Cultural Substitution Levels [Archive] - Wizards Community

Post/Author/DateTimePost
Deus_Proelii

02-17-07, 06:41 PM
Instead of Racial Substitution Levels how abt Cultural Substitution Levels? Let's have a go at designing some.

Aundarian Sorcerer
The Aundarian Sorcerer draws upon a rich cultural heritage of arcane practice in Aundair. Through long and arduous tutelage at arcane academies like Arcanix and the Starpeaks Academy, he learns to broaden his magical knowledge. In addition, he is a child of the literate and articulate culture of Aundair which prizes intellect and wit.
HD: D4

Requirements
To take an Aundarian Sorcerer cultural substitution level, the character must have been born or raised in Aundair and about to take his 4th or 8th level of Sorcerer.

Class Skills
Standard, plus Diplomacy (Cha) and Knowledge (nobility and royalty) (Int).

Skill points
Standard

Class Features

Expanded Spell Knowledge
At level 4 and 8, an Aundarian Sorcerer can choose to add an additional spell to his repertoire of spells known. This spell must be one that he would normally be capable of casting at those levels. In exchange, he forfeits a spell slot of the highest spell level he can cast that he would have gained at those levels.

Pretty basic I know...
Kinger

02-19-07, 05:19 PM
Y'know, I like that idea. What with Khorvaire's melting-pot, nation-over-species attitudes, a Cultural Substitution Level for things like Aundarian Sorcerors, Ghost Guardian Paladins, Talentan Barbarians, and other "flavor-tweaked" combinations makes sense.


Ghaash'kala Paladin
Though you are a child of the savage and abominate Demon Wastes, the spark of valor and courage burns brightly in your soul. You revere Kalok Shash, the binding flame, and live to contain the fiends and horrors of the Wastes within this blasted land.
HD: d10

Requirements:
To take a Ghaash'kala Paladin substitution level, the character must have been born and raised in the Demon Wastes or lived there for an extended period, and must be about to take the 1st, 4th, or 5th level of Paladin.

Class skills:
The Ghaash'kala does not have Ride as a class skill, gaining instead Knowledge (Planes).

Skill points: No change

Class Features:

Binding Brand: A 1st-level Ghaash'kala Paladin is branded with a mark denoting her devotion to the Binding Flame. She gains Binding Brand (Player's Guide to Eberron, pg. 36) as a bonus feat, replacing Heavy Armor Proficiency.

Resist Possession (Su): A 4th-level Ghaash'kala becomes increasingly difficult to sway by her chosen foes. She gains Resist Possession, as the Exorcist of the Silver Flame ability (ECS pg. 78), instead of the ability to Turn Undead.

Righteous Alacrity (Ex): A 5th-level Ghaash'kala must be swift on her feet, for she has no mount to carry her. She gains Fast Movement, as the Barbarian ability, in exchange for her Special Mount.
Deus_Proelii

02-19-07, 10:32 PM
Another try...

Dhakaani Bard
The Dhakaani Bard is heir to an eight thousand year-old tradition of the Bardic arts of the Dhakaani Empire. Also known as a dirge singer, the Dhakaani Bard uses her music to confound the enemies of the Empire. Also, as the agnostic Dhakaani did not have a tradition of divine spellcasting, the dirge singers had to shoulder most of the burden of healing magic. Finally, during the twilight days of the Empire, the dirge singers were forced to develop new techniques to combat the great nemesis of the Dhakaani - the foul spawn of Xoriat.

Requirements
To take a Dhakaani Bard cultural substitution level, the character must be a hobgoblin born and raised as one of the Dhakaani clans and about to take the 1st, 3rd or 11th level of Bard.

Class Skills
Heal (Wis) instead of Hide (Dex) and Escape Artist (Dex)

Skill Points
Standard

Class Features
Practised Healer: For millennia the dirge singers of Dhakaan have had to serve as the main healers of the empire. Upon taking the 1st-level cultural substitution level, a Dhakaani Bard's caster level when casting Cure spells increases by 3. This feature replaces the Countersong ability normally gained by Bards at level 1.

Dirge Song (Su): The dirge singers of Dhakaan were skilled at using their music to assault the minds and emotions of their foes. Upon taking the 3rd-level cultural substitution level, a Dhakaani Bard with 6 or more ranks in a Perform skill may expend one use of Bardic music to impose a -2 penalty on will saves upon all enemies within 30 feet who are able to hear the Bard sing. This is a mind-affecting ability and replaces the Inspire Competence class feature.

Dirge of the Invaders (Su): In the twilight of the Empire, the Dhakaani fought a long war with the Daelkyr and their minions. In time the dirge singers came up with ways to affect their alien foes, though ultimately even they could not save their Empire from ruin. Upon taking the 11th-level cultural substitution level, a Dhakaani Bard gains the Music of the Outer Spheres feat from Lords of Madness. This replaces one 4th-level spell slot.
The_Last_Rogue

02-19-07, 11:37 PM
I enjoy this idea -- please keep it going
Sturm Jaeger

02-19-07, 11:54 PM
This is actually a combo racial/cultural sub level thing. It's hard to seperate Talenta from the halflings, but it makes them different from halfling rangers from other cultures.

Talenta Halfling Ranger
You were born to the tribal halflings of the Talenta Plains, and learned the ways of the ranger from this nomadic culture.

Requirements
To take an Talenta Ranger cultural substitution level, the character must be a halfling born or raised in the Talenta Plains and about to take his 2nd or 4th level of Ranger.

Class Skills
Standard.

