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Eberron Hero


AlHazred

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Re: Eberron Hero

 

What, no comments? I'd hoped for some constructive criticism regarding the Dragonmarks, seeing as they're based on D&D spells which require quite a bit of interpretation.

 

Well, I'll be cleaning up these conversions and reposting them over the next week or so. Please feel free to post or PM recommendations and ideas. Thanks!

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Re: Eberron Hero

 

Very nicely done. I just dropped out of a d20 Eberron game because I'd rather be playing Hero. Liked the setting pretty well though, and I think you captured the Dragonmarks very well. Any plan to do up the Abberrant Dragonmarks (which my character had)? Not that I plan on doing anything with it soon, but it is interesting none the less.

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Re: Eberron Hero

 

Dragonmarks - First Batch



 

The Dragonmarked Houses are a fixture of Eberron. Several families have inheritable magical abilities that manifest on selected individuals as magical tatoos. The method of inheritance is not understood: some individuals never manifest their House's Dragonmark, others are born with it; unmarked members still contribute to the business of their House, albeit in a somewhat lesser fashion. At one time, there was at least one more Dragonmarked House, but the War Of The Mark resulted in its destruction.

 

Players can start as members of a House without taking the Dragonmark (Unmarked members), and they can take the Dragonmark without actually being members of the House (illegitimate children). But, they must be members of an "appropriate" race; hence, only half-elves may take the Mark of Detection, or possibly humans or full elves who descend from the half-elves of this House. It is not permissable to have two Dragonmarks; the magics cancel themselves out.

 

Players should start with one of the Least Dragonmarks available to them. After earning some additional experience (i.e., earning a few levels), they can take one of the Lesser Dragonmarks of the House, but they must have a Least Dragonmark to do so. When they near the top of their profession (I would estimate at between 200-250 total character points), they can take a Greater Dragonmark, but they must have a Lesser Dragonmark to do so.

 

In terms of the D&D game, there exist two Prestige Classes (basically, Advanced Occupations) which involve the Dragonmarks. They allow for characters who want to maximize their magical Dragonmark abilities. More on them later.

 

Mark Of Detection

 

House Medani is a house of half-elves (they are half-elves, yet breed true) with the Mark of Detection. They use this power to operate the Warning Guild, which offers personal protection services.

 

Mark of Finding

 

The half-orcs of House Tharashk possess the Mark of Finding, which they use to run the Finders Guild, an organization of private investigators and scouts.

 

Mark of Handling

 

The Handlers Guild is involved with animal husbandry and livestock sales. It is run by the humans of House Vadalis who possess this Mark.

 

Mark of Healing

 

The Healers Guild is run by the halflings of House Jorasco. They offer secular healing services in most cities, and their House is the source for "real" physicians.

 

Least Mark Of Detection: Choose One:

10 1) Detect Magic: Detect Magic 11- (no Sense Group), Discriminatory, Range (15 Active Points); 2 Continuing Charges lasting 1 Minute each (-3/4), Concentration, throughout (1/2 DCV; -1/2), Limited Range (10"; -1/4) plus +2 PER with Sight Group [2 cc]

9 2) Detect Poison: Detect Poison 11- (no Sense Group), Discriminatory, Range (15 Active Points); 2 Charges (-1 1/2), Limited Range (4"; -1/4) plus +2 PER with Sight Group [2]

 

Lesser Mark Of Detection: Choose One:

10 1) Detect Scrying: Detect Scrying 11- (no Sense Group), Discriminatory, Range, 1 Continuing Charge lasting 1 Day (+0) (13 Active Points); Limited Range (7"; -1/4) [1 cc]

6 2) See Invisibility: Detect Invisible Entities and Ethereal Entities 11- (Sight Group) (8 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

 

Greater Mark Of Detection

9 1) True Seeing: Detect Things As They Actually Are 18- (Sight Group), Telescopic (+5 versus Range Modifier): +5 (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2), Not Versus Mundane Concealment/Disguise (-1/2), Limited Range (20"; -1/4) [1 cc]

 

Least Mark Of Finding: Choose One:

10 1) Identify: Detect Magic Properties/Charges 13- (no Sense Group), Discriminatory, Analyze (17 Active Points); 1 Charge (-2) plus +2 with Concealment [1]

