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Thursday, September 17, 2020

Eberron Ancestry: Warforged

 Warforged! With this ancestry we finish the last of Eberron’s unique core ancestries. 


Warforged were created as tools of war; automatons meant to fill in ranks and swing blades but by design or fate they became more. With the end of the Last War this unique ancestry found themselves with personhood but their purpose suddenly pulled from them.


The ancestry here hopefully won’t be the final version - adapting warforged to PF2 has been an enormous challenge and I hope to expand on this work later. However, I felt it would be better to put this version out in the community as a beta so I can iterate on the feedback.


In addition to this new ancestry I introduce several new things to help support, destroy constructs and hopefully make the world feel more like Eberron; New Skill feat, new equipment and new spells. 



Warforged - Uncommon


Hit Points 8


Size Medium


Speed 25 ft


Ability Boosts Constitution, Free

 

Languages Common

Additional languages equal to your Intelligence modifier (if it’s positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region). 


Traits Warforged, Humanoid, Awaken Construct


Awaken Construct Your body is a unique construction trying to mimic life and your mind a spark never imagined before. There are those that even argue you have a soul. For the purpose of spells you are a construct and a living creature. You have the following: You have no need to eat, drink or sleep though you can still consume potions, elixirs, spells and other such things to gain their effects but for abilities, class features and conditions that require full rest. Warforged can enter a recovery mode for six hours instead where they have the unconscious condition but do not go prone or drop items. They may be repaired while in recovery mode but cannot repair themselves in this state. Recovery mode, like 8 hours of rest, can be interrupted and if so a warforged can go back to recovery mode to finish remaining time but the benefits of recovery mode can only be gained once per day.


Warforged are immune to disease, sleep, poison and paralyzed condition. Warforged do not recover hit points from rest or recovery and only gain half the benefits (minimum of 1) of magic or items with the healing trait but cannot be treated with the Medicine skill. Warforged can benefit from Administer First Aid, Treat Poison and Treat Wounds actions but must be done using the Craft Skill  and Repair Kit replacing the Requirement of Healer’s Tools; these actions lose the healing trait if any when used in this way. For a warforged a successful Stabilize also recovers them up to 1 HP in addition to removing the dying condition but the warforged remains unconscious for 1d6 minutes (or longer at GM’s discretion). A warforged who has gained a Focus or Innate spell with the healing trait may use it on themselves or other Warforged at full effect. 


Warforged are not destroyed like most constructs when reduced to 0 Hit Points, instead they gain the dying condition. They do not make recovery checks and maintain their dying condition count unless damaged or restored to 1 or more Hit Points as normal. On dying 4 a warforged’s body is so damaged it can no longer contain the spark of life/soul and they die; even if the body is restored it continues to cease function. They can be brought back to life by magic just like any other living creatures.


Living Weapon Your body of stone, metal and wood allows you to deliver punishing blows while also allowing you to take on Runes. You have an unarmed attack that deals 1d4 bludgeoning damage, has the agile and finesse trait, is in the brawling weapon group and counts as a weapon with light bulk for the purpose of effects and abilities that work on weapons including weapon runes and talismans. If a Warforged heritage armor is ever made of a special material, these unarmed strikes are treated as if made out of the special material.


Heritages

As a manufactured ancestry the Warforged have the unique ability to retrain their heritages or to be more accurate, have them reconfigured. The heritages below most likely represent the model of warforged you were created as but with the right connections a warforged can have their  heritage armor changed out during Downtime using rules found after the listed heritages. A Warforged is always trained in their attached heritage armor. Even if a warforged has their heritage armor completely removed and not replaced they cannot wear standard armor due to integral mounting points, in fact they cannot properly move without heritage armor installed or if it becomes broken or worse (-10 feet speed penalty). A warforged with a class that has anathema may ignore any part about using metal armor as long as they are wearing their original heritage armor. Listed prices are for reference when trying to change heritage armors or craft a new one. Non-Warforged cannot wearWarforged heritage armor. Like any armor, heritage armor can have runes etched or transfered onto them along with being able to use talismans. Most warforged would have the Standard Model Heritage. Heritage armors still count as standard armors for class features and proficiencies.


Standard Model (Composite) Warforged - Common

Be it at the start of the Last War or one of the last groups to be made that never saw combat, let alone trained for it; you were designed to the default standard. You have Composite Heritage armor attached to your body, it is your protection and it is your skin.Most House Cannith Approved Smiths have the formula for this level 1 Armor and even non approved Smiths in a major settlement might have it.