At 2nd level, a Talenta Halfling Ranger may choose a new combat style track: Mounted Hunting. At this level, the style gives him Mounted Combat as a bonus feat.
At 6th level, the Talenta Halfling Ranger gains Ride-By Attack as a bonus feat.
At 11th level, the Talenta Halfling Ranger gains Spirited Charge as a bonus feat.
These replaces the standard combat style choices at these levels.

At 4th level, a Talenta Halfling Ranger may take a Clawfoot or Glidewing as his animal companion. The characters effective druid level for purposes of the dinosaur's abilities is considered to be half his ranger level, rather than half his ranger level -3, as would be the normal case with these creatures.
This replaces the normal choices for animal companions at this level.
Euangelion

02-20-07, 12:09 AM
Another try...

Dhakaani Bard
The Dhakaani Bard is heir to an eight thousand year-old tradition of the Bardic arts of the Dhakaani Empire. Also known as a dirge singer, the Dhakaani Bard uses her music to confound the enemies of the Empire. Also, as the agnostic Dhakaani did not have a tradition of divine spellcasting, the dirge singers had to shoulder most of the burden of healing magic. Finally, during the twilight days of the Empire, the dirge singers were forced to develop new techniques to combat the great nemesis of the Dhakaani - the foul spawn of Xoriat.

Requirements
To take a Dhakaani Bard cultural substitution level, the character must be a hobgoblin born and raised as one of the Dhakaani clans and about to take the 1st, 3rd or 11th level of Bard.

Class Skills
Heal (Wis) instead of Hide (Dex) and Escape Artist (Dex)

Skill Points
Standard

Class Features
Practised Healer: For millennia the dirge singers of Dhakaan have had to serve as the main healers of the empire. Upon taking the 1st-level cultural substitution level, a Dhakaani Bard's caster level when casting Cure spells increases by 3. This feature replaces the Countersong ability normally gained by Bards at level 1.

Dirge Song (Su): The dirge singers of Dhakaan were skilled at using their music to assault the minds and emotions of their foes. Upon taking the 3rd-level cultural substitution level, a Dhakaani Bard with 6 or more ranks in a Perform skill may expend one use of Bardic music to impose a -2 penalty on will saves upon all enemies within 30 feet who are able to hear the Bard sing. This is a mind-affecting ability and replaces the Inspire Competence class feature.

Dirge of the Invaders (Su): In the twilight of the Empire, the Dhakaani fought a long war with the Daelkyr and their minions. In time the dirge singers came up with ways to affect their alien foes, though ultimately even they could not save their Empire from ruin. Upon taking the 11th-level cultural substitution level, a Dhakaani Bard gains the Music of the Outer Spheres feat from Lords of Madness. This replaces one 4th-level spell slot.

Looks pretty good but I would also add an alignment change, restricting it to non-chaotic, as befitting the regimented Dhakaan culture, and also just add the Heal skill.
Deus_Proelii

02-20-07, 12:29 AM
Well I wasn't sure though if you could actually add alignment restrictions for substitution levels... and restricting it to non-chaotic would effectively mean that only NG, NE and N could have Dhakaani Bard sub levels.
Save-vs-DM

02-20-07, 03:30 AM
Talenta Ranger Substitution Levels
The halflings of the Talenta Plains are well known for their devotion to their bonded dinosaur mounts. Some rangers of the Talenta Plains choose to focus on bonding more closely with their mounts instead of hunting specific types of enemies. In addition, they are known for moving swiftly across the wide open Talenta Plains and for their particular affinity with animals of the Talenta Plains.
Many Talenta rangers opt to take the mounted combat style (see Dragon 326) instead of the usual archery or two-weapon styles, as it greatly aids them in performing their favored fighting style.
Hit Die: d8.


Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +2 +0 Animal companion, enhanced link, Track, wild empathy* As standard ranger
3rd +3 +3 +3 +1 Talenta Dinosaur Bond As standard ranger
7th +7 +5 +5 +2 Fast movement As standard ranger


Requirements
To take a Talenta ranger substitution level, a character must be a halfling from the Talenta Plains and about to take his 1st, 3rd, or 7th level of ranger.

Class Skills
Talenta ranger substitution levels grant the same class skills as the standard ranger class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

Class Features
All the following are features of the Talenta ranger’s substitution levels.

Weapon and Armor Proficiency: Talenta rangers are proficient in the Talenta Boomerang, Talenta Sharrash, and Talenta Tangat.

Animal Companion (Ex): A Talenta ranger often forms a strong bond with his animal companion, which is most often either a fastieth or clawfoot that serves him as a mount. A Talenta ranger who takes this substitution level gains an animal companion as if he were a druid of the same level.
A Talenta ranger gains the effects of a continuous speak with animals spell, but he can only use it to speak with his animal companion. In addition, for the purpose of determining your animal companion’s bonus Hit Dice, natural armor adjustment, Strength and Dexterity adjustment, bonus tricks, and special abilities, you are treated as a druid two levels higher than you actually are. This does not allow you to gain a more powerful animal companion at an earlier level. See page 36 of the Player’s Handbook.
This substitution feature replaces the standard ranger’s favored enemy class feature and augments the standard ranger’s animal companion class feature. A Talenta ranger who takes this substitution level does not get any favored enemies (including favored enemies gained at levels 5, 10, 15, and 20).

Enhanced Link (Ex): In addition to the normal benefits gained by the ranger’s link to his animal companion, a Talenta ranger gains a +4 circumstance bonus on all Ride checks made in conjunction with his animal companion. He takes no penalty for riding his animal companion without a saddle.
In addition, as long as the Talenta ranger rides his animal companion, his animal companion shares the Talenta ranger’s fast movement and camouflage class features (assuming the ranger has these class features).
This substitution feature augments, but does not replace, the standard ranger’s link class feature (described on page 36 of the Player’s Handbook).

