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:'''Bonus''': all characters gain one bonus Edge but you must qualify for it (except for Rank) or gain a +1 step to one Attribute trait.
 
:'''Bonus''': all characters gain one bonus Edge but you must qualify for it (except for Rank) or gain a +1 step to one Attribute trait.
 
:'''Hindrances''': One Major and two Minor Hindrances.
 
:'''Hindrances''': One Major and two Minor Hindrances.
:'''Starting Gear''': from SWAP GEAR on pg. 103 and starting funds of 300 gold pieces ($). Additional gear is listed below and also primitive firearms are found in this setting from the SWAE - Shots with Powder (pg. 68), Black Powder Pistols and Muskets (pg. 73) with the Kentucky Rifle renamed the Rifled Musket (pg. 73) and Costing 500 gold pieces ($).Additional Eberron gear is lisetd below.
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:'''Starting Gear''': from SWAP pg. 130 GEAR and starting funds of 300 gold pieces ($). Additional gear is listed below and also primitive firearms are found in this setting from the SWAE - Black Powder Pistols and Muskets (pg. 73) with the Kentucky Rifle renamed the Rifled Musket (pg. 73) and Costing 500 gold pieces ($).
 
=== Species ===
 
=== Species ===
Note that any species in SWAP listed as having '''''Darkvsion''''' replace it with ''''''Thermal Vision''''' - see ‘heat’ and halve all darkness illumination penalty (including invisibility).  
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Note that any species in SWAP listed as having '''''Darkvsion''''' replace it with ''''''Thermal Vision''''' - see ‘heat’ and halve all darkness illumination penalty (including invisibility).
  
 
[[File:Eborron SWA species.jpg | 700px]]
 
[[File:Eborron SWA species.jpg | 700px]]
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Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace. Family that have such a child are often considered blessed or lucky. Most are of good natural and calm emotions but there are the occational black hearted one who uses their looks to take advantage of others.</br>
 
Those who bare a significant amount of celestial outsider blood in their ancestry. Others are naturally drawn to them as they exude natural charm and grace. Family that have such a child are often considered blessed or lucky. Most are of good natural and calm emotions but there are the occational black hearted one who uses their looks to take advantage of others.</br>
 
:'''''Native Language''''': Celestial or Common
 
:'''''Native Language''''': Celestial or Common
:'''Arcane Resistance''' [2]: as Edge.
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:Arcane Resistance [2]: as Edge.
:'''Blessed Looks''' (Attractive) [2]: as the Attractive Edge
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:Blessed Looks (Attractive) [2]: as the Attractive Edge
:'''Divine Health''' [1] +1 resistant against diseases and poisons.
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:Divine Health [1] +2 resistant against diseases and poisons.
:'''Driven''' (Minor) [-1]: as Hindrance, players chose what it is.
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:Drive (Minor) [-1]: as Hindrance, players chose what it is.
  
 
'''Changeling'''</br>[[File:DragonStar5E.changeling.jpg | 300px | right]]
 
'''Changeling'''</br>[[File:DragonStar5E.changeling.jpg | 300px | right]]
 
Distrusted by many for their abilities as spies and assassins. Changelings have white pale skin and hair and white ireless eyes in the natural form. They often assume the form of someone else to avid the prejudices directed at them.</br>
 
Distrusted by many for their abilities as spies and assassins. Changelings have white pale skin and hair and white ireless eyes in the natural form. They often assume the form of someone else to avid the prejudices directed at them.</br>
 
