Difference between revisions of "SWADE Eberron"

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(Hindranced and Edge s)
(CHARACTER CREATION)
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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''': base 500 copper pieces ($). Most Common Gear should be purchased from SWAE pg. 67, Food and Ammo from pg. 68, Medieval and Ancient Armor from pg. 69, Medieval and Ancient Shields from pg. 71 (medium and large shields have one less Parry bonus), Medieval Melee and Ranged Weapons from pg. 72 and 73. Black Powder Pistols and Muskets (pg. 73) with the Kentucky Rifle renamed the Rifled Musket (pg. 73) and Costing 500 copper ($).
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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 ===
Dwarfs, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings and Humans as found in SWAR pg. 20-24 Ancestries
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'''Dwarfs, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings''' and '''Humans''' as found in SWAR pg. 20-24 Ancestries
  
 
NEW SPECIES</br>
 
NEW SPECIES</br>

Revision as of 15:53, 8 January 2022

This is a conversion guild for playing the Eberron setting using the Savage Wor;d Adventure Edition (Pathinder PDF)

BASIC RULES

Rule Setting Savage World Adventure Edition (SWAE) and SWAE Pathfinder Core Rules (SWAP)

Setting Rules (SWAE pg. 136-145)

Born a Hero - ignore rank requirement at character creation
High Adventure - a benny to gain the use of a short term combat edge you qualify for
Multiple Languages - gain ½ Smarts in additional languages at d6 each
Wound Cap - wild cards suffer a maximum of 4 Wounds from a single hit; apply this limit before making Soak rolls.

Languages in this Setting: Abyssal (Demons and evil outsiders), Aklo (inhuman, otherworldly monsters and evil fey), Aqua (aquatic creatures), Auran (flying creatures), Celestial (angels and good outsiders), Common (humans standard), Draconic (dragons and reptilian humanoid), Druidic (druidic), Dwarfish (dwarfs), Elvish (elves and half-elves), Giantish (cyclops, giants, ogres, trolls), Gnomish (gnomes), Goblinoid (bugbears, goblins, hobgoblins), Gnollish (gnolls), Halfingish (halflings), Ignan (fire-based creatures), Infernal (devils and evil outsiders), Orcish (orcs and half-orcs), Sylvan (centaurs, fey, plant creatures and unicorns), Terran (earth based creatures), Undercommon (duergar, morlocks and svirfneblin)

HOUSERULES

Heroic Recovery: At the end of fight, all characters who have suffered a Wound or Wounds can make a Soak Check after a short rest (10+ minutes) for free. Make a normal healing test, with a success you recover a Wound.
Run Dice: Changed to d4+2 (instead of d6) or 1d3+1 (for d4) and d6+4 (for a d10)

CHARACTER CREATION

Species: chose a race from those below.
Novice: 5 attribute points and 12 skills points (along with starting skills)
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.
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

Dwarfs, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings and Humans as found in SWAR pg. 20-24 Ancestries

NEW SPECIES

Hindranced and Edges

MAGIC

Backgrounds

GEAR

Alchemy