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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.
 
:'''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.
 
:'''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.
 
:'''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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:'''Starting Power Points''': 10
 
:'''Starting Power Points''': 10
 
:'''Starting Powers''': 3
 
:'''Starting Powers''': 3
:'''Skill''': Performance (Smarts)
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:'''Skill''': Bardic (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.
 
:'''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>
 
'''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.
 
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)'''
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:Arcane Background (Cleric)
:'''Starting Power Points''': 10
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:Starting Power Points: 10
:'''Starting Powers''': Healing plus 2 additional powers
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:Starting Powers: 3
:'''Skill''': Faith (Spirits)
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: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).
+
: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>
 
'''DRUID'''</br>
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:'''Skill''': Faith (Spirits)
 
:'''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).
 
:'''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>
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'''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>
+
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.
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>
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:'''Arcane Background (Monk)'''
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>
+
:'''Starting Power Points''': 15
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>
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:'''Starting Powers''': 1
 +
:'''Skill''': Monk Focus (Spirits)
 +
:'''Power List''': Arcane Protection (Arcane Resistance)†, Boost Trait (Enhance Trait) †/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Disguise†, Drain Power Points≠, Empathy, Environmental Protection†, Farsight†, Healing†, Intangibility (Shadow Form) , Invisibility (Cloud Minds)†, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)†, Relief†, Speed†/‡, Slumber≠, Smite (Monk Strike)†, Speak Language†, Stun≠, Suggestion*, Teleportation (Shadow Step)÷†, Wall Walker†, Warrior's Gift†
  
'''MYSTIC (PALADIN)'''</br>
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'''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>
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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.
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>
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:'''Arcane Background (Paladin)'''
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>
+
:'''Starting Power Points''': 15
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>
+
:'''Starting Powers''': 1
 
+
:'''Skill''': Paladin Focus (Spirits)
'''MYSTIC (RANGER)'''</br>
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:'''Power List''': Analysis Foe*, Arcane Protection (Arcane Resistance)†, Boost Trait (Enhance Trait) †/‡, Confusion≠, Darksight†, Deflection†, Detect/Conceal Arcana, Empathy, Environmental Protection†, Farsight†, Healing, Mind Link, Mind Reading≠, Mind Wipe≠, Object Reading, Protection (Arcane Armor)†, Relief, Speed†/‡, Slumber≠, Smite (Holy Strikeᴮ)†, Speak Language†, Stun≠, Suggestion*, Warrior's Gift†
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>
 
'''PSIONIC'''</br>
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'''WARLOCK'''</br>
 
'''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.
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The warlock is a limited arcane caster whom often train wearing armor. 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)'''
 
:'''Arcane Background (Warlock)'''
 
:'''Starting Power Points''': 15
 
:'''Starting Power Points''': 15

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