Eberron Classes and Levels

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Classes




NPC Classes: Almost without exception, the vast majority of NPCs in Eberron are 1st or 2nd level Commoners. The vast majority of the peasantry never learn any trade but an easy one that allows them to take care of their family or live on a fairly subsistence level. Experts are reserved for those trades that require an exceptional amount of knowledge. Thus, the average experienced Doctor is a 2nd level Expert that has some ranks in Healing along with some Knowledge (Medicine).

Adepts: As stated in the handbook, the vast majority of priests can work the equivalent of the rites of their faith. This means blessings, creating holy water, and otherwise giving a few innocuous miracles whose effectiveness may or may not be really noteworthy.

Spellcasters: Because magic is not particularly noteworthy, "Magic" don't invoke much in the way of superstitious awe in the peasants. Even a powerful Cleric or Wizard is something that doesn't invoke a feeling of unnatural nature, save in the same context that someone building an atomic bomb might (and people certainly might object to THAT in their backyards).

Resurrection: Because of the drastically reduced skill charts, resurrection is one of the few genuinely 'superstitious' miracles with healing having a pretty dramatic effect by itself. While healing can be done by House Jorasco fine, they too get some of the overly grateful gratitude people have but they don't have the power to raise the dead. By average, people may have heard of someone raising the dead but few will be reliable witnesses to it.

A seasoned traveler might know Malevnor of the Blood of Vol raises the dead or that Jaela of the Flame has the power but probably no others on the continent are confirmed to wield that power. Otherwise, they'd be deluged with requests. Indeed, many seek the Blood of Vol because they are supposed to have those who are willing to raise dead loved ones if you're willing to join. This is 'mostly' hyperbole....depending on how much you are willing to give in service.

Paladins: Paladins in Eberron are, by comparison, ridiculously rare. The Holy Knight criteria is fulfilled by Adepts/Warriors with the rare Cleric/Fighter being a great example of piety mixed with faith. Paladins are, instead, chosen the same way as Exalted. Some force chooses a champion to embody their ideals.

Oddly, in Eberron, Paladins are much more dynamic and varied with their supernatural abilities encouraged to be homebrewed or prestige classed out the window. GMs should be encouraged to exchange abilities like Lay on Hands and Mount for things that are more appropriate to their concept. Usually, Paladins have some sort of purpose they have been called to as well.

PC Classes: All PC classes represent some level of exceptional nature that is tremendously rare in Eberron. A Ranger is much more likely to represent someone like Tarzan the King of Beasts or the Phantom than it is to be your average Forrester. This is mostly POTENTIAL though as just being a PC doesn't necessarily mean your character WILL be that skilled in the end.

Plenty of heroes have had their careers cut drastically short. Eberron is full of exceptional people as well, they're just mostly bad guys.

Levels


While 1st to 2nd level is the majority of people that a person meets. 3rd level represents someone that is considered "Very Good" at their job, not just experienced. A 1st level Fighter may be a Green Beret by comparison to a 2nd level Warrior but he's just out of training while a 3rd Level Fighter has got quite a few missions under his belt. 4th level and 5th level is where "heroes" emerge with decorated veterans of the Last War whom have accomplished great things for their nation. Words like "genius" and "amazing" start to be applied.

6th through 7th levels are where levels start to be less Earthly and more action movie orientated. These men possess Bruce Li and Rambo like levels of skills that tear through large groups of guys and leave entire hordes of bad guys dead. They also receive their "name" where people have heard of you across your field and assume stories are exaggerated (they're not).

Your Government now may ask for you by name.

8-9th level continues this until they become effectively amongst the most famous individuals on the continent for their generation of field. They are the people you think of as THE best in their field for something like working magic or the like. Warriors start becoming almost video game like in their ability to mow down opponents and feared like superheroes.

Other governments may now ask for you by name and other groups that need your services.

10th through 13th level is when someone becomes "Legendary" at something in Eberron. Warriors move like anime characters and their powers are viewed as supernatural in nature (which they sometimes are). PCs might start getting things named after them like the Conan Sword that they may or may not have wielded but artificer's craft after them.

This when common people, facing a horde of evil wizards, start thinking "Man, if only Conan could deliver us." The various groups in Eberron actually start incorporating your possible interference into plans as a worry.

14th through 18th level is when PCs cease being legendary and are now something like myths. They've probably done enough deeds that everyone on the continent has heard of them or their actions. Indeed, you are probably known on Riedra or Xen'drick as well. Beyond mere folk legends, you're THE Archmagius or Priest of Dol Arrah.

You're expected to show up at Coronations like some weird Merlin figure. Smaller adventurers come to you and b*** about various evils that they expect you to take care of. The Balance of Power can actually be shifted by your influence. Imitators try to cash in on your fame and ballads of complete nonsense of your adventures are made up because few people can scarcely believe you're real.

Congratulations, you're now Elminster or Drizzt.

18th-20th level is the period where your influence starts to become pretty much all-encompassing as you will. With the power to slay armies or control nations at will, you might want to seriously start thinking of retiring or working through proxies since mortal free will is now threatened by your very existence.

Of course, you're hardly alone at this power level and now can certainly see the stakes. Maybe its time that someone permanently deals with the Lords of Dust and Quori problem...