| Post/Author/DateTime | Post |
|---|---|
| Ashrem Bayle09-28-05, 11:49 AM | Two questions: 1. What do we know about it asside from what last month's preview told us? Have any of the writer spilled any beans? 2. What is the release date? |
| jjellison09-28-05, 01:32 PM | I was checking Amazon the other day, and they had an 11/2 date but that seems a little late for an October book. |
| Brastan09-28-05, 02:47 PM | That's because Amazon always gets it late, as some big chain retailers. I would expect to see in your local game shop second or third week in October as usual. We got nothing aside from the last blurb. It's getting to the point were we're going to have a "How to use this book tonight" article. Look at it this way, it'll be a surprise. :D |
| AlHazred09-28-05, 03:04 PM | Is it just me, or have they been a little sparse with support material for the Eberron books lately? I mean, links to the Explorer's Handbook Map Gallery leads to the Magic of Eberron Map Archive (http://www.wizards.com/default.asp?x=dnd/ag/20050826b), the Explorer's Handbook Art Gallery (http://www.wizards.com/default.asp?x=dnd/ag/20050812b) has images only slightly larger than the thumbnails, etc. It's like Eberron is the red-headed stepchild of WotC. |
| MysticTheurge09-28-05, 04:52 PM | I get the feeling that the Previews guy isn't a big Eberron fan. The previews for Eberron have almost consistently said "I haven't really gotten any info on this one yet" for the past 3-6 months. Either that or all the Eberron products are being kept very under wraps. |
| Kryptonian Scion09-28-05, 09:18 PM | From the Polyhedron Newsletter I received in my email a few minutes ago: Magic of Eberron™ (releasing October 14) is overflowing with new additions for any campaign, but all are presented according to how they fit into the world of Eberron. At a glance, this work contains new material for Artificing, Binding Elementals, Dragonshards, the Draconic Prophecy, the Daelkyr, Draconic Totems, and Psionics. It spends time discussing how magic is treated in various nations and how different organizations focus on magical applications. It includes Daelkyr Half-Bloods, Psiforged, the Psionic Artificer, eight Dragon Totem rituals, 30 feats, 8 prestige classes, 55 spells/infusions/psionic powers, over 100 items and materials, and 10 monsters. Each and every one of these items fits neatly into the world of Eberron as you already know it, and they are also intertwined with each other to keep the convoluted relationships evolving. One of the prestige classes presented is based in the concept that flesh is imperfect: the Renegade Mastermaker. Potentially any spellcaster, but most likely an Artificer or Wizard, with this belief can become a Renegade Mastermaker in an attempt to convert himself into Warforged. The obvious question is: “If you want to play this combination, why not start as a Warforged Artificer?” There are multiple reasons why this prestige class is better. First, there are all the options for how to roleplay such a character. A Renegade Mastermaker can be a Dr. Frankenstein, turning his efforts inward, ignoring the morality and laws of the lesser minds that surround him; a Dr. Jekyll and Mr. Hyde, interspersing levels of barbarian as you advance; a quiet, contemplative crafter, obsessed with personally exemplifying the perfection of his own craft; someone so afraid of old age that the transformation is less scary than the physical degradation of his body; or perhaps your character starts down the path because of an insatiable curiosity, and then abandons the path without completing the transformation. Since a Renegade Mastermaker suffers almost no loss in capability from his spellcasting class, getting eight caster level advancements in the ten prestige class levels, his role in the party can remain almost unchanged. Almost, because his melee capabilities increase in ways never expected by his spellcasting class. The Renegade Mastermaker’s Battlefist increases in power with the prestige class level, eventually becoming a +3 natural weapon that can be used multiple times in a round based on the standard base attack bonus attack iteration. Since Craft Magic Arms and Armor is a prerequisite for becoming a Renegade Mastermaker, and generally Renegade Mastermakers have spells or infusions to use, the Battlefist can be enhanced well beyond the class-based bonuses. An Artificer/Renegade Mastermaker can self-buff beyond anything a pure Cleric could hope to match, and doesn’t require any external weapons or holy symbols to do so. A Renegade Mastermaker gets better base attack bonuses, save progressions, and even more hit points than a straight Artificer or Wizard could obtain, but he loses the special abilities improvements based on class level as well as access to those abilities granted at later levels in those classes. For example, most Artificer/Renegade Mastermakers won’t have Metamagic Spell Trigger or Metamagic Spell Completion, and a Wizard/Renegade Mastermaker will stop getting the bonus Metamagic or Item Creation feats, and his familiar will stop becoming more powerful. Not everyone wants to replace their own body, however. Some would rather keep what they have, but add to it. Many of the items introduced in Magic of Eberron