5 2) Know Direction: Detect North 11- (no Sense Group) (3 Active Points); 2 Charges (-1 1/2) plus +2 with Concealment [2]

9 3) Locate Object: Detect Location And Direction To Inanimate Object 11- (no Sense Group), Range, Telescopic (+12 versus Range Modifier): +12 (16 Active Points); 1 Charge (-2) plus +2 with Concealment [1]

 

Lesser Mark Of Finding: Choose One:

7 1) Helping Hand: Detect Path To Caster 11- (Sight Group), 1 Continuing Charge lasting 6 Hours (+0), Usable By Other (+1/4), Ranged (+1/2), No Range Modifier (+1/2) [1 cc]

10 2) Locate Creature: Detect Location And Direction To Known Or Familiar Creature 11- (no Sense Group), Range, 1 Continuing Charge lasting 6 Hours (+0) [1 cc]

 

Greater Mark Of Finding

8 1) Find The Path: Detect Shortest And Safest Path To Destination 11- (Sight Group) (10 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

 

Least Mark Of Handling: Choose One:

17 1) Calm Animals: Mind Control 6d6 (Animal class of minds), Area Of Effect (3" Radius; +1), Selective (+1/4); 1 Charge (-2), Set Effect (calmness; -1), Control Ends After 1 Minute (-1/2), No Range (-1/2) plus +2 with Animal Handler [1]

13 2) Charm Animal: Mind Control 6d6 (Animal class of minds); 1 Charge (-2), Limited Range (4"; -1/4) plus +2 with Animal Handler [1]

11 3) Speak With Animals: Telepathy 5d6 (Animal class of minds); 1 Charge (-2), Telepathy Ends After 1 Minute (-1/2), Communication Only (-1/4) plus +2 with Animal Handler [1]

 

Lesser Mark Of Handling: Choose One:

16 1) Dominate Animal: Mind Control 10d6 (Animal class of minds), Telepathic (+1/4); 1 Charge (-2), Control Ends After 1 Minute (-1/2), Limited Range (6"; -1/4) [1]

12 2) Greater Magic Fang: Aid HKA 2d6, Limited Range (6"; +1/4), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4); 1 Charge (-2), Limited Special Effect Natural Weapons (-1/2), Limited Target (animals only; -1/2) [1]

 

Greater Mark Of Handling: Choose One:

16 1) Animal Growth: Growth (+15 STR, +3 BODY, +3 STUN, -3" KB, 800 kg, -2 DCV, +2 PER Rolls to perceive character, 4 m tall, 2 m wide), Limited Range (33"; +1/4), Usable As Attack (x4 maximum weight per inanimate target; +1 1/2); Only Works On Animals (-1), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]

26 2) Summon Nature's Ally V: Summon 4 300-point creatures, Expanded Class of Beings animals (+1/2); 1 Charge (-2), Summoned Being Must Inhabit Locale (-1/2), Summoned Being Disappears After 1 Minute (-1/2) [1]

 

Least Mark Of Healing: Choose One:

14 1) Cure Light Wounds: Simplified Healing 3d6; 1 Charge (-2) plus +2 with Paramedics [1]

12 2) Lesser Restoration: Healing 2d6, any Characteristic one at a time (+1/4); 1 Charge (-2) plus +2 with Paramedics [1]

 

Lesser Mark Of Healing: Choose One:

20 1) Cure Serious Wounds: Simplified Healing 6d6; 1 Charge (-2) [1]

26 2) Neutralize Poison: Major Transform 6d6 (piosoned person into well person, heals back through any normal means that would cause character to contract the same poison); 1 Charge (-2), No Range (-1/2) [1]

24 3) Remove Disease: Major Transform 6d6 (sick person into well person, heals back through any normal means that would cause character to contract the same disease); 1 Charge (-2), No Range (-1/2), Limited Target (sentient beings; -1/4) [1]

21 4) Restoration: Healing 5d6, any Characteristic one at a time (+1/4); 1 Charge (-2) [1]

 

Greater Mark Of Healing

50 1) Heal: Healing 5d6, all Characteristics simultaneously (+2) (150 Active Points); 1 Charge (-2) [1]

 

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MFinding.hdp

MHandling.hdp

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Re: Eberron Hero

 

Dragonmarks - Second Batch

 

The Mark of Hospitality

 

Possessed by some halflings of House Ghallandra, this Mark allows them to dominate the Hosteler's Guild in most cities.