Medium Armor Composite Heritage Armor (level 1)

Price 6 gp

AC Bonus +3

Dex Cap +2

Check Penalty -1

Speed Penalty -5 feet

Strength 14

Bulk 1

Group Composite

Armor Traits Flexible, Comfort


Light Model Warforged - Uncommon

You might have been made to be a fast moving unit or custom order to respond to threats quickly, you have the Light Heritage Armor attached. This lighter armor uses thinner plates and composites along with protecting less of your other body elements. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.


Light Armor Light Heritage Armor (Level 2)

Price 7 gp

AC Bonus +2

Dex Cap +3

Check Penalty -

Speed Penalty -

Strength 12

Bulk L

Group -

Traits Comfort


Bulwark Model Warforged - Uncommon

You were designed to wade into heavy combat to break lines or perhaps be someone’s heavy bodyguard, you have the Bulwark Heritage Armor. This armor uses thicker plates and covers up more of a warforge’s body. This uncommon armor formula may be known by approved Cannith Smiths that hold a mild position or those Smiths who served as ‘battle repairers’ during the Last War keeping Warforged running.


Heavy Armor Bulwark Heritage Armor (Level 3)

Price 22 gp

AC Bonus +5

Dex Cap +1

Check Penalty -2

Speed Penalty -10 feet

Strength 16

Bulk 2

Group Plate

Trait Bulwark


Reconfiguring

After character creation a Warforged character can swap their heritage armor for a new set of heritage armor if found or purchased. The process to remove current heritage armor is one hour if by themselves, 30 minutes if their help and requires a Repair Kit, Black Smith Toolkit or any toolkit a GM determines is appropriate. Donning the new armor takes the same amount of time. 


Crafting Warforged heritage armor follows the same rules as any armor except on the last day of creation the Warforged May chose to be present for the process having the finished product added immediately as it completed. This ignores the usual donning/removing rules for warforged heritage armor and once the armor is completely it is installed on the warforged.


Ancestry Feats


1ST LEVEL


Warforged Basic Training Feat 1

WARFORGED 

You have undergone Warforged Basic training to prepare them for their roles as soldiers. You become trained in the shortbow and longsword. Additionally you gain the Shield Blocking feat.


Deadly Living Weapon Feat 1

WARFORGED 

Due to practice or a fluke in the Creation Forge your unarmed strikes are more effective, raise your unarmed Strike damage for Living Weapon to a d6 and gain the shove trait.


War Lore Feat 1

WARFORGED

Beyond the tools of war is the ability and skill to use them. Either from training or practical experience you have the basics of warfare. You gain the trained proficiency rank in Crafting and Athletics. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Warfare Lore.


Warforged Resistance Feat 1

WARFORGED 

By blessing of the creation forge or after creation modification you are more durable. You gain resistance equal to the amount of your ancestry feats against piercing, slashing and bludgeoning damage from weapons, traps and hazards unless done by adamantine source.


Jaws of Death Feat 1

WARFORGED

Your bite is as lethal as any weapon. You gain a jaws unarmed attack that deals 1d8 piercing in the brawling group.

 

5TH LEVEL


Warforged Brutal Unarmed Feat 5

WARFORGED

Prerequisite Having Deadly Living Weapon or Jaws of Death

You know how to use your unarmed strikes with brutal effectiveness. Whenever you score a critical strike with one of your unarmed attacks you apply that unarmed attacks critical specialization.


Warforged Weapon Discipline Feat 5

WARFORGED

Prerequisite Warforged Basic Training

You have honed your skill with the basic weapons of war, whenever you get a critical hit with one of your Basic Training weapons you apply that weapon’s critical effect.


Construct Lockdown Feat 5

WARFORGED 

Your own construct nature has given you an insight on how to combat constructs. You gain a +2 to damage against creatures with the construct type and anytime you score a critical on one you may use the Sling Critical effect instead of the weapon’s usual critical effect.


9th Level


Warforged Heritage Armor Expertise Feat 9

WARFORGED

You have become quite practiced in your heritage armor that makes up part of your body. Whenever you gain a class feature that grants you expert or greater proficiency in certain armors or unarmed defense, you also gain that proficiency for your heritage armor. Additionally gain access to that armor’s specialization if any.


13th Level


Martial Expertise Feat 13

WARFORGED

Prerequisite Warforged Weapon Discipline

Your designed intention for war and experience have honed your skills. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency for the shortbow and longsword.


New Skill Feat


Battle Repairs <Action> Feat 1

| General | Manipulate | Skill |

Prerequisite Trained in Craft

Requirements Repair Tools worm or in Hand, Target is a construct or awaken construct.

You can quick repair up yourself or an adjacent ally construct, even in combat. Attempt a Craft check with the same DC as for Treat Wounds and provide the corresponding amount of repairs. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Repairs for 1 day.