:'''''Native Languages''''': Common or Aklo
 
:'''''Native Languages''''': Common or Aklo
:'''Linguistic''' [2]: as Edge, combined with Multiple Languages setting, gain your full Smarts dice in additional d6 languages.
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:Linguistic [2]: as Edge, combined with Multiple Languages setting, gain your full Smarts dice in additional d6 languages.
:'''Secret''' or '''Outsider''' (Major) [-2]: as Major Hindrance. Changeling are universally distrusted and feared; as such they suffer a great deal of prejudice and mistrust from non-changelings (which is why many never relieve their true nature to others and keep this a s
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:Secret or Hindrance (Major) [-2]: Changeling are universally distrusted and feared; as such they suffer a great deal of prejudice and mistrust from non-changelings (which is why many never relieve their true nature to others and keep this a secret).
:'''Shapechanger''' [3]: By spending a few seconds in total concentration [1 Action], a Changeling may take on the appearance of any other bipedal race with two eyes, a mouth, and two arms, etc. This can change their sex, skin color, hair color and length, eyes color, etc. and can change their size but only about 10 to 20% (no impact on stats) It is not easy for them to copy a specific individual (so -1 to -4 to fooling anyone who knows that individual, depending on the persons relationship and knowledge). This does not this does not affect their possessions and is not an illusory effect but a minor physical alteration of features. When Stunned or Wounded, the Changeling must make a Spirits roll to maintain the assumed form, and when killed or incapacitated they automatically revert to their natural form. Otherwise they may maintain these forms without effect and for any duration, even when sleeping.
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:Shape Shifter [3]: By spending a few seconds in total concentration [1 Action], a Changeling may take on the appearance of any other bipedal race with two eyes, a mouth, and two arms, etc. This can change their sex, skin color, hair color and length, eyes color, etc. and can change their size but only about 10 to 20% (no impact on stats) It is not easy for them to copy a specific individual (so -1 to -4 to fooling anyone who knows that individual, depending on the persons relationship and knowledge). This does not this does not affect their possessions and is not an illusory effect but a minor physical alteration of features. When Stunned or Wounded, the Changeling must make a Spirits roll to maintain the assumed form, and when killed or incapacitated they automatically revert to their natural form. Otherwise they may maintain these forms without effect and for any duration, even when sleeping.
:'''Sneaky''' [1]: base Stealth skill of a d6 (and maximum starting of d12+1).
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:Sneaky [1]: base Stealth skill of a d6.
  
 
'''Dragonborn'''</br>
 
'''Dragonborn'''</br>
 
Uncommon throughout much of the land these noble beings have the heads and colors of the dragons from the continent of Argonnessen where they also originated.</br>
 
Uncommon throughout much of the land these noble beings have the heads and colors of the dragons from the continent of Argonnessen where they also originated.</br>
 
:'''''Native Languages''''': Common or Draconic
 
:'''''Native Languages''''': Common or Draconic
:'''Bite''' [1]: base Str+d4
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:Bite [1]: base Str+d4
:'''Code of Honor''' or '''Heroic''' [-2]: as Major Hindrance (player’s choice). Dragonborn are very concerned about honor, etc.
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:Code of Honor or Heroic [-2]: as Major Hindrance (player’s choice). Dragonborn are very concerned about honor, etc.
:'''Commanding''' [1]: Dragonborn have a commanding presence and they gain +1 Persuasion or Intimidate (player’s choice).
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:Commanding [1]: Dragonborn have a commanding presence and they gain +1 Persuasion or Intimidate (player’s choice).
:'''Elemental Resistance''' [1]: Dragonborn are resisted to an element depending on their color – Red and Bronze: Fire/Heat; White and Silver: Cold/Ice; Green and Copper: Acid; Blue and Gold: Electricity/Lightning Resistance grants +4 to resistant rolls or +4 toughness against damage of that element.
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:Elemental Resistance [1]: Dragonborn are resisted to an element depending on their color – Red and Bronze: Fire/Heat; White and Silver: Cold/Ice; Green and Copper: Acid; Blue and Gold: Electricity/Lightning Resistance grants +4 to resistant rolls or +4 toughness against damage of that element.
:'''Scaly Hide''' [1]: their scales add AP+2.
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:Scaly Hide [1]: their scales add AP+2.
:'''Strong''' [2]: base Strength of d6 and can raise their starting score in this trait to a d12+1.
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:Strong [2]: base Strength of d6 and can raise their starting score in this trait to a d12+1.
  
