Difference between revisions of "SWADE Eberron"

From RPGnet
Jump to: navigation, search
(Hindranced, Skills and Edges)
(Dragonmarks)
Line 191: Line 191:
 
=== New Spells ===
 
=== New Spells ===
 
=== Dragonmarks ===
 
=== Dragonmarks ===
 +
The following are the powers and abilities granted by the 13 sanctioned marks and includes the species are allowed to bare them.
 +
 +
:House Cannith (Humans only): the Mark of Making. The house innovation and advancing technology. Gain +1 to Repair skill checks and one other Knowledge skill (Academic, Electronic or Science). Can cast minor magical power of ‘Mending’ that will fix or repair magically any mundane item that weights up to 10lb (per Rank) at a cost of 2 Power Point or Fatigue level. This Fatigue is recover after one hour of rest.
 +
:If this Edge is taken a second time it counts not only as the Artificer Power Edge but increase the characters bonus to Repair and Knowledge skill chose to +2 each.
 +
 +
House Deneith (Dragonborn only): the Mark of the Sentinel. The house of warriors and bodyguards. Gain the ability to move before and after you use an Attack Action. This does not grant you the ability to avoid attacks from moving away from an opponent or from an opponent on Hold. Also can spend an Action to gain +2 to Toughness for five rounds once per day for free. If used more than once a day it costs 2 PP or Fatigue level to extend the duration another 5 rounds. This Fatigue is recovered after one hour of rests.
 +
If this Edge is taken a second time grants the barer the Arcane Resistance Edge and increases the Toughness bonus to +4 for the same durations.
 +
 +
House Ghallanda (Halflings only): the Mark of Hospitality. The house of innkeepers and merchants. Gain the ability to use a weak form of Telekinesis power at will and at no cost (neither power points nor Fatigue). Treat as Strength d4 that cannot be used in combat or to grab anything that can resist in any way. Also gain +1 to Persuasion checks.
 +
If this Edge is taken a second time can create good tasting food and pure water, enough to feed a number of individuals up to your Spirit die. This can be done once a day for free or it cost 2 Power Points or a level of Fatigue each additional time per day. This Fatigue recovers after an hour of rest. The food and drink last 12 hours or dissolve it not eaten before then. Increase the bonus to Persuasion skill checks to +2. Finally gains an intuitive understanding of seeking food and shelter and gain +2 to Survival skill checks.
 +
 +
House Jorasco (Halflings only): The Mark of Healing. Gain the use of Healing power once per day per free, healing one Wound if within an hour of when it was dealt to the individual. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +1 to Healing checks.
 +
If this Edge is taken a second time the barer can healing effects ignore the one hour time limit. Also instead of healing a wound this power could instead be used to neutralize one poison affect or remove one disease from a target. Once per week (and only once per week) can attempt to use the Restoration power with a Spirits check (instead of a power skill check). Increase ones bonus to Healing skill to a +2 total.
 +
 House Kundarak (Dwarfs only): the Mark of Warding. The house of security and banking. Gain the ability to create an Arcane Lock onto any locking device. Makes Thievery checks to unlock it suffer a -4 to the check and increase the locks Hardness +4. This affect lasts 24 hours although it can be made permanent by concentrating on the lock fully for 10 hours. Can create this affect once per day. More than once costs 2 Power Points or a level of Fatigue. This Fatigue is recovered after one hour of rest. Gain +2 to Notice when searching for clues or small details.
 +
If this Edge is taken a second time can instead place a rune onto a lock or any ‘normal’ human-sized barrier such as a door. When open without first using the ‘common word’ causes a 4d6 damage in a Middle Sized Template. Trappings up to the creator. This affect lasts until the caster drops it or it is set off. Can create this rune once a day. The user can instead create a rune that makes a middle sized chest invisible. This affect lasts for one week. The caster can create this rune once per day.
 +
 House Medani (Half-Elves only): the Mark of Detection. The house of knowing. The barer of this mark can use the Detect Arcane power at will and without power points. He can also use the Darksight power but this always costs 2 Power Points or one Fatigue (recovered after one hour)
 +
If this Edge taken a second time the user can ignore the penalties from Invisible targets and can see through illusions. Also the user gains +2 to Notice skill checks.
 +
 House Onen (Humans only): the Mark of Passage. The house of travel and transport. Grants the user the Speed power once per day for a 5 round duration. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +2 to Drive skill checks.
 +
If this Edge is taken a second time the user gains the use of the Fly or Teleport power once per day. The Fly power lasts 5 rounds. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.
 +
 House Phiartan (Elves only): the Mark of Shadows. The house of bards, actors, artists and acrobatics. Grants the user the Disguise power at no power point cost. Also grants the user a +2 to all Networking checks.
 +
If this Edge is taken a second time it grants the user both the Darkness and Teleportation power, either once per day. The Teleport power has the Limitation – between Shadow only. If either used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.
 +
 House Sivis (Gnomes only): the Mark of Scribing. The house of scribes and writing. Grants the user the Speak Language once per day at no power point cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +2 Common Knowledge check to decipher or translate writing codes.
 +
If this Edge is taken a second time the user the user can create invisible pages that can be written upon and are only revealed with a ‘command word’. They can create one such page per Smart die per day. They also gain access to the Mind Link power once per day at no power cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.
 +
 House Tharashk (Humans and Half-Orcs only): the Mark of Finding. The house of prospectors, bounty hunters and inquisitives. Grants the user the Object Reading power once per day without power point cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. They also gain +1 to all Notice skill checks.
 +
If this Edge is taken a second time it grants the user the ability to use the Divination power but only to ‘find’ or ‘locate’ a person or item that the user has a basic description or knowledge about. They can only use this power once per day. The user also gains a +2 to Survival skill checks to finding your way and not getting lost in the wilderness.
 +
 House Thuranni (Elves only): The Mark of Shadows. The house of entertainment and espionage. This mark works the same as House Phiartan Mark of Shadows.
 +
 House Vadalis (Humans only): the Mark of Handling. The house of animal. Grants the user the Beast Friend power at no power point cost once per day. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also grants the user a +1 to the Riding skill.
 +
If this Edge is taken a second time it allows the user to ‘enhance’ and breed superior animals. This takes at least two months plus another one per Size above 0 the animal is. This makes the animal a Wild Card (without Benny of its own) and the animal also gains the Bravery and Danger Sense edges. They are loyal to whomever their master is and this owner gains the effect of the Beast Master Edge with this animal only. Note these animals generally cost at least +2,000 copper ($) +1,000 copper ($) per Size above +0 over the base cost of purchasing such an animal. The Dragonmark also gains the ability to use the Growth power with animals only once per day without power point cost. If used more than once a day it costs the standard Power Points cost or one level of Fatigue. This Fatigue is recovered after one hour of rest.
  
