirely optional.
• Weapon Familiarity: Halflings native to the Talenta Plains are proficient with the sling, and treat any weapon with the word “Talenta” in its name as a martial weapon.
This ability replaces the Weapon Familiarity of the base Halfling
• Paragon: While humans can arguably be called the most unremarkable race, with little in the way of inherent abilities or likely talents to distinguish them from other humanoids, they do seem to dominate at least two of the world's continents. There just seems to be something inexplicable about them that drives the most exceptional among them into the realm of legends.
Humans gain Action Points differently than any other character. At first level they start with 6 Action Points, then every time they gain a level, they add 5 + character level Action Points to their total. They do not lose unspent Action Points while leveling up.
For human characters starting at higher levels, assume they have all the Action Points for their current level and immediately previous level, but no more.
Furthermore, human NPCs have a pool of Action Points, unlike most NPCs, equal to 1+ 1/5th their PC class levels (levels in NPC-only classes such as warrior or magewright do not count).
• Weapon Familiarity: Humans pick a region of origin at a character creation. They treat any weapon with the name of their home region as a martial weapon. (Example, a Human Swashbuckler from Aundair treats the Aundairian Thinblade as a martial weapon, while a Human Barbarian from the Eldeen Reaches treats the Eldeen Bladebow as a martial weapon.)
NPC Half-Elves add 1 to their action point pool.
All characters will be created using the following point-buy table for ability score generation.
We will be using the High Fantasy point-total template, meaning each character gets a starting total of 20 points for their ability scores.