New Equipment 


OIL OF REPAIR ITEM 1+

CONSUMABLE | MAGICAL | OIL | TRANSMUTATION 

Usage held in1 hand; Bulk L

Activate <Single Action> Interact

An oil of repair is a vial that appears to have endless silver threads swirling within. When you apply this oil to a construct, including yourself, they gain the listed number of Hit Points. Generally a minor oil of repair can be bought during character creation.

————————————————

Type minor; Level 1; Price 4 gp 

This oil repairs 1d8 Hit Points.

————————————————

Type lessor; Level 3; Price 12 gp

This oil repairs 2d8+5 Hit Points.

————————————————

Type moderate; Level 6; Price 50 gp

This oil repairs 3d8+10 Hit Points.

————————————————

Type greater; Level 12; Price 400 gp

This oil repairs 6d8+20 Hit Points.

————————————————

Type major; Level 18; Price 5,000 gp

This oil repairs 8d8+30 Hit Points.


New Spells


REPAIR SPELL 1

TRANSMUTATION 

Traditions arcane, occult

Cast <Single Action> to <<<Triple Action>>>

Range varies Targets 1 construct

—————————————————-

You channel transmutational magics to repair your construct allies. The target construct has 1d8 Hit Points restored. This spell even works on golems and other constructs with antimagic but only restores half of the Hit Points. The number of actions you spend when casting this spell determines its targets, range, area, and other parameters.

<Single Action> (somatic) This spell has a range of touch.

<<Double Action>> (verbal,somatic) The spell has a range of 30 feet. Increase the Hit Points restored by 8.

<<<Triple Action>>> (material, somatic, verbal) You disperse transmutive energy in a 30-foot emanation. This targets all constructs in the burst.

——————————————————

Heightened (+1) The amount of repairing increases by 1d8, and the extra 2-action version increases by 8.


DISABLE SPELL 1

TRANSMUTATION

Traditions arcane, occult

Cast <Single Action> to <<<Triple Action>>>

Range varies Targets 1 construct

—————————————————

You channel destructive transmutational magics to wreck your construct enemies. The target construct takes 1d8 damage and gets a basic Fortitude saves. This spell even works on golems and other constructs with antimagic but these kinds of constructs treat Critical Failures as Failures. The number of actions you spend when casting this spell determines its targets, range, area, and other parameters.

<Single Action> (somatic) This spell has a range of touch.

<<Double Action>> (verbal,somatic) The spell has a range of 30 feet.

<<<Triple Action>>> (material, somatic, verbal) You disperse destructive  transmutive energy in a 30-foot emanation. This targets all constructs in the burst.

——————————————————

Heightened (+1) The amount of damage increases by 1d8.




I hope you enjoyed this latest entry. If you have any other ideas or comments share in the comments below! The most direct way to give me feedback though is to email dark.cloud.blogs@gmail.com. I have started a World Anvil account and will be posting this content over there as well. Everything I have posted here should already be over there with past entries to follow soon; check it out here: World Anvil Shardfinder 2.


Special thanks to my first Shardfinder Patreon: Beth! Please check above if you like to support Shardfinder and a share is always appreciated.


A special thanks to the Eberron Discord Communities and extra special one to ChaosOS for proof reading this entry; check out his works on the DM’s Guild.


Link: http://joseph-meehan.carrd.co/ 


Tuesday, April 14, 2020

Eberron Ancestry: Shifter

Wow, been a while and sorry about that. Life got away from me then it got kidnapped by Covid-19. Trying to get back into it and do my part to help entertain and distract! With that in mind I present the children of nature, shifters!


Shifters have a powerful connection to the primal energies of nature and the animals of the Eberron.  Most Shifters call the Eldeen Reaches home, although they can be found throughout Khorvaire, in addition to the tribes of northern Sarlona. This connection shapes the Shifters lives and even allows them to manifest aspects of animals by “Shifting”. While some shifters seem to take on aspects of specific animals, others seem to just seem to channel raw animalistic presence. Either way it is hard to deny a connection to the now mostly extinct werecreatures. For more on Shifters check at ECS page 18, RftLW page 33, Races of Eberron page 25, and Eberronicon page 16.