 
'''Dwarf'''</br>
 
'''Dwarf'''</br>
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Are a race of psionic humanoids from Adar of the continent of Sarlona. They have ‘bonded’ or merged with spirits of the quon and are ‘dual minded’.</br>
 
Are a race of psionic humanoids from Adar of the continent of Sarlona. They have ‘bonded’ or merged with spirits of the quon and are ‘dual minded’.</br>
 
:'''''Native Language''''': Quori or Common
 
:'''''Native Language''''': Quori or Common
:'''Bright''' [2]: start with a base Smarts d6 and maximum of d12+1.
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:Bright [2]: start with a base Smarts d6 and maximum of d12+1.
:'''Outsiders''' (Major) [-2]: as Hindrance. Others feel extremely uncomfortable around them.
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:Outsiders (Major) [-2]: as Hindrance. Others feel extremely uncomfortable around them.
:'''Psionic Gifted''' [4]: starts with the Arcane Background (Psionic) for free. Also gains +5 power points with psionic powers.
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:Psionic Gifted [4]: starts with the Arcane Background (Psionic) for free. Also gains +5 power points with psionic powers.
  
 
'''Shifters'''</br>
 
'''Shifters'''</br>
 
Shifters are the results of ancient joining between Humans and true Lycanthropes but now breed true. During the purges of the Silver Flames that persecuted were-creatures they also killed many Shifters. To this day most Shifters are weary of civilized folk and civilized folk are weary of them.</br>
 
Shifters are the results of ancient joining between Humans and true Lycanthropes but now breed true. During the purges of the Silver Flames that persecuted were-creatures they also killed many Shifters. To this day most Shifters are weary of civilized folk and civilized folk are weary of them.</br>
 
:'''''Native Language''''': Common or Sylvan
 
:'''''Native Language''''': Common or Sylvan
:'''Agile''' or '''Strong''' or '''Heathy''' [2]: base Agility or Strength or Vigor (player’s choice) of a d6 and maximum of a d12+1 with trait.
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:Agile or Strong or Heathy [2]: base Agility or Strength or Vigor (player’s choice) of a d6 and maximum of a d12+1 with trait.
:'''Cautious''' (Minor) [-1]: as Hindrance. Shifters are not trusting.
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:Cautious (Minor) [-1]: as Hindrance. Shifters are not trusting.
:'''Outsider''' (Minor) [-1]: as Hindrance. Shifters are generally seen as bestial and savages by most folk.
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:Outsider (Minor) [-1]: as Hindrance. Shifters are generally seen as bestial and savages by most folk.
:'''Shifting''' [3]: on their Action, a Shifter can freely “Shift” towards a more aggressive aspects of his or her animal-side and gain some advantages. A Longtooth Shifter gains the Bite Str+d4 and Scent (gain within +2 to Survival skill for tracking plus with a Notice check can see through illusions, sense invisible beings, ignore concealment, illumination penalties etc. if within 2”). The Razorclaw Shifter gains Bite and Claws that do Str+d6 damage and also a Pace increase to 8 (Run d6+2). The Rhino-Hide gain AP+4 (does not stack with other armor) and +2 to Toughness. The Shiftwing gain flying Pace x2 (Run d8+4). There is no real cost to using this ability except that the Shifter takes on a more animalistic appearance (a Longtooth’s face extends like a wolf’s, a Razorclaw looks more cat-like, the Rhino-Hide gets heavier and skin color becomes greyish, the Swiftwing grow batlike wings from their backs). While shifting they suffer a -2 to Persuasion checks.
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:Shift [3]: on their Action, a Shifter can freely “Shift” towards a more aggressive aspects of his or her animal-side and gain some advantages. A Longtooth Shifter gains the Bite Str+d4 and Scent (gain within +2 to Survival skill for tracking plus with a Notice check can see through illusions, sense invisible beings, ignore concealment, illumination penalties etc. if within 2”). The Razorclaw Shifter gains Bite and Claws that do Str+d6 damage and also a Pace increase to 8 (Run d6+2). The Rhino-Hide gain AP+4 (does not stack with other armor) and +2 to Toughness. The Shiftwing gain flying Pace x2 (Run d8+4). There is no real cost to using this ability except that the Shifter takes on a more animalistic appearance (a Longtooth’s face extends like a wolf’s, a Razorclaw looks more cat-like, the Rhino-Hide gets heavier and skin color becomes greyish, the Swiftwing grow batlike wings from their backs). While shifting they suffer a -2 to Persuasion checks.
:'''Thermal Vision''' [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
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:Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
  
