PDA

View Full Version : D&D 3.x Other Eladrin (Playable Race) (PEACH)



LoyalPaladin
2019-01-04, 02:44 PM
This is a work in progress of mine. Ever since WotC released Unearthed Arcana: Eladrin and Gith (https://media.wizards.com/2017/dnd/downloads/UA-Eladrin-Gith.pdf) I've been unable to think about anything other than converting these to my native 3.5 system. I imagine them as somewhat of a fey, Woodling (MM III, pg. 138), Wild Elf (SRD (http://www.d20srd.org/srd/monsters/elf.htm)) hybrid.

I'm balancing around a +2 to +3 LA, suggestions welcome.


The Eladrin

https://gdurl.com/7xOU
Winter, Spring, Summer, and Autumn Eladrin. (Left to Right)




Eladrin, 1st-Level Warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm)


Size/Type:
Medium (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Outsider (http://www.d20srd.org/srd/typesSubtypes.htm#outsiderType) (Fey (http://www.d20srd.org/srd/typesSubtypes.htm#feyType), Native (http://www.d20srd.org/srd/typesSubtypes.htm#nativeSubtype))


Hit Dice:
1d8 (4 hp)


Initiative:
+1


Speed:
30 ft. (6 squares)


Armor Class:
19 (+1 Dex, +3 studded leather, +1 light shield, +4 natural armor), touch 11, flat-footed 18


base Attack/Grapple:
+1/+2


Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/◊3)


Full Attack:
Longsword +2 melee(1d8+1/19-20) or shortbow +3 ranged (1d6+1/◊3)


Space/Reach:
5 ft./5 ft.


Special Attacks:
Entangle 1/day


Special Qualities:
Eladrin Traits


Saves:
Fort +2, Ref +1, Will +1


Abilities:
Str 13, Dex 13, Con 10, Int 8, Wis 13, Cha 12


Skills:
Hide +2, Listen +2, Move Silently +2, Spot +2


Feats:
Point-Blank Shot (http://www.d20srd.org/srd/feats.htm#pointBlankShot)


Environment:
Temperate Forests


Organization:
Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)


Challenge Rating:
2


Treasure:
Standard


Alignment:
Usually chaotic good


Advancement:
By character class


Level Adjustment:
+3


Eladrin average 5 1/2 to 6 feet tall and typically weigh 120 to 150 pounds. Typically eladrin form hunting parties to bring fresh meat to their settlements or gather plant based foods from the land. Eladrin often wear clothes crafted from plants or other aspects of nature like animal leathers or feathers. These natural materials can shift in color, as they're affected by an Eladrin's seasonal expressions.

Eladrin speak Sylvan, and most also know Common and Elven. The average eladrin lifespan is roughly seven times that of an elf's, though they reach maturity at the same rate.

Most eladrin encountered outside their homes are warriors; the information presented here is for one of 1st level. Rangers and druids are also frequent among eladrin villages.

Combat
Eladrin are unpredictable guerrilla warfare type fighters that inhabit forests inside, around, and liked to the Feywild. Due to the fact that their nature is always changing, an eladrin's actions towards an intruder could vary between a swift frontal assault or an invite into their home for a warm meal. When their forest or loved ones are threatened, eladrin prefer to pick off enemies from the trees with shortbows but are also skilled in the use of longswords as well.

Many eladrin are druids or rangers, using their various spell-like abilities or nature spells to set deadly traps for their enemies. They are also a friend of nature, allowing them to call upon local wildlife to aid them in battle.


Eladrin Traits (Ex (http://www.d20srd.org/srd/specialAbilities.htm#extraordinaryAbilities))
Eladrin possess the following racial traits.


Outsider (Native, Fey)
-2 Constitution, +2 Dexterity, +4 Wisdom, +4 Charisma.
Medium size.
An eladrinís base land speed is 30 feet.
Plant Traits: An eladrin has immunity to poison, magic sleep effects, paralysis, polymorph, stunning, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to extra damage from critical hits.
Low-light vision.
Damage Reduction 5/Cold Iron.
Natural Armor +4.
Proficient (http://www.d20srd.org/srd/combat/combatModifiers.htm#weaponArmorAndShieldProficienc y) with simple weapons (http://www.d20srd.org/srd/equipment/weapons.htm#simpleMartialandExoticWeapons) and any bow.
Seasonal Expressions (Ex): See Below
Spell-Like Abilities (http://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities) (Su): See Below
An eladrin's skin and hair resemble bark and leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with its seasonal expressions. It is light green in early spring, yellow during the summer. In autumn, it turns orange or red like a deciduous leaf. In the winter, it is an icy blue. A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
Automatic Languages: Common, Elven, Sylvan. Bonus Languages: Celestial, Draconic, Gnoll, Gnome.
Favored Class: Druid.
Level Adjustment +3

The eladrin warrior (http://www.d20srd.org/srd/npcClasses/warrior.htm) presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Spell-Like Abilities
An eladrin with a Wisdom score of 8 or higher gains spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative; for instance, an 9th-level eladrin (9 HD) can use entangle once per day, summon nature's ally II once per day, speak with plants three times per day, and summon nature's ally IV once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. In addition to these, an eladrin is able to cast certain spells depending on which season it is currently in, these abilities are listed under the Seasonal Expression text, but follow the same rules as the eladrin's Spell-Like Abilities.



Table: Eladrin Spell-Like Abilities


HD
Abilties


1-2
Entangle 1/day


3-5
Summon Nature's Ally II 1/day


6-7
Speak With Plants 3/day


8-10
Summon Nature's Ally IV 1/day


11-12
Command Plants 1/day


13-15
Summon Nature's Ally VI 1/day


16-18
Animate Plants 1/day


19-20
Summon Nature's Ally VIII 1/day


21+
Command Plants 1/day and Summon Nature's Ally IX 1/day


Seasonal Expressions
Each eladrin has four distinct personality states, one for each season, that they shift between when they experience powerful emotion.