are just that, physical additions to a character’s body. The first of these are additional symbionts. Symbionts are biological entities, created by the Daelkyr, which provide a variety of effects. Magic of Eberron contains symbionts that can cast spells, generate energy rays, provide temporary incorporeality, create throwing weapons, and more. The second set of physical additions is called grafts. There are three kinds of grafts: Deathless Grafts, Elemental Grafts, and Plant Grafts. Any creature can support up to five grafts of the same general type, as long as no more than one of them attaches to a given portion of her anatomy. Deathless Grafts are created by the undying councilors of Aerenal and those who serve them. They provide an eerie undead-like appearance to the host. The Deathless Graft that got my attention for having the most significant effect is priced as the simplest, least significant of the set. Legs of the undying marcher drain 2 hit points from the host, but afterwards she can participate in a forced march without ever requiring a Constitution check against non-lethal damage or fatigue; the legs also provide a +2 unnamed bonus for Reflex saves, and a +4 unnamed bonus against trip and bull-rush attacks. Other Deathless Grafts provide a gaze Fear attack, the ability to channel positive energy for healing, and natural armor in the form of a bone exoskeleton. Elemental Grafts provide a wide range of abilities. Having two or more elemental grafts from a single element, with no grafts from the opposing element, also provides additional benefits, dependent on the element in question. As an example, every earth graft after the first grants a cumulative DR 1/-. Buffeting Fists, an air Elemental Graft, provides the host with the Deflect Arrows feat, usable the host’s Dexterity modifier plus one times per round, with a minimum benefit of once per round. Additionally, the host can smash her fists together, causing a shockwave of air that effectively bull rushes every opponent within 10 feet, as if by a large creature with a Strength 10 points higher than the host’s. Buffeting Fists graft sacrifice cost is only 4 hit points. Other Elemental Grafts provide such capabilities as burrowing through the earth, treating any wielded metallic weapon as a Flaming weapon, forming a Whirlwind like an Air Elemental, moving freely through water, making gaze attacks, and more. The Plant Grafts are no less amazing. Darkwood Flesh provides the benefit of Fortification, and should the sneak attack or confirmed critical bypass your protection, then the graft itself initiates Fast Healing 3 for long enough to heal the damage taken from that specific single effect. Should another sneak attack or critical hit get through your Darkwood Flesh, then the new Fast Healing fully stacks with the old one, providing Fast Healing 6, divided evenly between the two sources. Each effect ends when that wound is healed. Beyond the costs of manufacturing or purchasing this graft, having it added to your body will cost you 4 hit points and 2 points of Dexterity. You can also grow a healing fungus, gain the ability to disperse a cloud of poisonous spores that fatigues those caught within it, grow a Treebark Carapace, gain the ability to literally root yourself into place, or gain the ability to make Improved Grapple grappling checks with a reach of 10 feet. Some of the most powerful additions to the magical system are some of the most minor changes. Two of the new spells, for example, seem obvious, once you hear of them, but expand an existing ability in a very powerful manner: Legion’s Magic Weapon and Legion’s Greater Magic Weapon. Each affects melee or ranged weapons wielded by allies within a 20-foot radius burst. Yes, these are close-ranged spells, so your Cleric, Sorcerer, Wizard, or Paladin doesn’t have to be in the middle of the group of PCs in order to maximize the effect. Legion’s Magic Weapon is only a 2nd level spell, so characters can gain access to it while it still provides a benefit to the party as a whole. Here's the link: http://www.wizards.com/default.asp?x=rpga/hq/poly10a&dcmp=DDPR-0010 |
| Orion Polaris09-28-05, 09:24 PM | Aw, I was hoping for an official graft like the ones that those... *CITY OF TOWERS SPOILERS.* Mourners that attacked the group had. Ala the Basilisk Eye to Hand Graft, and the Acid Spit graft. Etc. And hopefully we get more info on BARDS in the setting. We have little on them besides "Bards don't sing for money like other settings, they are more likely ambassadors or spies. Oh and Gnomes make good spies." C'mon, we need more Bard support! |
| Pinky's brain09-28-05, 09:38 PM | Since a Renegade Mastermaker suffers almost no loss in capability from his spellcasting class, getting eight caster level advancements in the ten prestige class levels, his role in the party can remain almost unchanged.Sure, being 1 spell level behind as a wizard makes almost no difference ... IN FANTASY LAND. Almost, because his melee capabilities increase in ways never expected by his spellcasting class.In ways completely unused too if they are a wizard. For example, most Artificer/Renegade Mastermakers won’t have Metamagic Spell TriggerAgain ... IN FANTASY LAND. Sounds fun though ... for artificers. |