 
'''Tiefling'''</br>
 
'''Tiefling'''</br>
 
Tieflings are the result of a joining of Humans and Demons and as a result they take on many of the features of their demonic parents such as reddish skin, horns sprouting from their foreheads and devilish tails. Most folk see them as evil but as with all the races there are both good and bad Tieflings.</br>
 
Tieflings are the result of a joining of Humans and Demons and as a result they take on many of the features of their demonic parents such as reddish skin, horns sprouting from their foreheads and devilish tails. Most folk see them as evil but as with all the races there are both good and bad Tieflings.</br>
 
:'''''Native Language''''': Abyssal or Common
 
:'''''Native Language''''': Abyssal or Common
:'''Bright''' [2]: base Smarts of a d6 and maximum d12+1.
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:Bright [2]: base Smarts of a d6 and maximum d12+1.
:'''Devilish Allure''' [2]: as the Attractive Edge.
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:Devilish Allure [2]: as the Attractive Edge.
:'''Horns''' [1]: base unarmed damage Str+d4.
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:Horns [1]: base unarmed damage Str+d4.
:'''Outsider''' (Major) [-2]: as Hindrance.
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:Outsider (Major) [-2]: as Hindrance.
:'''Thermal Vision''' [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
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:Thermal Vision [1]: see ‘heat’ and halve all darkness illumination penalty (including invisibility).
 
:Starting Languages: ½ Smarts die in d6 languages one must be Infernal.
 
:Starting Languages: ½ Smarts die in d6 languages one must be Infernal.
  
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Created by the Dragonhouse of Cannith as fodder to fight in the Last War on all sides. At the end of the war the Treaty of Thronehould granted the Warforged their freedoms. They now wander the world, looking for their place within it.</br>
 
Created by the Dragonhouse of Cannith as fodder to fight in the Last War on all sides. At the end of the war the Treaty of Thronehould granted the Warforged their freedoms. They now wander the world, looking for their place within it.</br>
 
:'''''Native Language''''': Common
 
:'''''Native Language''''': Common
:'''Armor Plating''' [1]: their basic construction grants them AP+2 (cannot wear other armor).
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:Armor Plating [1]: their basic construction grants them AP+2 (cannot wear other armor).
:'''Living Construct''' [4]: gain a +2 to recover from being Shaken and Stunned, ignore one level of wound modifiers and are immune to disease. They require minimum food or water (about ¼ what a normal human would require) and can benefit from potions. They gain +4 to resist Poisons and inhaled Toxins (or to their Toughness vs. such damages). They cannot heal naturally but instead must be Repaired (ignore the “Golden Hour”). This requires about one hour of work. They wounds count as a penalty to this check. They still require rest (sleep) although it is more like meditation or “powering down” and are fully alert during this time.
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:Living Construct [4]: gain a +2 to recover from being Shaken and Stunned, ignore one level of wound modifiers and are immune to disease. They require minimum food or water (about ¼ what a normal human would require) and can benefit from potions. They gain +4 to resist Poisons and inhaled Toxins (or to their Toughness vs. such damages). They cannot heal naturally but instead must be Repaired (ignore the “Golden Hour”). This requires about one hour of work. They wounds count as a penalty to this check. They still require rest (sleep) although it is more like meditation or “powering down” and are fully alert during this time.
:'''Loyalty''' (Minor) [-1]: as the Hindrance, warforged has been programed at creation in this way.
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:Loyalty (Minor) [-1]: as the Hindrance, warforged has been programed at creation in this way.
:'''Model''' [2]: during their creation the warforged were made for serve multiple roles. They gain one of the following – Diplomat (gain the Linguistic Edge), Scout (base Stealth d6 and +1 to Stealth skill checks), Warrior (increase AP to +4/total and Toughness +1).
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:Model [2]: during their creation the warforged were made for serve multiple roles. They gain one of the following – Diplomat (gain the Linguistic Edge), Scout (base Stealth d6 and +1 to Stealth skill checks), Warrior (increase AP to +4 and Toughness +1).
:'''Outsider''' (Major) [-2]: as Flaw, most people are extremely uncomfortable around them or treat them as if they were non-sentient (just a smart machine). Also there reputation from the Forged Wars is not good.
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:Outsider (Major) [-2]: as Flaw, most people are extremely uncomfortable around them or treat them as if they were non-sentient (just a smart machine). Also there reputation from the Forged Wars is not good.
 