 

The Mark Of Making

 

The humans of House Cannith control this mark, which lets them dominate the Tinker's Guild (whose members travel the countryside repairing things) and the Fabricator's Guild (which dominates the construction and craft industries in the cities). House Cannith artificers created the warforged during the Last War.

 

The Mark Of Passage

 

House Orien bears the Mark of Passage. The humans of this House control the Courier's Guild (which has offices worldwide) and the Transportation Guild (which manages caravans and the Lightning Rail.

 

Least Mark Of Hospitality:: Choose One:

14 1) Purify Food And Drink: Minor Transform 3d6 (contaminated food and drink into pure food and drink, heals back by any method which contaminates food and drink) (30 Active Points); 2 Charges (-1 1/2), No Range (-1/2) plus +2 with Oratory [2]

16 2) Prestidigitation: Change Environment 2" radius, Long-Lasting 1 Hour, Varying Combat Effects, Variable Special Effects (simple minor magical effects that don't duplicate an existing spell; +1/4) (37 Active Points); 2 Charges (-1 1/2), No Range (-1/2) plus +2 with Oratory [2]

17 3) Unseen Servant: Telekinesis (4 STR), Fine Manipulation, Lingering up to 1 Hour (+1 1/2) (40 Active Points); Instant (-1/2), 1 Continuing Charge lasting 1 Hour (-1/2), Cannot Be Used To Attack (-1/2), Physical Manifestation (-1/4), Limited Range (5"; -1/4) plus +2 with Oratory [1 cc]

 

Lesser Mark Of Hospitality: Choose One:

1 1) Create Food And Water: Life Support (Diminished Eating: Does not eat or drink), 1 Continuing Charge lasting 1 Day (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (7 Active Points); Extra Time (1 Hour, to consume feast; -3), Extra Time (10 Minutes, to activate, -1) [1 cc]

10 2) Leomund's Secure Shelter: Summon 141-point Secure Shelter, Slavishly Devoted (+1) (56 Active Points); Extra Time (10 Minutes, -2), 1 Charge (-2), Vanishes After 12 Hours (-1/2) [1]

 

Greater Mark Of Hospitality: Choose One:

41 1) Heroes' Feast: Major Transform 1d6 (sick person into well person), Usable Simultaneously (up to 16 people at once; +1 1/4), Lingering up to 1 Hour (+1 1/2) (56 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1), 1 Continuing Charge lasting 1 Hour (-1/2), Self Only (-1/2), Limited Range (8"; -1/4) plus Life Support (Immunity: All terrestrial poisons and chemical warfare agents), 1 Continuing Charge lasting 12 Hours (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (22 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus Aid STUN 1 1/2d6, Usable Simultaneously (up to 16 people at once; +1 1/4), Delayed Return Rate (points return at the rate of 5 per 6 Hours; +1 1/4) (52 Active Points); 1 Charge (-2), Extra Time (to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1), Self Only (-1/2) plus +1 with All Combat, Usable Simultaneously (up to 16 people at once; +1 1/4) (18 Active Points); 1 Charge (-2), Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus +1 with Mental Combat, Usable Simultaneously (up to 16 people at once; +1 1/4) (11 Active Points); 1 Charge (-2), Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) plus Fearless, 1 Continuing Charge lasting 12 Hours (+0), Usable Simultaneously (up to 16 people at once; +1 1/4) (31 Active Points); Extra Time (1 Hour, to consume feast; -1 1/2), Extra Time (10 Minutes, to activate, -1) [1 cc]

12 2) Mordenkainen's Magnificent Mansion: Extra-Dimensional Movement (Magnificent Mansion Demi-Plane), Usable Simultaneously (up to 32 people at once; +1 1/2) (50 Active Points); 1 Charge (-2), After 1 Day Occupants Are Returned To Starting Point (-1) [1]

 

Least Mark Of Making: Choose One:

12 1) Make Whole: Minor Transform 4d6 (broken object into whole object, heals back by any method which breaks object) (40 Active Points); 1 Charge (-2), Does Not Repair Items That Have Been Warped, Burned, Disintegrated, Ground To Powder, Melted, Or Vaporized (-1/2), Limited Target (inanimate object up to 10 cubic feet; -1/4), Limited Range (5"; -1/4) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [1]

