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=== Traits === Using the basic '''Hindrances''' (SWAP pg. 25), '''Traits''' and '''Skills''' (SWAP pg. 33) and '''Edges''' (SWAP pg. 40) found in the Pathfinder Core although '''''Arcane Backgrounds''''' are slightly different (see MAGIC Backgrounds; see below) NEW BACKGROUND EDGES</br> '''DRAGONMARK''' [Novice, only certain races may take certain Marks]: You possess a Dragonmark, a magical tattoo found generally on your arms. Either you bare one of the 13 sanctioned Dragonmarks or you might have an Aberrant Mark. Those with a Sanctioned Mark possess basic powers common with those of the same household, with an Aberrant Marks will have wildly different (and often dangerous) abilities and powers. The Aberrant Mark are outlawed by the Dragonmark Houses who fear and hate those that possess them. See MAGIC below for the Mark's abilities. Most players should pick a Dragonmark of one of the Houses. Those with a sanctuion mark also gain the barer +1 Persuasion checks within her own Dragonmark House. Taking the Edge a second time grants +2 Persuasion checks within her own House. Aaimars, Changelings, Dragpnborn, Kalashtar, Tieflings. Shifters and Warforge cannot take a Dragonmarks, although if the GM allows Aberrant Marks all but the Warforged could potentially take one of those.</br> The GM should heavily regulate those with an Aberrant Mark. </br> This Edge can be taken twices for additional powers that the mark awarkens.</br> '''FAMILIAR''' [Novice, Arcane Background (any Arcane), Spell casting skill must be d10+)]: the character has acquired an animal familiar. The creature gained is a dove, raven, cat, frog, small dog, nonpoisonous snake, etc. The mage and the familiar acquire the Loyal Hindrance with regard to each other. The familiar is not a slave, however, and can refuse to follow orders, especially ones which will cause it harm. Unless ordered otherwise, the familiar follows its natural instincts. For example, a cat familiar may stop to chase a mouse, take a quick nap, or sate its curiosity about a small hole, and it’s likely to hide during combat. The strong bond allows the familiar to resist the effects of beast friend. Both can understand each other’s speech. To others, the familiar is simply making animal noises — the mage speaks his normal language. The familiar is a Wild Card with respect to wounds and the Wild Die, but has no bennies. The mage may spend his for the familiar, however.</br> The first time the mage takes this Edge it gains one of the powers below. Each additional time this Edge is taken, the mage can pick two powers listed below and the familiar gains +1 to its Toughness score. Each power may only be taken once. The mage may take this Edge only once each Rank it acheives. *The mage can transfer Wounds and Fatigue levels to or from his familiar as a free action. *The mage may increase one attribute of his choice by one die, to a maximum of d12. *The mage can use the familiar’s senses as if they were his own. This requires concentration. The maximum range for this ability is the mage’s Smarts x 100 yards. *The familiar can use the mage’s Combat Edges as its own. *Any spells the mage casts on himself also affect the familiar. If he casts protection with a raise, both he and his familiar gain +4 Armor for the duration, for example. *The familiar has 10 Power Points, which the mage may use as if they were his own. They recharge at the same rate as the mage’s (usually 5 per hour with rest). *The mage can cast any spell through the familiar, using it as the starting point of the spell. *The familiar acts as an arcane focus and grants the cast a +1 to her casting skill if within 10” (20yards). NEW CLASS EDGES</br> '''ARTIFICER'''</br> '''PSIONIC'''</br> '''WARLOCK'''</br> NEW COMBAT EDGES</br> '''CHARGER''' [Seasoned, Fighting d10+]: The warrior is experienced at moving across a large distance and getting the most effect out of rushing his foe. He may ignore the standard multi-action penalty for Running when making a normal Fighting attack roll at the end of your movement.</br> '''HEAVY WEAPON TRAINING''' [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat.</br> '''MUSKETEER''' [Seasoned, Muskets weapons only]: you can reload a musket faster than most. Reduce the reload time for all muskets and blunderbuss by 1 round, and you are allowed to move up to your Pace at the same time (no Run).