Wild Empathy (Ex): Beginning at 1st level, a Talenta ranger can improve the attitude of an animal. This ability functions identically to the druid class feature of the same name (see page 35 of the Player’s Handbook), except that the Talenta ranger gains a +2 bonus on wild empathy checks that relate to animals (including dinosaurs) that are native to the Talenta Plains.
This substitution feature augments, but does not replace, the standard ranger’s wild empathy class feature.

Talenta Dinosaur Bond (Ex): At 3rd level, the Talenta ranger gains Talenta Dinosaur Bond (see page 75 of the Player’s Guide to Eberron) as a bonus feat, even if he does not meet the prerequisites.
This substitution feature replaces the standard ranger’s Endurance feat.

Fast Movement (Ex): At 7th level, a Talenta ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Talenta ranger’s speed because of any load carried or armor worn.
This substitution feature replaces the standard ranger’s woodland stride ability.
Euangelion

02-20-07, 09:48 AM
Well I wasn't sure though if you could actually add alignment restrictions for substitution levels... and restricting it to non-chaotic would effectively mean that only NG, NE and N could have Dhakaani Bard sub levels.
Actually, it would allow any alignment other than CG, CN, or CE, thus allowing lawful bards for the Dhakaani. (Personally, I don't see why bards in general can't be lawful and still progress in the class -apart from taking Devoted Performer from Complete Adventurer or some other such feat- but I don't write the official rules.)
Arcane Guyver

02-20-07, 12:03 PM
Actually, it would allow any alignment other than CG, CN, or CE, thus allowing lawful bards for the Dhakaani.
Ah. See, the way you worded it, it sounded like 'any non-lawful and non-chaotic,'

Just wanted to chime in here and say this is an excellent idea, one that I hope WotC takes note of. I was never a big fan of racial substitution levels in Eberron, but CULTURAL substitution levels (which may also require a certain race) fit the setting like a glove.
goblin_pride

02-20-07, 12:04 PM
Actually, it would allow any alignment other than CG, CN, or CE, thus allowing lawful bards for the Dhakaani. (Personally, I don't see why bards in general can't be lawful and still progress in the class -apart from taking Devoted Performer from Complete Adventurer or some other such feat- but I don't write the official rules.)

My personal gripe would be taking away the Hide skill from the Dhakaani bards. I'm not sure if you noticed, but the goblinoids are a fairly sneaky lot.
snakebliskan

02-20-07, 12:06 PM
Great Ideas! hope to see more!
Sturm Jaeger

02-20-07, 12:45 PM
I like my Talenta Ranger better. :) :P
leiff

02-20-07, 02:31 PM
for the Ghaash'kala Paladin, i'd suggest adding survival to class skills. Also getting fast movement instead of a special mount seems kinda weak. I'd either give them another ability or make the fast movement more then just +10.

These classes look great and they've already started to inspire some creativity in me.
Kinger

02-20-07, 06:18 PM
for the Ghaash'kala Paladin, i'd suggest adding survival to class skills. Also getting fast movement instead of a special mount seems kinda weak. I'd either give them another ability or make the fast movement more then just +10.

These classes look great and they've already started to inspire some creativity in me.

I'd take faster movement over a magic horse any day in the craggy cliffs of the Labyrinth. As for Survival, I wanted the Ghost Guardian Paladin to play a fundamentally similar role to most every other paladin: vanquishing evil. The Ghaash'kala have Rangers and Barbarians to deal with finding food, tracking enemies, and so on; the Paladins are still Paladins.
Save-vs-DM

02-21-07, 12:15 AM
I like my Talenta Ranger better. :) :P

Did you know that Dragon magazine printed variant ranger style feats, and that mounted style was one of them?

Ride-By-Attack - Spirited Charge - Trample

Cheers,
Save vs DM
Sturm Jaeger

02-21-07, 12:29 AM
Did you know that Dragon magazine printed variant ranger style feats, and that mounted style was one of them?

Ride-By-Attack - Spirited Charge - Trample

Cheers,
Save vs DM

Yes I did. Used it as a model for mine.
Donald_Cannith

02-21-07, 03:07 PM
Yes I did. Used it as a model for mine.

Then why take yours. I would rather take SVD's versions because I can take your version as style feat and actually it will be better than just taking yours.
Sturm Jaeger

02-21-07, 07:25 PM
You kind of lost me there, but do whatever you want.
Euangelion

02-22-07, 09:40 AM
Another way of addressing cultural substitution levels would be to make a few cultural varients on the already published racial substitution levels. For instance, the enhanced favored enemies list for the elven ranger certainly could use some tweaking, especially when differentiating between Undying Court rangers,the various Tairnadal rangers, Greensinger rangers, BoV elves (such as the Bloodsails) and city elves. Maybe allow undead for all of them with one other enhanced favored enemy for each, goblinoid for Valenar, giant or drow for the Xen'drik-focused Tairnadal sect, dragon for the Argonessen-focused Tairnadal sect, etc. The simpler way would to change the enhanced favored enemy list for Eberron elves to undead, humanoid (goblinoids), and dragons.

Also, replacing the elven hound with the baboon or Valenar riding horse might also make sense (I can't remember if the Valenar riding horse is available for 1st level druids/4th level rangers. If so, then perhaps an advanced version instead.)

On the other hand, we probably don't want to end up differenting between the various elven cultures too much. It might be too much like making ranger the favored class of Valenar elves instead of wizard (which I don't suggest.)
Arcane Guyver

02-22-07, 12:53 PM
I imagine it'd be best to just focus on two, maybe three classes for each culture. To that end, I'd say the Tairnadal would get special Bards, Rangers, and possibly Soulborn; meanwhile, the Aerenal would get Wizards (necromancers), Clerics, and either Paladins or Duskblades.