6 2) Mending: Healing BODY 1d6, Limited Range (2"; +1/4) (12 Active Points); 2 Charges (-1 1/2), Limited Target (inanimate object up to 1 lb.; -1/2) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [2]

6 3) Repair Light Damage: Healing BODY 1 1/2d6 (15 Active Points); 1 Charge (-2), Limited Target (constructs/automatons; -1/2) plus +2 with PS: any craft skill (or Armorsmith, or Weaponsmith) [1]

 

Lesser Mark Of Making: Choose One:

18 1) Minor Creation: Major Transform 5d6 (air into nonmagical, unattended object of nonliving, vegetable matter, heals back by any means that destroys object), Improved Target Group (nonmagical, unliving, unattended object made of vegetable matter; +1/2) (112 Active Points); 1 Charge (-2), Extra Time (1 Minute, -1 1/2), All Or Nothing (-1/2), No Range (-1/2), Object Disappears After 6 Hours (-1/2), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]

17 2) Repair Serious Damage: Healing BODY 6d6 (60 Active Points); 1 Charge (-2), Limited Target (constructs/automatons; -1/2) [1]

 

Greater Mark Of Making: Choose One:

36 1) Fabricate: Major Transform 8d6 (material up to 100 cubic feet into worked object of same mass, heals back by any means that destroys object), Improved Target Group (any object made of same material; +1/2) (180 Active Points); 1 Charge (-2), Extra Time (1 Minute, to activate, -3/4), All Or Nothing (-1/2), Limited Range (8"; -1/4), Limited Target (material up to 100 cu. ft.; -1/4), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]

37 2) Major Creation: Major Transform 9d6 (air into nonmagical, unattended object of nonliving, mineral matter, heals back by any means that destroys object), Improved Target Group (nonmagical, unliving, unattended object made of mineral matter; +1/2) (202 Active Points); 1 Charge (-2), Extra Time (10 Minutes, to activate, -1), All Or Nothing (-1/2), Object Disappears After 1 Minute To 20 Hours Depending On Density (-1/2), Limited Range (8"; -1/4), Requires A craft Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; to make crafted objects; -1/4) [1]

 

Least Mark Of Passage: Choose One:

15 1) Expeditious Retreat: Aid Running 4d6 (standard effect: 12 points) (40 Active Points); 1 Charge (-2), Self Only (-1/2) plus +2 with Survival [1]

15 2) Mount: Summon 99-point Horse, Expanded Class of Beings (riding horse or pony; +1/4), Devoted (+3/4) (40 Active Points); 1 Charge (-2), Disappears After 2 Hours (-1/2) plus +2 with Survival [1]

5 3) Dimension Leap: Teleportation 2" (4 Active Points); 1 Charge (-2), No Noncombat movement (-1/4) plus +2 with Survival [1]

 

Lesser Mark Of Passage: Choose One:

20 1) Dimension Door: Teleportation 13", x8 Noncombat, Usable Simultaneously (up to 8 people at once; +1); 1 Charge (-2), Extra Time (Full Phase, -1/2) [1]

26 2) Phantom Steed: Flight 24", 1 Continuing Charge lasting 6 Hours (+0) (48 Active Points); Only On Appropriate Terrain (only on surfaces horses could run on; -1/2), Only In Contact With A Surface (-1/4), Physical Manifestation (phantom horse-like creature; -1/4) plus Telekinesis (5 STR) (8 Active Points); 1 Continuing Charge lasting 1 Extra Phase (-1 1/2), Linked (Flight; -1/2) [1 cc]

 

Greater Mark Of Passage: Choose One:

20 1) Overland Flight: Flight 8", 1 Continuing Charge lasting 12 Hours (+1/4) (20 Active Points) [1 cc]

7 2) Teleport: Teleportation 2", MegaScale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (9 Active Points); 1 Charge (-2), Can Only Teleport To Floating Fixed Locations (-1/2) plus Teleportation: Floating Fixed Location (1 Locations) [1]

 

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MMaking.hdp

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Re: Eberron Hero

 

Dragonmarks - Third Batch

 

The Mark Of Scribing

 

The gnomes of House Sivis bear the Mark of Scribing, which they have used to control the Speakers Guild (which provides various translational and diplomatic functions) and the Notaries Guild (which notarizes Letters of Credit, important documents, and the like).