 
== GEAR ==
 
== GEAR ==
 
=== Alchemy ===
 
=== Alchemy ===

Revision as of 18:32, 8 January 2022

SWADE.Eberron.jpg

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), Quori (far-realm outsiders) 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

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).

Eborron SWA species.jpg

Aasimar
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

DragonStar5E.changeling.jpg

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 or Aklo
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
Dwarves (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.

Native Language: Dwarves
Use the SWAP pg. 20 Ancestries traits for Dwarves
Eberron SWAE Elf.jpg

Elf
Elves were said to be first born on the island continent of Aerenal but in ancient days where kidnapped by Giants and taken to Xen’drik as slaves. With the destruction of the Giants Empire most elves fled to Khorvire. Those that remained behind would eventually become known as the Drow. As such there are three subraces of Elves although there is no game mechanic different they are culturally different. High Elves are pale skinned with silver or golden hair, Wood Elves bare more tannish colored skin with green hair while the Drow have greyish skin tones pale white hair.

Native Language: Elves
Use the SWAP pg. 21 Ancestries traits for Elves

Gnome
Cousins of the Dwarfs the Gnomes run most of the banking and information gathering of the peoples of Khorvire. Most peoples under estimate the Gnomes and this suits the master manipulators fine.

Native Language: Gnomish
Use the SWAP pg. 22 Ancestries traits for Gnomes

Half-Elf
Half-Elves are the result of the joining of Humans and Elves in ancient days but they have become their own separate race over the centuries.

Native Language: Elves or Common
Use the SWAP pg. 22 Ancestries traits for Half Elves

Half-Orc
As with Half-Elves, Half-Orcs are the result of ancient joining between Humans and Orcs but over the century they became their own separate race of beings. Half-Orcs did inherit some troubling personality traits from the Orc forbearers and are mean-tempered as a general rule.

Native Language: Common or Orcish
Use the SWAP pg. 23 Ancestries traits for Half Orcs

Halfling
Shortest of the sapient races the Halflings hail originally from the great Talenta Plains of Eastern Khorvaire. There they road lizard like creatures and where fairly nomadic. Today they have settled throughout the old Human Empire.

Native Language: Halflings
Use the SWAP pg. 24 Ancestries traits for Halflings

Humans
The most common races on the continent of Khorvaire, humans have settled throughout most of these lands. They themselves migrated to this continent thousands of year ago.