Just a suggestion from a guy who doesn't have time to make this **** up himself. Ignore at your leisure. :D
Tanvalis

02-22-07, 07:42 PM
Talenta Ranger Substitution Levels
The halflings of the Talenta Plains are well known for their devotion to their bonded dinosaur mounts. Some rangers of the Talenta Plains choose to focus on bonding more closely with their mounts instead of hunting specific types of enemies. In addition, they are known for moving swiftly across the wide open Talenta Plains and for their particular affinity with animals of the Talenta Plains.
Many Talenta rangers opt to take the mounted combat style (see Dragon 326) instead of the usual archery or two-weapon styles, as it greatly aids them in performing their favored fighting style.
Hit Die: d8.


Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +2 +0 Animal companion, enhanced link, Track, wild empathy* As standard ranger
3rd +3 +3 +3 +1 Talenta Dinosaur Bond As standard ranger
7th +7 +5 +5 +2 Fast movement As standard ranger


Requirements
To take a Talenta ranger substitution level, a character must be a halfling from the Talenta Plains and about to take his 1st, 3rd, or 7th level of ranger.

Class Skills
Talenta ranger substitution levels grant the same class skills as the standard ranger class.
Skill Points at Each Level: 6 + Int modifier (or four times this number as a beginning character).

Class Features
All the following are features of the Talenta ranger’s substitution levels.

Weapon and Armor Proficiency: Talenta rangers are proficient in the Talenta Boomerang, Talenta Sharrash, and Talenta Tangat.

Animal Companion (Ex): A Talenta ranger often forms a strong bond with his animal companion, which is most often either a fastieth or clawfoot that serves him as a mount. A Talenta ranger who takes this substitution level gains an animal companion as if he were a druid of the same level.
A Talenta ranger gains the effects of a continuous speak with animals spell, but he can only use it to speak with his animal companion. In addition, for the purpose of determining your animal companion’s bonus Hit Dice, natural armor adjustment, Strength and Dexterity adjustment, bonus tricks, and special abilities, you are treated as a druid two levels higher than you actually are. This does not allow you to gain a more powerful animal companion at an earlier level. See page 36 of the Player’s Handbook.
This substitution feature replaces the standard ranger’s favored enemy class feature and augments the standard ranger’s animal companion class feature. A Talenta ranger who takes this substitution level does not get any favored enemies (including favored enemies gained at levels 5, 10, 15, and 20).

Enhanced Link (Ex): In addition to the normal benefits gained by the ranger’s link to his animal companion, a Talenta ranger gains a +4 circumstance bonus on all Ride checks made in conjunction with his animal companion. He takes no penalty for riding his animal companion without a saddle.
In addition, as long as the Talenta ranger rides his animal companion, his animal companion shares the Talenta ranger’s fast movement and camouflage class features (assuming the ranger has these class features).
This substitution feature augments, but does not replace, the standard ranger’s link class feature (described on page 36 of the Player’s Handbook).

Wild Empathy (Ex): Beginning at 1st level, a Talenta ranger can improve the attitude of an animal. This ability functions identically to the druid class feature of the same name (see page 35 of the Player’s Handbook), except that the Talenta ranger gains a +2 bonus on wild empathy checks that relate to animals (including dinosaurs) that are native to the Talenta Plains.
This substitution feature augments, but does not replace, the standard ranger’s wild empathy class feature.

Talenta Dinosaur Bond (Ex): At 3rd level, the Talenta ranger gains Talenta Dinosaur Bond (see page 75 of the Player’s Guide to Eberron) as a bonus feat, even if he does not meet the prerequisites.
This substitution feature replaces the standard ranger’s Endurance feat.

Fast Movement (Ex): At 7th level, a Talenta ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Talenta ranger’s speed because of any load carried or armor worn.
This substitution feature replaces the standard ranger’s woodland stride ability.

I do like this setup... though has anyone noticed that there is no way to get a Glidewing as an animal companion... am I the only one who finds that rather disheartening...
Romulus LoneWolf

02-22-07, 10:07 PM
It would be interesting to see this adapted to Paladins of various religions...
DragoonDarkfire

02-22-07, 10:41 PM
Aerenal Necromancer

The elves of Aerenal have sought a long tradition of Necromancy dating back to their initial inhabitation of their Island continent. Unlike other Necromancers however, Aerenal necromancers are more adept at the process of deathless creating and usually stand opposed to negative charged undead.

Requirements: In order to become an Aerenal necromancer you must be an elf who originated from Aerenal, you must have specialized in the necromancy school of wizardry and must be ready to take the 1st, 5th and 7th level of wizard.

Deathless servant: at 1st level an Aerenal necromancer is accompanied by either a deathless skeleton or a deathless zombie (use the skeleton and the zombie templates except change the type they gain from "undead" to "deathless", the animal retains his intelligence score) of an animal of small size or smaller.

This deathless animal gains the same benefits and powers as a normal familiar gains save the Aerenal necromancer is treated as two levels lower then he is to determine the powers the deathless animal has. This replaces a wizard summon familiar ability.

Deathless mastery: at 5th level an Aerenal necromancer can use any spell that has the ability to summon and create undead to instead make a deathless of equal level.

The deathless created is the same as noted in the entry of the spell and the statistics of the zombie or skeleton listed (should the spell create a skeleton or zombie) save the zombie/skeleton has the deathless type instead of the undead type (and as such any abilities it gains from being undead are replaced with the abilities of deathless).

An Aerenal necromancer must lose a spell slot of his highest level to take this ability.