''Warforged cannot take any Dragonmark but they can take any type of other Arcane Backgrounds.''
 
''Warforged cannot take any Dragonmark but they can take any type of other Arcane Backgrounds.''
  
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*The mage can cast any spell through the familiar, using it as the starting point of the spell.
 
*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).
 
*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>
 
NEW COMBAT EDGES</br>
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'''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>
 
'''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>
 
'''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).
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'''WINGS''' [Novice, Aasimar. Dragonborn or Tiefling]: You has grown wings (angel-like for aasimar, dragon and bat-like for dragonborn and tiefling) and gains the fly 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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:'''IMPROVED WINGS''' [Seasoned, Aasimar, Dragonborn or Tiefling, Grown Wings]: Your fly Pace increase to 12” (‘Run’ 1d8+4)
  
 
== MAGIC ==
 
== MAGIC ==
 
The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following includes the most common Arcane Background, Powers Trappings uses, New Powers and the Dragonmark magic.
 
The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following includes the most common Arcane Background, Powers Trappings uses, New Powers and the Dragonmark magic.
 
=== Arcane Backgrounds ===
 
=== Arcane Backgrounds ===
The world of Eberron includes many types of magic, from the Dragonmarks to spell casters. The following are the most common Arcane Background power users.
 
 
'''ARTIFICER'''</br>
 
Some wizards focus their knowledge into creating magical mechanical devices. This uses a slightly updated version of Weird Science (SWAE pg. 148) and Arcane Devices (SWAE pg. 153). But you can also know and cast like Wizard spell casters. Casting a Spell by an Artificer requires a Full Round (no Pace, no Multi-Actions allowed) and cost 1 additional Power Point to cast and to maintain. Artificer can wear any armor and when casting as a wizard they must speak loudly arcane words and gesture with at least one hand (hands cannot be bound).
 
:'''Arcane Background (Artificer)'''
 
:'''Starting Power Points''': 15
 
:'''Starting Powers''': 2
 
:'''Skill''': Artificer (Smarts)
 
:'''Power List''': Any. But may only cast those spells listed under Wizards. Others must be devices
 
 
'''BARD'''</br>
 
The bard uses songs to create a magical affect. Often acting as entertainers and minstrels the bard-songs can have a great effect on others. Bards can wear up to AP+2 armor types without it affecting their spell-casting abilities but anything heavier imposes the full penalties (see Wizards on wearing armor). Bards must either play a musical instrument or sing loudly in order to cast their spells. If the bard does both then any power that he casts has the Concentration Edge effect on it (the powers duration is doubled). If the bard already has the Concentration Edge the duration is tripled. The bard is only required to sing and/or play and instrument to activate the power, she does not need to sing and/or play throughout.
 
