The Nightmare War
House Rules_Character Creation_FAQ
Action Point Usage: As per Unearthed Arcana, although they are gained as per the Eberron CS.
Hit Points: Roll HP, and if the die roll is not the average of the die (5 for d8, 4 for d6, etc) take the average for that die roll instead of what was actually rolled.
Aid Another on Skill Checks: Iron Heroes style. That is, declare the bonus you wish to impart with the Aid (minimum +2) and multiply by five for the DC, then roll. You provide the stated bonus if you succeed, and you provide no bonus if you do not (pages 76 and 77, IH).
It is possible to Aid Another on Bardic Knowledge checks. The "swapping stories" or "Hey, I recall something along those lines myself…" works just fine.
Skills: I am officially folding Hide and Move Silently together into Sneak and Listen and Spot into Perception.
If you get a bonus to only one of those skills, make a note of which type of bonus it would apply to.
Example 1: Halflings normally get a +2 racial bonus to Move Silently checks and a +4 size bonus to Hide checks. This would translate to a +2 racial bonus on all movement-based Sneak checks and a +4 size bonus on all hiding-based Sneak checks.
Example 2: Gnomes get a +2 racial bonus on Listen checks, but not Spot checks. This translates to a +2 racial bonus on all auditory-based Perception checks, but no bonus to visual-based Perception checks.
Stats: Point-Buy Method (50 Points)
Starting Experience: 39,000 xp (a.k.a 9th level for most characters if not spending on item creation)
Starting Gold: 39,900 gp. (Can spend no more than 20,000 on any 1 item and no more than 1/3 of remainder on rest of items, or no more than 13,300 on any 1 item)
Allowed Classes: I'll allow most anything, except Tome of Battle. However, if I see a strong rules abuse (and it might not be something I catch right away on paper, but during gameplay itself), I might ask you to redo something.
Magic Items: Preferably from Magic Item Compendium (though no Healing Belts until I get a chance to check on the goofy pricing issue Mike H. brought up.) As always with custom items, please talk to me first.
Allowed Races: PHB, Eberron Campaign Setting, plus the following:
Dromites: (See XPH for creation rules) Dromites are either from Sarlona or Xen'drik. Those from Xen'drik are escaped slaves of the Inspired. Dromites from Sarlona have had major problems with the Inspired and a number of their city-hives have either been wiped out or enslaved. The rest are either xenophobic in nature or allied with the kalashtar of Adar or the tundran dwarf clans.
Elans: (See me for creation rules) Elans are from Sarlona. When a Quori commits a heinous crime against its own kind, it receives a terrible punishment: It is bound into a human vessel against its will. Unlike in the normal process of Inspiration, the bound spirit has no power or influence over its host. Condemned to eternal powerlessness, the quori's energy sustains and empowers the host, transforming it into an elan. No elan council exists on Eberron, and no one undergoes the process voluntarily. Elans are exceedingly rare. Elans know what they are – living prisons for evil spirits. (If you wish to plan an Elan, please let me know as there is a LOT more to go over.)
Eneko: Eneko are an ogre/half-giant hybrid race that now breed true. Eneko hail from Sarlona, mainly from the province of Sykarn (although a few of them can be found in Adar and Tashana).
- Giant Type
- Medium Size
- +2 Con, +2 Str, – 2 Dex, – 2 Cha
- 30 ft. base speed
- 60 ft. darkvision
- low-light vision
- +2 racial bonus on saves vs. poison
- Bonus Feat: Martial Weapon Proficiency (Longbow)
- Powerful Build (Ex) The physical stature of eneko lets them function in many ways as if they were one size category larger. Whenever eneko are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. Eneko are also considered to be one size larger when determining whether a creature's special attack's based on size (such as improved grab or swallow whole) can affect them. Eneko can use weapons designed for creatures one size larger without penalty. However, their space and reach remain those of creatures of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change a subject's size category.
- Spell-Like Abilities: 1/day – Endure Elements, Pass Without Trace. Caster level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
- Automatic Language: Riedran; Bonus Languages: Common, Dwarven, Giant, Quor
- Level Adjustment: +1
Goliaths: (Races of Stone): Goliaths are mountain-dwelling nomads who form scattered communities in remote mountain areas, including the Shadowcrags in the Eldeen Reaches and several ranges in Xen'drik. They originated in Xen'drik, but most abandoned that continent with the rise of the giant civilization.
Half-Giants: (XPH) Half-Giants hail either from Sarlona or Xen'drik. Half-giant families wander endlessly all over both continents, although in Sarlona they rarely stray into Riedran territory.
Maenads: (XPH) Mysterious and remote, the maenads of Sarlona are beings of tempestuous emotions held in check by rigid self-control. Because of an ancient tragedy that befell their race, they harbor a deep spiritual turmoil. The maenads know little about their origin. Their legends, supported by brief and intermittent contact with explorers from undersea races, claim that a great human civilization once existed among the islands of the Lhazaar Principalities, and that it sank beneath the waves some two thousand years ago in a magical cataclysm. Those who were at sea when the cataclysm occurred sailed east to find a new home, coming ashore on the Tashyvar Islands of northwest Sarlona. There the survivors underwent some fundamental physical and spiritual transformation, and a new race was born.
Raptorians: (Races of the Wild) The birdlike race known as raptorians lives in cliffs and canyons all over Xen'drik. A few have emigrated to Khorvaire, their curiosity about the common races aroused by contact in Stormreach or in the wilds.
Xeph: (XPH) Xephs are a strange breed native to Adar on the continent of Sarlona and possibly a product of the peculiar planar forces that exist in the land of refuge. Adaran xephs seem extremely lighthearted compared to the typical Adaran, but the xeph homeland has never known war or significant internal strife. All xephs consider themselves soldiers in the defense of Adar, however, and they're worthy partners in this role.