Improved Deathless mastery: at 11th level an Aerenal necromancer who casts a spell such as Create Undead may substitute the undead listed with the deathless listed below.

Ghoul = Undying Soilder
Ghast = Advanced Undying Soilder (Undying Soilder with the Evolved undead template)
Mummy = Undying Councilor
Mohrg = Advanced Undying Councilor (Undying Councilor with the Evolved undead template)
Shadow = Enlightened Spirit*
Wraith = Heroic Spirit*
Spectre = Sacred Watcher
Devourer = Ascendant Councilor (special)

*see below for monster description.

An Aerenal Necromancer must give up his highest spell slot in order to gain this ability.

(special): an Aerenal Necromancer can only summon an Ascendant Councilor if he is above 21st level (essentially he must be an epic level character to create an Ascendant Councilor).
__________________________

Enlightened Spirit
Medium Deathless: Incorporeal
Hit Dice: 3d12
Initiative: +2
Speed: Fly 40ft (good)
Armor Class: 13 (+2 dex, +1 deflection), touch 13, flat-footed 11.
Base Attack/Grapple: +1/-
Attack: Incorporeal Touch +2 (+1d6 Con, 2d6 damage to undead)
Full Attack: Incorporeal Touch +2 (+1d6 Con, 2d6 damage to undead)
Space/Reach: 5ft/5ft
Special Attacks: none
Special Qualities: fast healing 5, incorporeal traits, dark vision 120ft, deathless traits.
Saves: Fort +1, Ref +3, Will +4.
Abilities: Strength -, Dexterity 14, Constitution -, Intelligence 6, Wisdom 12, Charisma 13.
Skills: Hide +8*, Listen +7, Search +4, Spot +7.
Feats: Alertness, dodge.
Environment: any
Organization: solitary, group (2-3) or swarm (6-11)
Challenge Rating: 3
Treasure: none
Alignment: always chaotic good.
Advancement: 4-9 HD (medium)
Level adjustment: -

In a flash of vibrant light a humanoid form moves into view. It appears to be nothing more then an eerie light until you can clearly make out a definite humanoid form within it.

Fast healing 5: Enlightened spirits heal 5 damage every round.

Skills in shadowy illumination or darkened areas Enlightened spirits have a -4 on hide checks, in areas of vibrant light or in direct sunlight they have a +4 on hide checks.
__________________________

Heroic Spirit
Medium Deathless: Incorporeal
Hit Dice: 5d12
Initiative: +7
Speed: Fly 60ft (good)
Armor Class: 15 (+3 dex, +2 deflection), touch 15, flat-footed 12.
Base Attack/Grapple: +2/-
Attack: Incorporeal Touch +5 (+1d4 Str, 4d6 damage to undead)
Full Attack: Incorporeal Touch (+1d4 Str, 4d6 damage to undead)
Space/Reach: 5ft/5ft
Special Attacks: none
Special Qualities: fast healing 7, incorporeal traits, dark vision 120ft, deathless traits, shadow weakness.
Saves: Fort +1, Ref +4, Will +6.
Abilities: Strength -, Dexterity 16, Constitution -, Intelligence 14, Wisdom 14, Charisma 15.
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: Alertness, Blind Fight, Combat Reflexes, Improved Initiative.
Environment: any
Organization: solitary, group (2-3) or swarm (6-11)
Challenge Rating: 5
Treasure: none
Alignment: always lawful good.
Advancement: 6-10 HD (medium)
Level adjustment: -

The form before you is dressed in a radiant armor that covers his entire body and face. Two bright and glowing eyes shine through the helm and give a piercing gaze in your direction.

Fast Healing: Heroic Spirits recover 5 HP after every one of his turns.

Shadow Weakness: Heroic Spirits are powerless in magical darkness (such as a Globe of Darkness spell) and instantly flee from such an area.
____________________
Deus_Proelii

02-22-07, 11:15 PM
My personal gripe would be taking away the Hide skill from the Dhakaani bards. I'm not sure if you noticed, but the goblinoids are a fairly sneaky lot.

Hmmm.... goblins yeah, but hobgoblins? The impression I got from the little snippets of Dhakaani lore out there is that the hobgobbos were a proud, martial lot... plus the duur'kala in particular seemed to be the centre of the armies since they were simultaneously the sole source of healing magic and bardic music. Such a figure seemed rather incongruous with the Hide skill. If this were a Dhakaani Rogue sure... but I personally didn't feel it belonging to the dirge singers.
goblin_pride

02-22-07, 11:59 PM
Hmmm.... goblins yeah, but hobgoblins? The impression I got from the little snippets of Dhakaani lore out there is that the hobgobbos were a proud, martial lot... plus the duur'kala in particular seemed to be the centre of the armies since they were simultaneously the sole source of healing magic and bardic music. Such a figure seemed rather incongruous with the Hide skill. If this were a Dhakaani Rogue sure... but I personally didn't feel it belonging to the dirge singers.

All goblinoids get move silently as a racial bonus, it's part of being a goblinoid, which in D&D terms means being a sneaky bastard. It doesn't make sense to remove the hide skill from their list of class skills when all goblinoids are portrayed as being stealthy*.


*While Hobgobs are the least sneaky of the MM goblinoids, not all Dirge Singers are going to be Hobgobs.
goblin_pride

02-23-07, 12:04 AM
The impression I got from the little snippets of Dhakaani lore out there is that the hobgobbos were a proud, martial lot... plus the duur'kala in particular seemed to be the centre of the armies since they were simultaneously the sole source of healing magic and bardic music.