Native Language: Common
Use the SWAP pg. 24 Ancestries traits for Humans

Kalashtar
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’.

Native Language: Quori or Common
Bright [2]: start with a base Smarts d6 and maximum of d12+1.
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.

Shifters
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.

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.
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.
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).

Tiefling
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.

Native Language: Abyssal or Common
Bright [2]: base Smarts of a d6 and maximum d12+1.
Devilish Allure [2]: as the Attractive Edge.
Horns [1]: base unarmed damage Str+d4.
Outsider (Major) [-2]: as Hindrance.
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.

Warforged
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.

Native Language: Common
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.
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 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.

Warforged cannot take any Dragonmark but they can take any type of other Arcane Backgrounds.

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
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, Kalashtar, Tieflings. Shifters and Warforge cannot take a Dragonmarks, although if the GM allows Aberrant Marks the Aaimars, Changelings, Kalashtar, Shifters or Tieflings could potentially take one of those.
The GM should heavily regulate those with an Aberrant Mark.
This Edge can be taken twices for additional powers that the mark awarkens.
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.
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 COMBAT EDGES
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.
Heavy Weapon Master [Novice, Shooting d6+]: you can operate ballista, cannons and catapults without the normal -4 penalty for firing such weapons in combat.
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).
Oversized Weapon Master [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.
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.

NEW LEADERSHIP EDGES
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.
Move It Master! [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)

NEW PROFESSIONAL EDGES
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.
Veteran Archer [Veteran, Archer, Agility d6+, Shooting d10+]: Veteran Archers are true masters of the bow. Reduce penalties by another 2 (stacks with Archer) and adds +2 damage with bows.

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.
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.
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.
Cavalryman [Seasoned, Riding d8+, Fighting d8+, Mount must be trained for combat]: This hero knows how to make the most of mounted combat. When performing a Mounted Charge, the Cavalryman gets a +2 on his Fighting roll as long as he moves at least 6" in a straight line before attacking. This is in addition to the +4 Damage. This Mounted Charge can be done at the end of a mount’s Run movement with no Multiple Action Penalties.
Gambler [Novice, Gambling d10+]: Gamblers are half swindler, half psychologist who makes their living playing games of chance. Gambles gains a +2 too Gambling skill. The Gambler may also spend a Benny, automatically winning a game of chance unless his opponent is also a Gambler and spends a Benny to cancel the edge.
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.
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.

RACIAL EDGES
Many Races of Eberron often develop unique abilities common only among their race.
Bestial [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).
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.

Fast 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).
Grown 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 Wings [Seasoned, Aasimar, Dragonborn or Tiefling, Grown Wings]: Your fly Pace increase to 12” (‘Run’ 1d8+4)

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).
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.
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.
Natures 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.
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)
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.
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.
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).

MAGIC

Backgrounds

New Spells

Dragonmarks

The following are the powers and abilities granted by the 13 sanctioned marks and includes the species are allowed to bare them.

House Cannith (Humans only): the Mark of Making. The house innovation and advancing technology. Gain +1 to Repair skill checks and one other Knowledge skill (Academic, Electronic or Science). Can cast minor magical power of ‘Mending’ that will fix or repair magically any mundane item that weights up to 10lb (per Rank) at a cost of 2 Power Point or Fatigue level. This Fatigue is recover after one hour of rest.
If this Edge is taken a second time it counts not only as the Artificer Power Edge but increase the characters bonus to Repair and Knowledge skill chose to +2 each.

House Deneith (Dragonborn only): the Mark of the Sentinel. The house of warriors and bodyguards. Gain the ability to move before and after you use an Attack Action. This does not grant you the ability to avoid attacks from moving away from an opponent or from an opponent on Hold. Also can spend an Action to gain +2 to Toughness for five rounds once per day for free. If used more than once a day it costs 2 PP or Fatigue level to extend the duration another 5 rounds. This Fatigue is recovered after one hour of rests. If this Edge is taken a second time grants the barer the Arcane Resistance Edge and increases the Toughness bonus to +4 for the same durations.

House Ghallanda (Halflings only): the Mark of Hospitality. The house of innkeepers and merchants. Gain the ability to use a weak form of Telekinesis power at will and at no cost (neither power points nor Fatigue). Treat as Strength d4 that cannot be used in combat or to grab anything that can resist in any way. Also gain +1 to Persuasion checks. If this Edge is taken a second time can create good tasting food and pure water, enough to feed a number of individuals up to your Spirit die. This can be done once a day for free or it cost 2 Power Points or a level of Fatigue each additional time per day. This Fatigue recovers after an hour of rest. The food and drink last 12 hours or dissolve it not eaten before then. Increase the bonus to Persuasion skill checks to +2. Finally gains an intuitive understanding of seeking food and shelter and gain +2 to Survival skill checks.