:'''Arcane Background (Bard)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': 3
 
:'''Skill''': Performance (Smarts)
 
:'''Power List''': Arcane Protection (Magic Resistance), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burst (Cone of Xᴮ), Confusion (Cause Confusion), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Elemental Manipulation, Empathy, Entangle (Web), Farsight, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Invisibility, Light/Darkness, Mind Link, Mind Reading, Protection (Mage Armor), Puppet (Control Other), Slow (Slow Foe)‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Stun, Suggestion*, Summon Ally.
 
 
'''CLERIC'''</br>
 
The cleric can cast Divine Magic by drawing power from the gods themselves. Clerics can wear any armor without penalty, but require a holy symbol in one hand and being able to speak in a clear voice in order to cast ‘spells’. You must also follow your God’s tenets or resist losing access to their power. Each deity has its only tenets that the cleric most follow and can generally be reflected by some Hindrance that the player must take and adhere to.
 
:'''Arcane Background (Cleric)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': Healing plus 2 additional powers
 
:'''Skill''': Faith (Spirits)
 
:'''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Divine Strikeᴮ), Blind (Holy Lightᴮ), Bolt (Divine Boltᴮ), Boost/Lower Attribute (must be taken separately; Boost Trait, Lower Trait)‡, Confusion, Darksight, Detect/Conceal Arcana, Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle, Environmental Protection, Fear (Cause Fear), Healing (Cure Wounds), Intangibility (Wraith Form), Legerdemain (Far Hand), Light/ Darkness!, Mind Link (Share Minds), Mind Reading, Mind Wipe, Object Reading, Protection (Armor of Faith), Relief (Cure Fatigue), Resurrection, Shape Change (Polymorph), Smite (Holy Smiteᴮ), Sound/Silence, Speak Language, Stun (Stun Foes), Telekinesis (Divine Hand), Zombie (Create Zombies).
 
:'''Domain Sphere''': must pick one (see SWAP pg. 50-51)
 
 
'''DRUID'''</br>
 
Druids are divine spell casters dedicated to the Old Ways and Old Gods. These beings care little about civilization and the druid works to protect the wildlands from civilizations approach. Druids must take the Habit (Major; Protective of Nature) as one of their Hindrances. The druid can wear any natural armors (basically up to AP+2 hides, etc.) and can use wooden shields. A druid must have its holy symbol on full display and be able to say a few short (if soft) words to cast spells. Note that if the druid possess the Shape Shift power the base duration for this power is 10 rounds.
 
:'''Arcane Background (Druid)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': 3
 
:'''Skill''': Faith (Spirits)
 
:'''Power List''': Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Beast Friend (Animal Friend), Blast (Ball Lightingᴮ), Blind (Light Burstᴮ), Bolt (Lighting Boltᴮ), Boost/Lower Attribute (must be taken separately; Enhance Trait, Diminish Trait) ‡, Burrow (Create Tunnel), Burst (Cone of Cold or Lightning†), Confusion, Damage Field (Electrical Field†), Darksight, Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Visions), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Webs), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Havoc (Whirlwind), Healing (Cure Wounds), Growth/Shrinking, Invisibility, Light/Darkness, Protection (Bark Skin), Relief (Remove Fatigue), Remote Viewing* (Forest Eyes), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Speed Ally) ‡, Slumber (Sleep), Smite (Beast Claws), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Animal), Teleportation (Tree Stride)∞, Wall Walker (Spider Walk).
 
:'''Domain Sphere''': Nature (SWAP pg. 51)
 
 
'''MYSTIC (MONK)'''</br>
 
Those monk that dedicate themselves to a mystical martial art form gain access to various powers that can enhance their body’s fighting abilities. A monk cannot wear any type of armor when using this powers. However any power that would normally be reduces to 0 or less (even though the power’s point cost is 1) instead can activate that power as a free action. The monk does not need to make any outward side that they are using a power (see SWAP pg. 56 for basics).</br>
 