Which Dhakaani lore gave you that impression? There was one reference to the Duur'kala that I can recall (in the ECS), but it didn't say anything about them being the centre of the armies. Aside from that, the Dragonshard articles don't really offer alot of usable information on the bards of the goblinoids. Trust me, I've combed through alot of Eberron material looking for anything that mentions the Dhakaani.
Deus_Proelii

02-23-07, 12:50 AM
Hmmm... I had the distinct impression from the ECS that dirge singers were almost all female hobgoblins. Plus it makes sense to the extent that the hobgoblins were the ruling class of Dhakaan, and the dirge singers a central part of that leadership.

I can't really quote which book or which dragonshard... I guess you're more of a specialist on the obscure lore of the Dhakaani since there's so little canon info. But then when I read the description of that entry in ECS about the artifact horn of Dhakaan, it created in my mind a vision of the serried, disciplined ranks of the Imperial host, centred around a dirge singer performing with the horn...
Raziel_Brokodar

02-23-07, 01:15 AM
Aerenal Necromancer

The elves of Aerenal have sought a long tradition of Necromancy dating back to their initial inhabitation of their Island continent. Unlike other Necromancers however, Aerenal necromancers are more adept at the process of deathless creating and usually stand opposed to negative charged undead.

Requirements: In order to become an Aerenal necromancer you must be an elf who originated from Aerenal, you must have specialized in the necromancy school of wizardry and must be ready to take the 1st, 5th and 7th level of wizard.

Deathless servant: at 1st level an Aerenal necromancer is accompanied by either a deathless skeleton or a deathless zombie (use the skeleton and the zombie templates except change the type they gain from "undead" to "deathless", the animal retains his intelligence score) of an animal of small size or smaller.



A deathless baboon maybe?
Deus_Proelii

02-24-07, 06:33 PM
BTW guys, excellent contributions all. Let's keep this going.

:bump:

Here are other ideas I had for CSLs, though I haven't had the time to really flesh them out.

Thranish Paladin: possibly with a "smite infidel" feature which works against all non-believers.

Cyran Exile Artificer: Craft Effigy feat from Complete Arcane in place of Craft Homunculus, maybe with a +2 to CL in determining the maximum HD craftable.

Karnathi Marshal: with special auras for use with undead.
Euangelion

02-24-07, 11:27 PM
Just a quick walkthrough of the "Races of..." racial substitution levels, with my suggestions of suitability for an Eberron campaign and suggested modification if something doesn't quite add up...
(I won't describe the benefit itself so that I won't violate copyright laws.)

Races of Stone:
Dwarf Cleric (pg 146)
1st level:
Not so good for Eberron (and it's not a great idea to begin with anyway.) I'd suggest granting an appropriate feat as a bonus feat while weakening the turning/rebuking undead ability to the same rate as a paladin (starting at 4th level, turns as a regular cleric 3 levels lower).

4th level:
Fine, but I'd consider expanding it to any dwarf cleric of the SH that has one of the domains only associated with Onatar - Artifice, Fire, and Warforged, rather than just a cleric that worships Onatar.

8th level:
Fine.

Dwarf Fighter (pg 146)
All fine.

Dwarf Sorcerer (pg 147)
All fine.

Gnome bard, illusionist, and ranger (pgs 147-149)
All fine for Eberron.

Goliath Barbarian, druid, and rogue (pg 150-151)
All fine for Eberron, if you use goliaths, that is.

Races of Destiny:
Half-Elf bard, fighter, and ranger (pg 157-158)
All very appropriate for the Khoravar.

Half-Orc barbarian, druid, and paladin (pg 159-160)
All very appropriate for Eberron. I would recommend allowing orc characters access to them as well.

Races of the Wild: Pages 155-162
Elf Paladin (pg 155)
All fine.

Elf Ranger (pg 155)
1st level: As I mentioned in a previous post, this would need a second look, especially the "servants of Lloth" bit. Undead is fine, of course. Giants and dragons might work as well, depending on how much one wants to differentiate between elves of different cultures. A DM would even have a good case for not allowing any of these options for a Khorvaire elf.

4th level: I suggest a baboon or Valenar riding horse at equivalent druid-level instead.

10th level: Again, just doesn't make sense for Eberron. Consider replacing it with similar bonuses against undead or Skill Mastery for Spot, Listen or Search.

Elf Wizard (pg 157)
All fine.

Halfling Druid (pg 157)
Excellent for Talenta halflings.

Halfling Monk (pg 158)
Whatever. How many halfling monks are there in Eberron? ;)

Halfling Rogue (pg 159)
Fine.

Raptorian cleric, fighter, sorcerer (pg 160-162)
See comments on goliath above.

Races of the Dragon:

Dragonblooded cleric, sorcerer, and paladin:
All fine.

Kobold fighter:
Fine, though for irvhir it might make more sense to go with heavy pick rather than spear (be sure to check out the Web Enhancement for RoDr. Good stuff for irvhir kobolds.)

Kobold ranger:
Fine.

Kobold rogue:
Fine.

Spellscale bard:
If you use them, whatever.
DarthDave

02-25-07, 11:36 PM
<Reserved for Tashana Tundra Shifter Barbarian Cultural Substitution Levels>

and a bump...I really like the idea of this feature in a heavy role-playing campaign setting!
MartM

02-26-07, 02:01 AM
Aerenal Necromancer

Deathless servant: at 1st level an Aerenal necromancer is accompanied by either a deathless skeleton or a deathless zombie (use the skeleton and the zombie templates except change the type they gain from "undead" to "deathless", the animal retains his intelligence score) of an animal of small size or smaller.
...
The deathless created is the same as noted in the entry of the spell and the statistics of the zombie or skeleton listed (should the spell create a skeleton or zombie) save the zombie/skeleton has the deathless type instead of the undead type (and as such any abilities it gains from being undead are replaced with the abilities of deathless).
...
Improved Deathless mastery: at 11th level an Aerenal necromancer who casts a spell such as Create Undead may substitute the undead listed with the deathless listed below.
...