Shifter - Uncommon
Hit Points 8
Size Medium 
Speed 25 feet
Ability Boosts Wisdom, By Heritage, Free
Ability Flaw Charisma
Languages Common, Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Elven, Gnomish, Halfling and any other languages to which you have access (such as the languages prevalent in your region.)
Traits Beast, Shifter, Humanoid
Low-Light Vision
Shift See Below


Shift
PRIMAL | MORPH | TRANSMUTATION | CONCENTRATE
Duration 1 minute
Activation <Single Action> or
 {Free Action} if done with Optional Trigger.
Optional Trigger Casting Wild Morph with Wild Shape or using Rage Action
You manifest your Shifter heritage Shift trait and gain Temporary Hit Points equal to half your level plus Key Stat Modifier. If you use this ability as a free action you can manifest this effect along with the triggering ability unless the triggering ability has the same effect. As long as this ability is active you cannot activate it again  and you can not end it early. This loses the concentration trait if used as a {Free Action}. After your Shift ends lose any remaining temporary Hit Points from Shift, you can’t Shift again for 1 minute.
Razorclaw
Shifter Heritages
Shifters have natural connections to the animals of the world. Even from birth these people can tap into that connection and Shift to temporarily make that connection stronger granting the Shifter various benefits. All the heritages enhance the Shift ability with a bonus effect. Some shifters seem to focus on a type of animal; while some a specific creature. These heritages do not follow any generational line - a Longtooth Shifter may have two Razorclaw parents, for example.


Longtooth Shifter
You are tied to a beast with a fierce bite. You gain a +2 circumstance bonus to Trip actions. Longtooth shifters gain an Ability Boost to Strength and when you Shift you manifest a jaw unarmed attack that deals 1d8 piercing damage that is part of the brawling group.


Razorclaw Shifter
You are tied to a beast with wicked claws. You gain a +2 circumstance bonus to Grapple actions. Razorclaw shifters gain an Ability Boost to Strength and when you Shift you manifest a claws unarmed attack that deals 1d6 slashing damage with the agile, finesse traits that are part of the brawling group. You must have at least one hand free to use this Claw unarmed strikes.


Cliffwalk Shifter
You are tied to an animal with nature climbing ability. You gain a +2 circumstance bonus to Climb actions. These shifters gain an Ability Boost in Dexterity and when they Shift they manifest a 25 foot climb speed.


Longstride Shifter
You are tied to a critter that is a fleet of foot.Your base speed increased to 30 feet. These shifters gain an Ability Boost in Dexterity and when they Shift they manifest to have +10 circumstance bonus to speed.


Wildhunt Shifter
You are tied to those beasts that rely on scent to process the world. You gain a +2 circumstance bonus to the Track Action/activity. These shifters gain an Ability Boost in Constitution and when they shift they manifest Scent (imprecise) 30 feet.


Beasthide Shifter
You have a connection to the toughest of creatures. You gain 12 Hit Points from your ancestry instead of 8. These shifters gain an Ability Boost in Constitution and when they shift they gain +1 circumstance bonus to Fortitude.


Shifter Ancestry Feats


1st Level


Shifter Lore Feat 1
SHIFTER
Shifters live very physically active lives while learning about the wilderness around them. You gain the trained proficiency rank in Athletics and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Shifter Lore.


Shifting Prodigy Feat 1
SHIFTER
If by natural ability or practice you can shift additional traits. Pick a Shifter Heritage, you manifest that heritage Shifting trait additionally to your starting heritage. You can pick this feat multiple times picking a different heritage each time.


Critter Chatter Feat 1
SHIFTER
You hear the sounds of some animals as language. Pick a general group of animals (vermin, birds, cats, etc) that you can associate with your Shifting trait. You can ask questions of, receive answers from, and use the Diplomacy skill with your chosen group of animals (the GM determines which animals count as part of your group).


5th Level


Shifter Unarmed Ferocity Feat 5
SHIFTER 
Prerequisite Have an unarmed strike from your Shift.
You make the most use of your Shifting unarmed attacks. Any time you score a critical hit with your Shifting unarmed strikes you apply the unarmed attack’s critical specialization effect.


Shifter Defense Feat 5
SHIFTER
You have tapped into something at the essence of your primal nature that fortified your body. You gain the following traits when you use your Shifting along with the other ones; +1 circumstance bonus to your AC but also gain Weakness Silver equal to half your level (minimum 1) + 1.


Shifter Elite Feat 5
SHIFTER
Your shifting seems more refined and dangerous than others. Your Shifting trait is enhanced and you can take this feat again for each Shifting Prodigy Feat you have to enhance another shifting trait you have gained.
-Your Shifting unarmed Strikes gains an additional Deadly 1d4 (pick Jaws or Claws)
-Cliffwalk Climb speed becomes 35 feet
- Longstride speed bonus becomes +20
-Beasthide Fortitude Bonus becomes +2.


9th Level


Shifter Lingering Ferocity Feat 9
You gain the Following reaction.


Lingering Ferocity <Reaction>
Trigger You are reduced to 0 hit points.
Effect You make a single Strike before dying.


Thank you for your time and I hope this proves useful to you and your party! If you like to know how to support Shardfinder please check out the links at the top of the page. A special thanks to the Eberron Discord Communities and extra special one to ChaosOS for proof reading this entry; check out his works on the DM’s Guild.