As a limited free action, the monk can invoke one of the following "ki" powers: Boost Trait (Agility, Athletics, Fighting, and Stealth only), Darksight, Deflection, Disguise, Smite, Speed, Teleportation (Shadow Step) and Wall Walker. All are self only, but the monk gains no benefit from the Limitation (SWAP pg. 168).</br>
 
The monk has 10 dedicated Power Points that recharge normally (SWAP pg. 169). He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 for more information on specific spells.</br>
 
Mystic Powers doesn’t grant access to Edges that require an Arcane Background excepted for Power Points (for normal points). If the monk also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa).</br>
 
 
'''MYSTIC (PALADIN)'''</br>
 
Holy warriors of the various gods the paladin is granted power by these same gods. The paladin must have the Code of Honor or Heroic Hindrance and can wear any armor that he chooses (sde SWAP pg. 58 for basics).</br>
 
As a limited free action the paladin can invoke one of the following miracles: Analysis Foe*, Boost Trait (Fighting, Strength, and Vigor only), Empathy, Healing, Protection (Arcane Armor), Relief, and Smite (Holy Strike). Boost trait, empathy, protection and smite are self only, but the paladin gains no benefit from the Limitation (SWAP pg. 168).</br>
 
The paladin has 10 dedicated Power Points that recharge normally (SWAP pg. 169). She automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. She may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 of SWAP for more information on specific spells.</br>
 
Mystic Powers doesn’t grant access to Edges that require an Arcane Background except fpr Power Points (gain normal power points). If the paladin also has an Arcane Background, none of its Edges or abilities can be used with Mystic Powers (and vice-versa). </br>
 
 
'''MYSTIC (RANGER)'''</br>
 
XX (see SWAP pg. 60 for basics).</br>
 
'''Power Use''': As a limited free action the ranger can castone of the following spells: Analysis Foe*, Beast Friend, Boost Trait (Athletics, Fighting, and Shooting only), Entangle, Environmental Protection, Farsight, Object Reading, and Warrior’s Gift. Boost trait, farsight and warrior’s gift are self only, but the ranger gains no benefit from the Limitation (SWAP pg. 168).</br>
 
The woodsman has 10 dedicated Power Points that recharge normally (see pg. SWAP 169).</br>
 
He automatically activates the power with success for its regular cost, or with a raise for an additional 2 Power Points. He may use applicable Power Modifiers if desired (at the usual cost). See Chapter 5 SWAP for more information on specific spells.</br>
 
:Mystic Powers doesn’t grant access to Edges requiring an Arcane Background except Power Points (granting normal power points). If the ranger also has an Arcane Background, none of its Edges and abilities can be used with Mystic Powers (and vice-versa).</br>
 
 
'''PSIONIC'''</br>
 
The psionic abilities are a fairly rare power user within Eberron but still can be found here. They tap into their own mental reserves in order to manipulate matter, read minds, view remote locates, etc. The psionic can wear up to moderate armor (AP+2 max) without it affecting their power use. Anything above that they suffer the full penalty (see Wizards). The psionic does not need to make any outward sign to active a power.
 
:'''Arcane Background (Psionic)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': 2
 
:'''Skill''': Psionic (Smarts)
 
:'''Power List''': Any except Resurrection. Many psionic powers have the Limitation: Range (Self).
 
 
'''SORCERY'''</br>
 
The sorcerer have inherited arcane magic through their bloodline of some past discursion or magical experiment. They can use a wide range of powers but generally stick to a core theme such as dragon-blooded or necromantic bloodline. They need only concentrate for a second with no other outward signs in order to use their powers. The sorcerer cannot wear any armor as it interferes with their magic. See Wizards for the penalty when doing so.
 
:'''Arcane Background (Sorcery)'''
 
:'''Starting Power Points''': 20
 
:'''Starting Powers''': 1
 
:'''Skill''': Sorcery (Vigor)
 
:'''Power List''': Any.
 