Cultural substitution is a great idea. But i don't think that "messing" with the deathless is a good idea (in a fluff-wise sense). Deathless are special individual which are granted the honor to be immortal... I don't think that simple baboon could achieve it... and for the abilities that summoned deathless, it's said that Deathless exist mainly beacause of the manifest zone in Aerenal, i don't think that someone can create a deathless without special planar coeterminence... my two cents.:)
Deus_Proelii

02-26-07, 08:09 PM
So if you like this thread, keep it alive with contributions! I just had my brain fried in an exam, else I'd come up with more.

Anyone with ideas for a psionic class? Adarian Psion maybe?
Romulus LoneWolf

02-27-07, 04:22 PM
Cultural substitution is a great idea. But i don't think that "messing" with the deathless is a good idea (in a fluff-wise sense). Deathless are special individual which are granted the honor to be immortal... I don't think that simple baboon could achieve it... and for the abilities that summoned deathless, it's said that Deathless exist mainly beacause of the manifest zone in Aerenal, i don't think that someone can create a deathless without special planar coeterminence... my two cents.:)

I agree here. In fact, here are my suggestions for an Aereni Necromancer, based on the Necromancer Variants from Unearthed Arcana p63.

Undying Guardian: A 2nd-level Aereni Necromancer can begin play with a Undying guardian (use the stats for an Undying Soldier from ECS p302), and is lent to the Necromancer on special assignment from the Undying Council. This creature is a loyal servant that heeds the necromancer's commands and accompanies her on adventures if desired. If the guardian is destroyed, the Necromancer suffers no direct ill effects, but must suffer serious penalties assigned by the Undying Council for permitting the death of one of Aereni's ancient protectors.

At 2nd level, the guardian is completely typical, but it gains power as the necromancer gains levels. The guardian has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the guardian's natural armor bonus. Add one-third of the necromancer's class level to the guardian's Strength and Dexterity scores.

A necromancer using this variant cannot have taken a familiar at 1st level, and must permanently give up that ability.

Deathless Apotheosis (Ex): As a necromancer using this variant progresses in levels, she gains some of the qualities that typify Deathless creatures.
At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist stun, paralysis, poison and disease. This bonus increases to +4 at 15th level.
At 10th level, the necromancer gains a +4 bonus on all saving throws made to resist ability damage, ability drain, or energy drain.
At 20th level, the necromancer gains a 25% resistance to critical hits, as the light fortification armor special ability described on page 219 of the Dungeon Master's Guide.
A necromancer using this variant does not gain bonus feats for advancing as a wizard.

The other variant ability, "Enhanced Undead", didn't seem valid for an Aereni Necromancer to me, since it involves creating enhanced Undead, and even adapting it to Deathless would seem to miss the purpose...
Deus_Proelii

02-27-07, 05:56 PM
I agree here. In fact, here are my suggestions for an Aereni Necromancer, based on the Necromancer Variants from Unearthed Arcana p63.

Undying Guardian: A 2nd-level Aereni Necromancer can begin play with a Undying guardian (use the stats for an Undying Soldier from ECS p302), and is lent to the Necromancer on special assignment from the Undying Council. This creature is a loyal servant that heeds the necromancer's commands and accompanies her on adventures if desired. If the guardian is destroyed, the Necromancer suffers no direct ill effects, but must suffer serious penalties assigned by the Undying Council for permitting the death of one of Aereni's ancient protectors.

At 2nd level, the guardian is completely typical, but it gains power as the necromancer gains levels. The guardian has a number of Hit Dice equal to the necromancer's class level. Add one-half the necromancer's class level to the guardian's natural armor bonus. Add one-third of the necromancer's class level to the guardian's Strength and Dexterity scores.

A necromancer using this variant cannot have taken a familiar at 1st level, and must permanently give up that ability.

Deathless Apotheosis (Ex): As a necromancer using this variant progresses in levels, she gains some of the qualities that typify Deathless creatures.
At 5th level, the necromancer gains a +2 bonus on all saving throws made to resist stun, paralysis, poison and disease. This bonus increases to +4 at 15th level.
At 10th level, the necromancer gains a +4 bonus on all saving throws made to resist ability damage, ability drain, or energy drain.
At 20th level, the necromancer gains a 25% resistance to critical hits, as the light fortification armor special ability described on page 219 of the Dungeon Master's Guide.
A necromancer using this variant does not gain bonus feats for advancing as a wizard.

The other variant ability, "Enhanced Undead", didn't seem valid for an Aereni Necromancer to me, since it involves creating enhanced Undead, and even adapting it to Deathless would seem to miss the purpose...

WHOAH. :mymy:

The Deathless Apotheosis benefits seem to be way too good for a substitution level feature! Especially since they don't seem to replace anything in the base class. I would say those benefits are better off in a prestige class... I feel that substitution levels are meant to customize a base class, not fundamentally transform it... that is the realm of prestige classes.
Romulus LoneWolf

02-27-07, 05:59 PM
Well, I was pretty much adapting the version straight from Unearthed Arcana, so blame the guys who worked on it. I do agree it's rather overpowered.
Skyshroud Sage

02-27-07, 06:59 PM
This is my first foray into this sort of stuff, let me know if it's overpowered or what.
-------------------------------------------------------------------------'
Mourning Sorcerer
Longterm exposure to the warped arcane energies suffusing the Mournland have likewise warped your natural aptitudes for spellcasting. You don't necessarily have to have been born (or made) in the Mournland for the twisted power to affect you, residing there for a good amount of time is enough.
HD: d4

Requirements:
To take a Mourning Sorcerer substitution level, the character must have been born and raised in the Mournland or lived there for an extended period, and must be about to take the 1st, 4th, or 8th level of Sorcerer

Class skills:
The Mourning Sorcerer does not have Knowledge (arcana) as a class skill, gaining instead Survival.