House Jorasco (Halflings only): The Mark of Healing. Gain the use of Healing power once per day per free, healing one Wound if within an hour of when it was dealt to the individual. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +1 to Healing checks. If this Edge is taken a second time the barer can healing effects ignore the one hour time limit. Also instead of healing a wound this power could instead be used to neutralize one poison affect or remove one disease from a target. Once per week (and only once per week) can attempt to use the Restoration power with a Spirits check (instead of a power skill check). Increase ones bonus to Healing skill to a +2 total.  House Kundarak (Dwarfs only): the Mark of Warding. The house of security and banking. Gain the ability to create an Arcane Lock onto any locking device. Makes Thievery checks to unlock it suffer a -4 to the check and increase the locks Hardness +4. This affect lasts 24 hours although it can be made permanent by concentrating on the lock fully for 10 hours. Can create this affect once per day. More than once costs 2 Power Points or a level of Fatigue. This Fatigue is recovered after one hour of rest. Gain +2 to Notice when searching for clues or small details. If this Edge is taken a second time can instead place a rune onto a lock or any ‘normal’ human-sized barrier such as a door. When open without first using the ‘common word’ causes a 4d6 damage in a Middle Sized Template. Trappings up to the creator. This affect lasts until the caster drops it or it is set off. Can create this rune once a day. The user can instead create a rune that makes a middle sized chest invisible. This affect lasts for one week. The caster can create this rune once per day.  House Medani (Half-Elves only): the Mark of Detection. The house of knowing. The barer of this mark can use the Detect Arcane power at will and without power points. He can also use the Darksight power but this always costs 2 Power Points or one Fatigue (recovered after one hour) If this Edge taken a second time the user can ignore the penalties from Invisible targets and can see through illusions. Also the user gains +2 to Notice skill checks.  House Onen (Humans only): the Mark of Passage. The house of travel and transport. Grants the user the Speed power once per day for a 5 round duration. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +2 to Drive skill checks. If this Edge is taken a second time the user gains the use of the Fly or Teleport power once per day. The Fly power lasts 5 rounds. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.  House Phiartan (Elves only): the Mark of Shadows. The house of bards, actors, artists and acrobatics. Grants the user the Disguise power at no power point cost. Also grants the user a +2 to all Networking checks. If this Edge is taken a second time it grants the user both the Darkness and Teleportation power, either once per day. The Teleport power has the Limitation – between Shadow only. If either used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.  House Sivis (Gnomes only): the Mark of Scribing. The house of scribes and writing. Grants the user the Speak Language once per day at no power point cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also gain +2 Common Knowledge check to decipher or translate writing codes. If this Edge is taken a second time the user the user can create invisible pages that can be written upon and are only revealed with a ‘command word’. They can create one such page per Smart die per day. They also gain access to the Mind Link power once per day at no power cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest.  House Tharashk (Humans and Half-Orcs only): the Mark of Finding. The house of prospectors, bounty hunters and inquisitives. Grants the user the Object Reading power once per day without power point cost. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. They also gain +1 to all Notice skill checks. If this Edge is taken a second time it grants the user the ability to use the Divination power but only to ‘find’ or ‘locate’ a person or item that the user has a basic description or knowledge about. They can only use this power once per day. The user also gains a +2 to Survival skill checks to finding your way and not getting lost in the wilderness.  House Thuranni (Elves only): The Mark of Shadows. The house of entertainment and espionage. This mark works the same as House Phiartan Mark of Shadows.  House Vadalis (Humans only): the Mark of Handling. The house of animal. Grants the user the Beast Friend power at no power point cost once per day. If used more than once a day it costs 2 Power Points or one level of Fatigue. This Fatigue is recovered after one hour of rest. Also grants the user a +1 to the Riding skill. If this Edge is taken a second time it allows the user to ‘enhance’ and breed superior animals. This takes at least two months plus another one per Size above 0 the animal is. This makes the animal a Wild Card (without Benny of its own) and the animal also gains the Bravery and Danger Sense edges. They are loyal to whomever their master is and this owner gains the effect of the Beast Master Edge with this animal only. Note these animals generally cost at least +2,000 copper ($) +1,000 copper ($) per Size above +0 over the base cost of purchasing such an animal. The Dragonmark also gains the ability to use the Growth power with animals only once per day without power point cost. If used more than once a day it costs the standard Power Points cost or one level of Fatigue. This Fatigue is recovered after one hour of rest.

GEAR

Alchemy