 
'''WARLOCK'''</br>
 
The warlock is a warrior with some limited arcane training. The warlock can cast arcane spells while wearing any armor without penalties. The warlock must be able to speak in a clear voice when casting a power and must have at least one hand free. However a one-handed weapon counts as a free hand for the warlock. The warlock’s magic is generally limited to enhancing their own abilities.
 
:'''Arcane Background (Warlock)'''
 
:'''Starting Power Points''': 15
 
:'''Starting Powers''': 1
 
:'''Skill''': Spellcasting (Smarts)
 
:'''Power List''': Analysis Foe*, Arcane Protection (Arcane Resistance)†, Blast (Xᴮ Ball), Bolt (Bolt of Xᴮ), Boost Trait (Enhance Trait) †/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Growth/Shirking (must be taken separately; Enlarge, Shirking)†, Intangibility (Wraith Form) †, Invisibility†, Light/Darkness, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)†, Relief†, Speed†/‡, Slumber≠, Smite (Magic Weapon)†, Speak Language†, Stun≠, Suggestion*, Teleportation†, Wall Walker†, Warrior's Gift†
 
 
'''WIZARD'''</br>
 
The wizard is a dedicated arcane spell caster who often trains for years, reading over all dusty tomes and studying the magical arts from older wizards via a formal school or in a more private setting. A wizard cannot wear any armor as it interferes with their spellcasting abilities. The wizard must speak in a load and clear voice arcane works and must be able to move and gesture (hands and feet free) in strange patters.
 
:'''Arcane Background (Wizard)'''
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': 4
 
:'''Skill''': Spellcasting (Smarts)
 
:'''Power List''': Analyze Foe*, Arcane Protection (Magic Resistance), Banish, Barrier (Wall of Xᴮ), Blast (Xᴮ Ball), Blind (Strike Blind), Bolt (Xᴮ Bolt), Boost/Lower Attribute (must be taken separately; Enhance Trait, Lower Trait)‡, Burrow (Create Tunnel), Burst (Cone of Xᴮ), Confusion (Cause Confusion), Damage Field (Xᴮ Shield), Darksight, Deflection (Shield), Detect/Conceal Arcana, Disguise (Alter Self), Dispel, Divination (Crystal Ball), Drain Power Points (Drain Magic), Elemental Manipulation, Empathy, Entangle (Web), Environmental Protection, Farsight, Fear (Cause Fear), Fly, Growth/Shrinking (Must be taken separately; Enlarge, Shirking)‡, Havoc (Whirlwind), Illusion, Intangibility (Wraith Form), Invisibility, Legerdemain*, Light/Darkness, Mind Link, Mind Reading, Mind Wipe, Object Reading, Protection (Mage Armor), Puppet (Control Other), Remote Viewing* (Wizard’s Eye), Shape Change (Polymorph), Slow/Speed (must be taken separately; Slow Foe, Haste) ‡, Slumber (Sleep), Smite (Magic Weapon), Sound/Silence, Speak Language, Stun, Suggestion*, Summon Ally (Summon Elemental‡), Telekinesis (Mage Hand), Teleport, Wall Walker (Spider Climb), Zombie (Create Zombie).
 
 
'''NOTES FOR ALL MAGICAL POWERS'''
 
: * New Power (see below)
 
: ᴮ This power requires that you pick a Trapping when you acquire the power (see Below)
 
: ÷ This power has the Limitation that it only functions between Shadows automatically.
 
: ∞ This power has the Limitation that it only functions between trees or plants automatically.
 
: † This power has the limitation – Range (Self) automatically.
 
: ‡ This power has the limitation - Aspect automatically.
 
: ≠ This power has the limitation - Range: Touch automatically.
 
 
 
=== Trappings ===
 
=== Trappings ===
 
=== New Powers ===
 
=== New Powers ===
Line 296: Line 195:
  
 
== GEAR ==
 
== GEAR ==
See SWAP pg. 103 or basic Gear for this game. Additional Eberron gear is as following...
 
 
 
 
=== Alchemy ===
 
=== Alchemy ===

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