Skill points: No change

Class Features:

Impart Strange Life: Beginning at first level, The Mourning Sorcerer can use the Mourning power within himself to grant warped, yet temporary life to spells. Apply the Living Spell template (ECS pg. 294) to one arcane spell effect per day, as per the same template. These living spells act under the caster's command, following only terse orders. Living spells created this way last for one round per caster level before dissipating.

This ability replaces the ability to summon a familiar at first level.

Survival of the Fastest: A 4th level Mourning Sorcerer has learned that an edge is needed in order to survive the harsh environs of his home. He gains Evasion as the Monk Ability.

This ability replaces the highest level spell known at this level.

Dead-Gray Aura: At 8th level, the Dead-Gray Mists which swirl around the Mournland likewise swirl around a Mourning Sorcerer, wherever he may travel. The Mourning Sorcerer benefits from a constant Entropic Shield spell. The Mourning Sorcerer may also extend this gray aura around him. He may use Obscuring Mist as a spell-like ability a number of times per day equal to his CHA bonus.

These abilities replace the highest spell slot gained and the highest level spell known at this level.
Splendide

03-10-07, 11:58 PM
Hey guess what, I did a Zil one :eek: ;)

Zil Fighter
The Zil Fighter is a black sheep in his own culture, and must be smarter than the average grunt in order to break even in Zil society. Where other fighters can get away with only worrying about their physical prowess, the day to day demands of life as Zil muscle require a broader view of what a combatant is required to do.

HD: d10

Requirements
To take a Zil Fighter cultural substitution level, the character must have been raised in Zilargo and be about to take his 1st, 6th or 10th level of Fighter.

Class Skills
Standard

Skill points for substitution levels
4+Int

Class Features
Know Your Fruit (Ex): Through a lifetime of attempted manipulation by others, the Zil Fighter has learnt the value of working things out for himself, and thus gains the Gather Information, Search and Sense Motive skills as available class skills for every Fighter level he takes.

As part of his combat training, he also receives Goblin as a bonus language and adds the following feats to his list of feats able to be taken as bonus Fighter feats: Acrobatic, Action Boost (ECS), Agile, Alertness, Heroic Spirit (ECS) and Iron Will.

This benefit replaces the bonus feat gained by a 1st-level fighter.

Entrapment (Ex): The Zil fighter deals 1 additional damage while fighting defensively, when making Attacks of Opportunity or when attacking an opponent who is suffering an AC penalty for charging. He also receives a +1 bonus to confirm critical hits in those same circumstances.

This benefit replaces the bonus feat gained by a 6th-level fighter.

Well-rounded (Ex): On the next occasion that the Zil fighter would gain an attribute point through levelling, and they elect to spend that attribute point to raise a physical attribute (Str/Dex/Con), they also gain 1 additional point to each of their 3 mental attributes (Int/Wis/Cha).

The Zil fighter also receives a +1 cultural bonus to all skill checks of skills he has ranks in.

This benefit replaces the bonus feat gained by an 10th-level fighter.
DragoonDarkfire

03-11-07, 02:32 PM
Droaam barbarian

Whether you are a monster yourself you have grown up amongst some of the most deadliest and dangerous creatures in Khorvaire. You may have left Droaam for your own reasons or was just driven out by a monstrous tribe. Because of your monstrous surroundings you have gained some of the abilities or resistances from the monsters around you.

Requirements: a character taking this must be a barbarian from Droaam and about to take either his 2nd or 3rd level of the class.

Monstrous rage: When a Droaam barbarian goes into his rage at second level he gains some aspect of his monstrous heritage or surroundings. Depending on what ability he chooses he gains a special ability when he rages. He gains a use of one other ability at 5th level. A character who takes this loses his uncanny dodge ability and does not gain the improved uncanny dodge ability.

Ogre Arms: while raging you gain a +4 bonus on grapple checks as though you were one size category larger.

Displacer Skin: while raging anyone who attacks you has a 25% miss chance. If you take this ability again at 5th level this bonus increases to 50%.

Ettins Double Head: while raging you gain the two weapon fighting feat. If you take the two weapon fighting feat before or after you gain this ability you gain the improved two weapon fighting feat when you rage. If you gain the improved two weapon fighting feat after you gain this ability then you take no penalty on two weapon fighting when you rage.

Resist Harpies Song: while raging you gain a +4 bonus on all charm and compulsion effects. If you take this ability at 5th level as well this ability increases to +8.

Gaze Immunity: while raging you don't gain any miss chance if you close your eyes. If an opponent takes cover or uses a darkness spell he still benefit from a miss chance.

Minotaurs Charge: when charging an opponent in rage you gain a +4 on your attack roll instead of a +2. You still gain a -2 to AC after your initial attack.

Favored Enemy: a Droaam barbarian at 3rd level gives up the trap sense ability and all enhancements of that ability for the entire class. He gains instead the ranger ability of the same name at 3rd, 9th and 18th level. He may only select the following types of creatures as his favored enemies.

Aberration, animal, Giant, Humanoid (all), magical beast, monstrous humanoid, plant, vermin.
Bluebrush

03-11-07, 07:40 PM
Halfling Monk (pg 158)
Whatever. How many halfling monks are there in Eberron? ;)It's mentioned in the ECS that House Ghallandra has a few monks on hand to defend their properties.
Either in the Talenta Plains or House Ghallandra entry.