</br> '''OVERSIZE WEAPON EXPERT''' [Seasoned, Fighting d8+]: The character may use two-handed melee weapons with one hand. The minimum Strength for using the weapon still applies as normal.</br> '''SPRING ATTACK''' [Seasoned, Agility d8+, Fighting d8+]: The attacker with a melee weapon can move up to his Pace before and after he attacks (no Run though). This does not allow him to avoid First Strike or avoid attackers on Hold or the free attack for leaving melee.</br> NEW LEADERSHIP EDGES</br> '''BORN LEADER''' [Veteran, Command]: If you spend an Action, one ally within your presence area is granted a free and immediate attack of their choice against an enemy of your choosing.</br> '''MOVE IT MISTER!''' [Seasoned, Command]: You can use a Action to give one ally within your presence area a free and immediate movement of Pace (no Running die). This ally cannot pass through threatened enemy’s space without drawing an attack (unless they have Extraction, then roll normal)</br> NEW PROFESSIONAL EDGES</br> '''ARCHER''' [Seasoned, Agility d6+, Shooting d8+, Marksman; Bows only]: Archers are among the most prized soldiers in any military. Those who train in advanced techniques learn how to master the bow in all conditions, and they can compensate for any difficulties. Archers reduce all Called Shot, Illumination, Range and Cover penalties by 2 total (any combination and can be combine with Marksman). :'''COMBAT ARCHER''' [Seasoned, Archer, Fighting d8+, Shooting d8+]: The Combat Archer is trained with heavy duty reinforced bows. If wielding such a bow can use the weapon in melee combat. These bow as a heavy clubs (Str+d6) and the archer is considered armed in melee. The bow’s reinforcements allows it to parry other weapons without damage. These bows cost +1,000 copper ($) over the normal cost. '''ARMORED CASTER''' [Novice, Strength d6+, Arcane Background/Sorcery or Wizard]: Arcane Wizards and Sorcerers don’t normally wear much if any armor as it tends to interfere with their spellcasting abilities. These casters have learn to wear up to moderate armor (AP+2) at no penalty to their spellcasting skill. Note that heavier armor still has a full penalty to use.</br> '''ARMOR MASTER''' [Novice, Strength d6+, Fighting d6+]: Warriors often learned how to best wear heavy armor effectively. Count the weight of any armor that he is wearing as one-half for Encumbrance. The character ignores the skill penalty to Athletics and only suffers one-half (round down) to Stealth while wearing armor.</br> '''BARDIC KNOWLEDGE''' [Novice, Arcane Background/Bard, Common Knowledge d8+]: Bards are often trained to be depositories of knowledge. They collect knowledge like a sponge and can recall obscure and minor trivia as if by magic. The bard gain +2 on all Common Knowledge skill checks and can use Common Knowledge to learn the history of an item or place, a magical items properties, etc. The GM can use his imagination depending on what the character might come up with.</br> '''MONSTER SLAYER''' [Novice, Smarts d6+, Occultism d6+, Notice d6+, Survival d8+]: Many monster hunters have dedicated themselves to protecting the civilized lands from the monsters from the wastes. When confronted by a monstrous or supernatural foe the hero may make an Occultism action check to identify a foe, its characteristics, and common tactics. The GM may impose penalties for uncommon or unique beings. With a success the Monster Slayer knows any weakness the creature might have and gains a +1 to all Trait rolls and damage totals against it until the end of the encounter. On a raise she gains all the creature’s special abilities and the Trait and damage bonus increase to +2.</br> '''TRAILBLAZER''' [Novice, Survival d6+]: You have learned to watch the signs and trust your instincts when it comes to navigating the vast wilderness. Anything the GM draws a face card while traveling (indicating a random encounter) the trailblazer can make a Notice -2 check. If successful the trailblazer detects the hazard, creature or situation at the earliest opportunity, giving the party time to likely avoid it or at least attack it on their own terms. The trailblazer also gains +2 to Notice rolls to avoid being surprised.