 

The Mark Of Sentinel

 

The humans of House Deneith possess this mark, which they use to control the Defenders Guild, an organization of professional bodyguards, sentinels, and similar.

 

The Mark Of Shadow

 

The elves of two rival Houses hold the Mark of Shadow. House Phiarlann runs the Entertainers & Artisans Guild, and its roving members gather information from all regions and all walks of life. The schism House Thuranni, patron of the Shadow Network of spies and informants, split from House Phiarlann during the War.

 

The Mark Of Storm

 

The half-elves of House Lyrandar bear the Mark of Storm, which they use to form the Windwrights Guild (which controls most shipping and travel) and the Raincallers Guild (which aids farmers).

 

The Greater Mark Control Winds power is really immensely powerful. Heck, superheroes are built on such powers. It is, however, still only usable once per day, and it's effects last 1 Hour (I would allow the player to exert his will over the effects over that time). The Control Winds spell that it duplicates is limited in a number of quirky ways that I found difficult to translate to Hero in a meaningful way.

 

Least Mark Of Scribing: Choose One:

22 1) Arcane Mark: Sight and Mystic Groups Images 1" radius, Usable As Attack (+1), 2 Continuing Charges lasting 1 Month each (+1) (45 Active Points); Set Effect (inscribed rune or personal mark of six characters or less; -1), No Range (-1/2) plus +2 with Cryptography [2 cc]

14 2) Comprehend Languages: Universal Translator 11- (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2), Must Touch Person/Writing To Be Understood (-1/2) plus +2 with Cryptography [1 cc]

9 3) Whispering Wind: Hearing Group Images 1" radius, -2 to PER Rolls, Time Delay (up to 1 Hour; +1/4), Increased Maximum Range (1,750"; +1/2) (19 Active Points); 1 Charge (-2), Set Effect (whisper-quiet message up to 25 words or other mild sounds; -1/2) plus +2 with Cryptography [1]

 

Lesser Mark Of Scribing: Choose One:

40 1) Illusory Script: Mind Control 8d6, 1 Continuing Charge lasting 6 Days (+1/2), Trigger (whenever an unauthorized person tries to read the script; Trigger Resets Automatically; Reset Requires No Action; +1), Continuous (+1) (140 Active Points); OAF (object written on; -1), Extra Time (1 Minute, to activate, -3/4), Hypnosis Only (cannot achieve full range of Mind Control effects; -1/2), Suggestion Fades After 30 Minutes (-1/4), Does Not Provide Mental Awareness (-1/4), Requires Light To Use (-1/4) plus Cryptography 20-, Personal Immunity (+1/4); 1 Charge (-2), Extra Time (1 Minute, -1 1/2), OAF (object written on; -1), Linked (Mind Control; -1/2), Requires Light To Use (-1/4) [1 cc]

7 2) Secret Page: Cosmetic Transform 5d6 (change script into script that can only be read by intonation of the secret word, heals back through double intonation of the secret word) (25 Active Points); 1 Charge (-2), No Range (-1/2) [1]

10 3) Tongues: Detect Spoken Words 11- (Hearing Group), Transmit, Usable By Other (+1/4) (15 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), One Language At A Time (-1/4) [1 cc]

 

Greater Mark Of Scribing

15 1) Sending: Mind Link , Alien, Animal, Human and Machine classes of minds, Any Willing Target, Any dimension, No LOS Needed (65 Active Points); 1 Charge (-2), Limited Class Of Minds (subject with which user is familiar; -1), Does Not Provide Mental Awareness (-1/4) [1]

 

Least Mark Of Sentinel: Choose One:

16 1) Mage Armor: Armor (4 PD/4 ED), Affects Desolidified (+1/2) (18 Active Points); 1 Continuing Charge lasting 1 Hour (-1/4), Does Not Stack With Other Armor (-1/4) plus +2 with Analyze: Motive [1 cc]

8 2) Protection From Arrows: Force Field (10 PD), Usable By Other (+1/4) (12 Active Points); Only Works Against Ranged Nonmagical Attacks (-1), Ablative (BODY Damage Subtracts From Force Field; -1), 1 Continuing Charge lasting 1 Hour (-1/4) plus +2 with Analyze: Motive [1 cc]

