Difference between revisions of "SWADE Eberron"

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(Species)
(Species)
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:'''Starting Gear''': from SWAP pg. 130 GEAR and starting funds of 300 gold pieces ($). Additional gear is listed below and also primitive firearms are found in this setting from the SWAE - Black Powder Pistols and Muskets (pg. 73) with the Kentucky Rifle renamed the Rifled Musket (pg. 73) and Costing 500 gold pieces ($).
 
:'''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
 
 
'''NEW SPECIES'''</br>
 
 
'''Aasimars'''</br>
 
'''Aasimars'''</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>
 
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>
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:Scaly Hide [1]: their scales add AP+2.
 
: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.
 
:Strong [2]: base Strength of d6 and can raise their starting score in this trait to a d12+1.
 +
 +
'''Dwarf'''</br>
 +
Dwarfs (along with Goblins, Orcs, Gnomes and Halflings) where some of the original inhabitants of Khorvaire. From their lands in the Mror Hold Mountains they control a great deal of wealth both in gold and manufaturing.</br>
 +
Use the SWAP pg. 20 Ancestries write up for Dwarves
  
 
=== Hindranced, Skills and Edges ===
 
=== Hindranced, Skills and Edges ===

Revision as of 16:32, 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

Aasimars
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.
Native Language: Celestial or Common

Arcane Resistance [2]: as Edge.
Blessed Looks (Attractive) [2]: as the Attractive Edge
Divine Health [1] +2 resistant against diseases and poisons.
Drive (Minor) [-1]: as Hindrance, players chose what it is.

Changeling
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.
Native Languages: Common

Linguistic [2]: as Edge, combined with Multiple Languages setting, gain your full Smarts dice in additional d6 languages.
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).
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.

Dragonborn
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.
Native Languages: Common or Draconic

Bite [1]: base Str+d4
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).
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.
Strong [2]: base Strength of d6 and can raise their starting score in this trait to a d12+1.

Dwarf
Dwarfs (along with Goblins, Orcs, Gnomes and Halflings) where some of the original inhabitants of Khorvaire. From their lands in the Mror Hold Mountains they control a great deal of wealth both in gold and manufaturing.
Use the SWAP pg. 20 Ancestries write up for Dwarves

Hindranced, Skills and Edges

Using the basic Hindrances (SWAP pg. 25), 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

MAGIC

Backgrounds

GEAR

Alchemy