</br> RACIAL EDGES</br> Many Races of Eberron often develop unique abilities common only among their race.</br> '''BEASTIAL''' [Novice, Shifter, Vigor d8+]: the Shifter can “shift” into two types of bestial at the same time (i.e. a Shifter with this edge could take on and gain the benefits of both Razorclaw and Shiftwing).</br> '''DRAGON'S BREATH''' [Novice, Dragonborn, Vigor d6+]: The dragonborn has developed a flame breath, with the elemental/trapping as her Elemental Resistance. Range of 4/8/12 using the Shooting skill against one target and damage of 2d8. This ability can be used once per hour safely, but the dragonborn can use it before then but it causes one level of Fatigue (recover after one hour). :'''IMPROVED DRAGON'S BREATH''' [Veteran, Dragonborn, Dragon’s Breath, Vigor d8+]: the dragonborn’s breath now affects everything in 1” line out to 12”and the damage is increased to 2d10. It can be used once per hour as listed above. '''ELEMENTAL RESISTANCE''' [Novice, Aasimar or Tiefling]: these races gain Elemental Resistance to both Heat/Fire and Cold/Ice attacks and environmental conditions. This adds +4 to trait rolls to resist environmental and spell trapping affects and +4 Toughness to resist damage by such attacks. :'''IMPROVED ELEMENTAL RESISTANCE''' [Novice, Aasimar or Tiefling, Elemental Resistance]: grants the environmental resistance bonuses to apply to Acid and Necromantic damage or effects. '''LAST GASP''' [Novice, Half-Orc or Shifter, Vigor d8+]: Once daily when you have taken all you wound points, failed to soak the wounds and are about to fall unconscious, you may take a single Action (right after suffering this damage) at no penalty. After this act, you fall unconscious and stabilize (no blood lose, unless a foe inflicts further damage).</br> '''LIGHT STEP''' [Novice, Gnome and Halfling, Stealth d8+]: the small folk gain +1 to all Stealth checks and weight does not set off pressure traps nor do they leave footprints behind when traveling at ½ their Pace.</br> '''MISTY STEP''' [Novice, Elf or Gnome, Spirits d6+]: the character knows where the points of reality are weakest. Once per hour, the character can teleport up to 10” to any point she can see.</br> '''NATURE'S GIFTS''' [Novice, Elf, Gnome, Half-Elf or Shifter, Spirits d8+]: some gain Environmental Resistance (+4 to trait resist rolls or +4 to Toughness from damage) vs. one of the following elements – Acid, Cold/Ice, Heat/Fire, or Electrical/Lightning. They can take this Edge more than once gain a different resistance each time.</br> '''NIMBLE MANEUVER''' [Novice, Halfling, Athletics d6+]: Halflings can use their size to their advantage vs. big folk. With a successful Athletics test (-2 for each additional foe’s space you have to travel through) they can move through the occupied spaces of foes. Must still have Pace to get to an unoccupied space at the end (can Run, but suffer Multi-Action penalty)</br> '''QUICK CHANGE''' [Novice, Changeling]: You can use your Shape Shifter ability without using an Action once per turn. When doing so they also gain a +2 to Trick any opponent (SWA pg. 108 Tests).</br> '''SCENT''' [Novice, Half-Orc, Notice d6+]: your sense of smell is highly attuned. Gain +2 to Survival skill checks plus with a Notice skill check. You can also see through illusions, sense invisible beings, ignore concealment etc. if they are within 2” of you.</br> '''Tree Runner''' [Novice, Elf or Half-Elf, Athletics d6+]: in thick wooded area, the character can move in the tree tops at normal speed, without needing a normal Athletics check.</br> '''VERY FIT''' [Novice, Dwarf, Half-Orc or Shifter, Vigor d8+]: some races are very healthy. They gain +4 to all tests to resist Fatigue caused by travel, carrying too much, lack of sleep, or environmental hazards like heat and cold. They also recover Fatigue at twice the normal rate (for any cause, so long at it can be recovered).</br> '''WINGED FLIGHT''' [Novice, Aasimar. Dragonborn or Tiefling]: You has grown a set of wings from your back (angel-like for aasimar, dragon and bat-like for dragonborn and tiefling) and gain a Flying Pace of 6” (‘Run’ d4+2). :'''IMPROVED FLIGHT''' [Seasoned, Aasimar, Dragonborn or Tiefling, Winged Flight]: Your fly Pace increase to 12” (‘Run’ 1d8+4)
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