| Tek09-28-05, 09:50 PM | Oh my. What have they done: It includes Daelkyr Half-Bloods eesh. Jeeze. The grafts and stuff look pretty cool, though. Why wouldn't they have had anything on the breed or blood magus, though, darn it! |
| Edymnion09-28-05, 09:51 PM | Sure, being 1 spell level behind as a wizard makes almost no difference ... IN FANTASY LAND.Tell it to the Sorcerers. We've been a spell level behind the wizards since day one. :mad: But, psionic artificer and psionic warforged, those two ideas have been kicked around the boards a lot, so it should be interesting to see how they come out. |
| MysticTheurge09-28-05, 10:20 PM | Without having seen any of the information, obviously, my gut reaction to "Deathless Grafts" is negative. Why would a culture that reveres their ancestors to the point of preserving them through necromantic-ish magic chop off pieces of them to make grafts? But I guess we'll see how they work them out fluff-wise once the book comes out. |
| Solarious09-28-05, 10:49 PM | Without having seen any of the information, obviously, my gut reaction to "Deathless Grafts" is negative. Why would a culture that reveres their ancestors to the point of preserving them through necromantic-ish magic chop off pieces of them to make grafts?Hypothetical question: Why not? The grafts themselves are obviously not chopped off the nearest Deathless. That would be both crude and insulting. I see it more as a Deathless ancestor giving up a part of itself to aid it's still breathing decendants, much the way the Right of Counsel works... only more personal. It will be considered a honor and a duty to utilize any of these. Well, for Aerenal elves anyways. But wait, they can also be bits and pieces of preserved elven heroes from Xen'drick! A Valenar could possibly wear them, letting them emulate their ancestors even further by emboding them in the flesh. The concept is too cool! I love it! I'm also glad the Elementals are getting more love with the elemental grafts. Plant grafts are also cool, which gives Ashbound 'terrorists' more *omph* and an interesting edge. Renegade Mastermaker was a concept that was begging to be stated out. I mean, there are lots of threads in the past about characters (mostly Artificers) who wanted to become Warforged because of the 'immortality', and now there is a legal, completely by-the-books method to do so. I'm also glad that Wizards is finally balancing more of the spellcasting PrC by paring off CLs as a price. As time has shown us repeatedly in the past, the loss of bonus feats for Wizards is simply not enough to compensate for all the abilities they gain in return. Leigon spells are a welcome response to the inability to buff the entire party without using Metamagic Chain Spell to make them bounce from character to character. Leigon's Sheild of Faith is a heavy favorite in my books, and the other series (MW, GMW, and perhaps [Greater] Magic Vestment...) will be excellent additions to any spellcaster who likes to buff the party. One must wonder though - are these spells replicated in Infusion form? And the Daelkyr Half Bloods... :plotting: :evillaugh :plotting: |
| Edymnion09-28-05, 10:53 PM | Just a thought, probably not going to be the way it really is, but what if the Deathless graft *ISN'T* actually grafting the deathless flesh of another being onto yourself? What if its actually them turning part of your normal body into a deathless state? Sort of a piecemeal deathless progression? |
| Solarious09-28-05, 11:00 PM | Just a thought, probably not going to be the way it really is, but what if the Deathless graft *ISN'T* actually grafting the deathless flesh of another being onto yourself? What if its actually them turning part of your normal body into a deathless state? Sort of a piecemeal deathless progression?If you think about it, its not unlike the way the Jhaelian, the Deathguard, and the Stillborn physically alter themselves with alchemical substances to resemble undead. ;) |
| Pinky's brain09-28-05, 11:12 PM | As time has shown us repeatedly in the past, the loss of bonus feats for Wizards is simply not enough to compensate for all the abilities they gain in return.Dropping spellcasting levels is no solution either, because with very few exceptions that instantly makes them unbalanced with a normal wizard too ... they are then strictly weaker. Making stuff underpowered is worse than making it overpowered. Overpowered content gets used more (even if fixed by the DM). Underpowered content is simply underused paper, ignored by most ... |
| icedrake09-29-05, 10:47 AM | Guys, before you blast PrCs or any other content, at least wait to see the mechs for them. Seriously, a wizard gets three things, spells, feats and a familiar. To get cool special abilities, you need to give up stuff! At most wizard geared classes will let you get level 9 spells instead of completely leave you hanging at 8 by level 20. |
| Michael Tree09-29-05, 01:54 PM | In ways completely unused too if they are a wizard. Again ... IN FANTASY LAND. Giving up a caster level or two in exchange for greater physical combat abilities is hardly useless. Go look at the character optimization board under "gish" for the nasty things you can do with a wizard arcane knight or spellsword, for example. |