8 3) Shield Of Faith: +2 with DCV, Usable By Other (+1/4) (12 Active Points); 1 Charge (-2) plus +2 with Analyze: Motive [1]

35 4) Shield Other: Energy Damage Reduction, Resistant, 50%, Usable By Other (+1/4) (37 Active Points); Side Effects, always occurs (caster takes the damage Reduced by this power; -1), 1 Continuing Charge lasting 1 Hour (-1/4) plus Physical Damage Reduction, Resistant, 50%, Usable By Other (+1/4) (37 Active Points); Side Effects, always occurs (caster takes the damage Reduced by this power; -1), Linked (Damage Reduction; -1/2), 1 Continuing Charge lasting 1 Hour (-1/4) plus +1 with DCV, Usable By Other (+1/4) (6 Active Points); 1 Charge (-2), Linked (Damage Reduction; -1/2) plus +2 with Analyze: Motive [1 cc]

 

Lesser Mark Of Sentinel: Choose One:

17 1) Protection From Energy: Armor (0 PD/30 ED), Usable By Other (+1/4) (56 Active Points); Ablative BODY or STUN (-1), Only Versus Attacks Of One Special Effect (choose from acid, cold, electricity, fire, or sonic; -1), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

27 2) Lesser Globe Of Invulnerability: Suppress 4d6, any Magic Spell power one at a time (+1/4), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (75 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), No Range (-1/2) [1 cc]

 

Greater Mark Of Sentinel

45 1) Globe Of Invulnerability: Suppress 6d6, any Magic Spell power one at a time (+1/4), Personal Immunity (+1/4), Uncontrolled (+1/2), Area Of Effect (2" radius; +3/4), Continuous (+1) (112 Active Points); 1 Continuing Charge lasting 1 Minute (-1), No Range (-1/2) [1 cc]

 

Least Mark Of Shadow: Choose One:

16 1) Darkness: Darkness to Sight Group 3" radius (30 Active Points); OAF (object touched; -1), No Range (-1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]

19 2) Disguise Self: Shape Shift (Sight Group, may seem 1 foot shorter or taller, thin, fat, or in between) (20 Active Points); 1 Continuing Charge lasting 10 Minutes (-1/2) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]

23 3) Mirror Image: Force Field (18 PD/18 ED) (Protect Carried Items) (46 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Ablative BODY Only (-1/2), Physical Manifestation (mirror images of caster; -1/4) plus +2 with Bureaucratics, High Society, and Streetwise [1 cc]

 

Lesser Mark Of Shadow: Choose One:

11 1) Clairaudience/Clairvoyance: Clairsentience (Sight And Hearing Groups), Increased Arc Of Perception (360 Degrees) (35 Active Points); Must Choose Sight Or Hearing Group Only When Used (-1), Sense Affected As Sight Or Hearing Group As Well As Mystic Group (-1/2), 1 Continuing Charge lasting 6 Minutes (-1/2), Limited Range (55"; -1/4) [1 cc]

43 2) Shadow Conjuration: Sight, Hearing, Mental, Smell/Taste, Touch and Mystic Groups, Danger Sense, Combat Sense and Spatial Awareness Images Increased Size (4" radius; +1/2), -6 to PER Rolls (96 Active Points); 1 Continuing Charge lasting 5 Minutes (-3/4), Only To Duplicate Conjuration (Summoning) Or Conjuration (Creation) Spells (-1/2) [1 cc]

32 3) Scrying: Mind Scan 8d6, Transdimensional (Eberron Cosmology; +3/4) (70 Active Points); 1 Charge (-2), Character Cannot Attack Through Link (-1 1/2), Does Not Provide Mental Awareness (-1/4) plus Clairsentience (Sight, Hearing And Perceive into Eberron Cosmology Groups), Mobile Perception Point (can move up to 48" per Phase) (60 Active Points); Set Effect (only to follow target of Mind Scan; -1), Sense Affected As Sight And Hearing Group As Well As Mystic Group (-1/2), Linked (Mind Scan; -1/2), 1 Continuing Charge lasting 6 Minutes (-1/2) [1]

 

Greater Mark Of Shadow

17 1) Mislead: Invisibility to Sight Group , No Fringe (30 Active Points); 1 Charge (-2) plus Sight, Hearing, Smell/Taste and Touch Groups Images 1" radius (25 Active Points); Set Effect (image of exact double of caster; -1), Concentration, throughout (1/2 DCV; -1/2), Linked (Invisibility; -1/2), 1 Continuing Charge lasting 20 Minutes (-1/2) [1]