Winter
The season of dolor, when the vibrant energy of the world slumbers. It is a time of sadness and regret, entered when eladrin are overcome with sorrow.



Table: Winter Personality Trait


d4
Trait


1
The worst case is the most likely case.


2
You preserve what you have. Better to hunger today and have food for tomorrow.


3
The world is full of dangers. You never let your guard drop.


4
A penny spent is a penny lost forever.





Table: Winter Flaws


d4
Flaw


1
Everything dies eventually. Why bother building anything that is meant to last?


2
Nothing matters to you, and you allow others to guide your actions.


3
Your needs come first. In winter, all must watch out for themselves.


4
You speak only to point out the flaws in others' plans.





Table: Winter Spell-Like Abilities


HD
Abilities


1-9
Ghost Sound at-will


10+
Undeath to Death 1/day




Spring
The season of cheerfulness and unfettered celebration, marked by merriment as winterís sorrow passes. Eladrin enter this state when overcome with joy.



Table: Spring Personality Trait


d4
Trait


1
Every day is the greatest day of your life.


2
You do everything with enthusiasm, even the most mundane chores.


3
You love music and song. You supply a tune yourself if no one else can.


4
You can't stay still.





Table: Spring Flaws


d4
Flaw


1
You overdrink.


2
Toil is for drudges. Yours should be a life of leisure.


3
A pretty face infatuates you in an instant, but your fancy passes with equal speed.


4
Anything worth doing is worth overdoing.





Table: Spring Spell-Like Abilities


HD
Abilities


1-9
Dancing Lights at-will


10+
Irresistible Dance 1/day




Summer
The season of boldness and aggression, a time of unfettered energy. Eladrin enter this state when overcome with fury.



Table: Summer Personality Trait


d4
Trait


1
You believe that direct confrontation is the best way to solve problems.


2
Overwhelming force can solve almost anything. The tougher the problem, the more force you apply.


3
You stand tall and strong so that others can lean on you.


4
You maintain an intimidating front. Better to prevent fights with a show of force than be led to harm others.





Table: Summer Flaws


d4
Flaw


1
You are stubborn. Let others change.


2
The best option is one that is swift, unexpected, and overwhelming.


3
Punch first. Talk later.


4
Your fury can carry you through anything.





Table: Summer Spell-Like Abilities


HD
Abilities


1-9
Flare at-will


10+
Bull's Strength, Mass 1/day




Autumn
The season of peace and goodwill, when summerís harvest is shared with all. Eladrin adopt this personality when overcome with contentment.



Table: Autumn Personality Trait


d4
Trait


1
If someone is in need, you never withhold aid.


2
You share what you have, with little regard to your own needs.


3
There are no simple meals, only lavish feasts.


4
You stock up on fine food and drink. You hate going without such comforts.





Table: Autumn Flaws


d4
Flaw


1
You trust others without thought.


2
You give to the point that you leave yourself without necessary supplies.


3
Everyone is your friend, or a potential friend.


4
You spend excessively on creature comforts.





Table: Autumn Spell-Like Abilities


HD
Abilities


1-9
Purify Food and Drink at-will


10+
Heroes' Feast 1/day

khadgar567
2019-01-04, 11:13 PM
Well it feels like LA 1 or strong LA 0 stats looking good but you might want to boost the fluff a bit

nonsi
2019-01-05, 02:21 AM
.

"A woodling has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments."

A woodling An eladrin has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.

nonsi
2019-01-05, 02:26 AM
Well it feels like LA 1 or strong LA 0 stats looking good but you might want to boost the fluff a bit

With +8 to ability scores, Plant + fey type, DR and natural armor, it's at least LA +2.

khadgar567
2019-01-05, 02:37 AM
With +8 to ability scores, Plant + fey type, DR and natural armor, it's at least LA +2.
I have a race with +6 to stats get LA 1 from dm so it's not that powerful in my case but my races regularly come with 30 additional feats to expend their usefulness. plant and fey type might be worth one more la but first, we need decent fluff to excuse its power.
EDIT forget the LA 1 or 2 this might need 6 or 7 LA just for the package of you are immune to jack**** everything. if this was on my table I buff every one by two wbl at least before letting the player use 10 point buy while others use 25 point buy.

LoyalPaladin
2019-01-06, 04:12 PM
.


A woodling An eladrin has a +4 bonus on Hide checks and Move Silently checks in aboveground natural environments.
I want to differentiate it a little from Woodling. Personally, I consider Woodling really lackluster for its LA cost. Half-Fey is much, much better, imo. Any suggestions?


With +8 to ability scores, Plant + fey type, DR and natural armor, it's at least LA +2.
I'd like it to hit +3 LA. I think it deserves that if it's some sorta "super plant elf fey."

nonsi
2019-01-10, 04:47 AM
I want to differentiate it a little from Woodling. Personally, I consider Woodling really lackluster for its LA cost. Half-Fey is much, much better, imo. Any suggestions?


I'd like it to hit +3 LA. I think it deserves that if it's some sorta "super plant elf fey."


I just checked the Woodling race.
It gains quite a lot for its LA +1. I'd say they're as much LA +1 as dwarves are LA +0.
That said, -2 to Con is a sizable hit - and that goes double when combined with even 2-levels loss (CLs, BAB or whatever), those combined penalties are not offset by +4 to Wis & Cha (which don't synergize, even if they do work nicely together for clerics).
The overall package spells out a strong LA +2 to me, but no more than that.