Originally Posted by
Nugaot
SNIP
When you create a new character (or TR/RR) your choice for Elf is Elf. Khovaire and Elf. Wood, or Drow Elf.
The Khovaire Elf is a term from the Eberron Campaign Setting book. Elves that emigrated to Khorvaire from Aerenal after the War of the Mark are called Khorvaire Elfs, Page 14. It is used in a few other spots in the source books. They are also called "civilized elves" in some spots. These elves banded together to form House Phairlan, the name pays homage to early elf troubadours, scouts, and bards prior to the exodus from Xen'drik to Aerenal, to whom some/many members of House Phairlan claim ancestry.
The Valaes Tairn, one of the three tribes of the Tairnadal elves have called Valanar home since the end of the Last War. Even though Valenar is on Khorvaire they do not generally consider themselves Khorvairian. A few Valaes Tairn still reside on the plains of northern Aerenal, along with the other two Tairnadal tribes, the Silaes Tairn and the Draelus Tairn. Members of both tribes would make interesting characters in DDO.
In pen and paper a Khorvarian Elf is not just the Elf Race but could be any of the sub-races; Gray, High, Wild or Wood Elf. You could even make an argument for a half-elf or drow. I am not sure I could make an case to use an aquatic elf, but I am sure some has. As Keith Baker has said numerous times, Eberron is not a place of absolutes. To paraphrase an article he wrote; "Nations, Tribes and other collections of people are not racial homogenous in Eberron. It is the shared heritage and experiences that binds them together."
Even the Forgotten Realms is becoming less stringent on the absolutes placed on some/many of the non-human races.
The actual mistake is in the Elf tree, Valenar Heritage should have be called Tairnadal Heritage.
The Mark of Shadow occasionally manifests on Aerenal Elves. The Elves for whom this Dragonmark appears are recruited for the Cairdal Blades.
As this Topic is about the Dwarven Racial Tree, modification to which I have often championed I would like to add some of my thoughts.
When the Aasimar Race was introduced to the Players' Council I suggested a similar approach could be adapted to the existing races. in the case of Dwarf - Racial Feat; Deep (+2 Con), Hill (+2 Wis), Mountain (+2 Str)
Core 1 - Multi Selector - Deep (+2 max Armor Max Dex Bonus) Hill (+1 HP per Character Level), Mountain (+1 AC per 3 Character Level in Light or Medium Armor)
Core 2 - Multi Selector - Deep (+1 Con), Hill (+1 Wis), Mountain (+1 Str)
Core 3 - See Core 1
Core 4 - See Core 2
Core 5 - See Core 1
Tier 1 - Multi Selector - Dwarven Weapons Training - +1 to Attack and Damage with Axes, Hammers, or Picks (+5% Armor Piercing)
Tier 1 - Dwarven Armor Mastery - +1/+3/+5 AC and Max Dex Bonus
Tier 2 - Multi Selector - Dwarven Weapons Training - +2 to Attack and +1 to Damage to Axes, Hammers, or Picks (+5% Armor Piercing)
Tier 3 - Multi Selector - Dwarven Weapons Training - +2 to Attack and +2 to Damage to Axes, Hammers, or Picks (+5% Armor Piercing)
Tier 3 - Multi Selector - Dwarven Weapons Familiarity - Axe, Hammer, Pick - Use your Con to Hit with Weapon Choice
Tier 4 - Dwarven Fortress - While wearing Light, Medium, or Heavy Armor and have a shield equipped your Armor contributes +5%/+10%/+20% AC
Tier 3 - Multi Selector - Dwarven Weapons Training - +2 to Attack and +2 to Damage to Axes, Hammers, or Picks (+10% Armor Piercing)
Tier 4 - Multi Selector (separate from Dwarven Weapons Training) Throw your Weight Around - Axe, Hammer, Pick - Use your Con to Damage with Weapons Choice.
I think several of the of the ranked abilities (Iron Stomach, Stout..) either need better bonuses or to be set as a single rank 2AP with the third rank score.
Overall I think my approach would have opened up a wide number of builds and potentially could have created a niche for Picks.