25 2) Prying Eyes: Clairsentience (Sight Group), x4 Range (1,280"), +6 to PER Roll, 12 Perception Points, Mobile Perception Point (can move up to 6" per Phase), 1 Continuing Charge lasting 10 Hours (+1/4) (76 Active Points); Perception Points Must Return To Caster To Deliver Experiences (-1 1/2), Physical Manifestation (semitangible, Miniscule magical orbs; -1/4), Sense Affected As Mystic Group As Well As Sight Group (-1/4) [1 cc]

27 3) Shadow Walk: Extra-Dimensional Movement (Plane Of Shadow), Usable Simultaneously (up to 8 people at once; +1) (40 Active Points); 2 Charges (-1 1/2) plus Flight 4", 1 Continuing Charge lasting 10 Hours (+1/4), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1" = 1km (+1/4) (16 Active Points); Linked (Extra-Dimensional Movement; -1/2) [2]

 

Least Mark Of Storm: Choose One:

8 1) Endure Elements: Life Support (Safe Environment: Intense Cold; Safe Environment: Intense Heat), 1 Continuing Charge lasting 1 Day (+0), Usable By Other (+1/4) (5 Active Points); Only Between –50 And 140 Degrees Fahrenheit (-1/4) plus +2 with Acrobatics [1 cc]

13 2) Fog Cloud: Darkness to Sight Group 3" radius (30 Active Points); OAF (object touched; -1), 1 Continuing Charge lasting 10 Minutes (-1/2), Dispelled By Strong Winds (-1/2), Limited Range (18"; -1/4) plus +2 with Acrobatics [1 cc]

24 3) Gust Of Wind: Telekinesis (25 STR), Area Of Effect (16" Line; +1) (75 Active Points); 1 Charge (-2), Instant (-1/2), Affects Whole Object (-1/4) plus +2 with Acrobatics [1]

 

Lesser Mark Of Storm: Choose One:

20 1) Sleet Storm: Change Environment (create sleet storm) 8" radius, -4 to Sight Group PER Rolls, -4 to DEX Roll, Multiple Combat Effects (46 Active Points); 1 Continuing Charge lasting 3 Turns (-1), DEX Roll Penalty Only Affects Characters Who Are Moving On The Ground (-1/4) [1 cc]

30 2) Wind's Favor: Telekinesis (20 STR), 1 Continuing Charge lasting 6 Hours (+0), Area Of Effect (24" Line; +1 1/4) (67 Active Points); Concentration (0 DCV; for one Phase to turn Line 60 Degrees; -1/2), No Range (-1/2), Affects Whole Object (-1/4) [1 cc]

20 3) Wind Wall: Force Wall (10 PD/4 ED; 10" long and 5" tall) (61 Active Points); 1 Continuing Charge lasting 3 Turns (-1), Cannot Be Used To Englobe (-1/2), Limited Range (26"; -1/4), Visible (-1/4) [1 cc]

 

Greater Mark Of Storm: Choose One:

46 1) Control Winds: Change Environment (control the winds) 32" radius, +10 Points of Telekinetic STR, Long-Lasting 1 Hour, Multiple Combat Effects, Varying Combat Effects, Hole In The Middle (+1/2) (150 Active Points); 1 Charge (-2), Limited Range (60"; -1/4) [1]

46 2) Control Weather: Change Environment (alter the weather) 2" radius, +8 Temperature Level Adjustment, Multiple Combat Effects, Varying Combat Effects, MegaScale (1" = 1 km broad and deep; +1/4), 1 Continuing Charge lasting 1 Day (+1/4), Varying Effect Limited Group (any weather appropriate to climate and season; +1/2) (92 Active Points); Extra Time (10 Minutes, to activate, -1) [1 cc]

 

MScribing.hdp

MSentinel.hdp

MShadow.hdp

MStorm.hdp

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Re: Eberron Hero

 

Aberrant Dragonmarks

 

Fifteen hundred years ago, the true-blooded Dragonmarked Houses launched the War of the Mark to end the threat of aberrant and mixed dragonmarks. Aberrant Dragonmarks do not seem to breed as true as true-blood dragonmarks, and there are no Houses of Aberrants. Aberrant dragonmarks do not develop further powers. It is not permitted to have an aberrant dragonmark and a true dragonmark, nor may a character have more than one aberrant dragonmark. A character with an aberrant dragonmark may not join one of the Dragonmarked Houses. A few of the features of the aberrant dragonmarks (notably the durations of most of these) do develop beyond their starting level, but only very slowly.

 

Aberrant Dragonmarks

7 1) Burning Hands: RKA 1/2d6, Area Of Effect (3" Cone; +1), Conforming (+1/2) (25 Active Points); 1 Charge (-2), No Range (-1/2) [1]

10 2) Cause Fear: Mind Control 9d6 (Human class of minds) (45 Active Points); 1 Charge (-2), Only To Inflict Fear (-1), Normal Range (-1/4), Limited Range (6"; -1/4) [1]

12 3) Charm Person: Mind Control 10d6 (Human class of minds) (50 Active Points); 1 Charge (-2), Set Effect (perceive caster as friend and ally; -1/2), Normal Range (-1/4), Limited Range (6"; -1/4) [1]

6 4) Chill Touch: Drain STUN 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (12 Active Points); 1 Charge (-2) plus Drain STR 1 point, Delayed Return Rate (points return at the rate of 5 per Month; +2) (9 Active Points); 1 Charge (-2), Linked (Drain; -1/2) [1]

Notes: Special Effect allows the user to make a Presence Attack on an Undead creature touched, as if it were Necromantic magic.

7 5) Detect Secret Doors: Detect Secret And Concealed Doors 14- (Unusual Group), Discriminatory, Range (18 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) [1 cc]

4 6) Feather Fall: Gliding 12", Usable By Other (+1/4), Limited Range (6"; +1/4) (18 Active Points); 1 Charge (-2), Only To Move Straight Down And Land Safely (-1 1/2) [1]

13 7) Inflict Light Wounds: RKA 1d6, No Normal Defense (defense is being Undead or having a Force Field; +1), Does BODY (+1) (45 Active Points); 1 Charge (-2), No Range (-1/2) [1]

1 8) Jump: Leaping +2" (4" forward, 2" upward) (2 Active Points); 1 Continuing Charge lasting 1 Minute (-1)

8 9) Light: Sight Group Images Increased Size (2" radius; +1/4), +4 to PER Rolls (27 Active Points); Only To Create Light (-1), OIF (object touched; -1/2), No Range (-1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]

7 10) Pass Without Trace: Gliding 6", Usable By Other (+1/4), Uncontrolled (duration of 1 Hour; +1/2) (10 Active Points); Ground Gliding (-1/4), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

17 11) Produce Flame: RKA 1d6, Lingering up to 10 Minutes (+1 1/4) (34 Active Points); 1 Continuing Charge lasting 20 Minutes (-3/4), Gestures (throughout; -1/2), Charge Exhausted When Used As A Ranged Attack (-1/2), Range Based On Strength (-1/4) plus Sight Group Images Increased Size (2" radius; +1/4), +2 to PER Rolls (20 Active Points); Only To Create Light (-1), No Range (-1/2), Linked (RKA; -1/2), 1 Continuing Charge lasting 10 Minutes (-1/2) [1 cc]

5 12) Shield: +4 with DCV (20 Active Points); 1 Charge (-2), Limited Coverage (only protects one hex side; -1)

13 13) Tenser's Floating Disk: Telekinesis (5 STR), Affects Porous, Uncontrolled (duration of 1 Hour; +1/2), Invisible Power Effects, SFX Only (Fully Invisible; +1/2) (35 Active Points); Only To Carry Items Three Feet Off The Ground (-1 1/2), 1 Continuing Charge lasting 1 Hour (-1/4) [1 cc]

 

MAberrant.hdp

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Re: Eberron Hero

 

To reiterate CourtFool's most excellent writeup, and keep the Eberron stuff in one place:

 

Prestige Class - Extreme Explorer

 

The ancient depths of Sharn, the tangled jungles of Q'barra, the howling crags of the Demon Wastes, and the cyclopean ruins of Xen'drik are like home to the extreme explorer. Whether motivated by a thirst for knowledge about Eberron's most ancient civilizations, a hunger for the long-lost secrets of tremendous arcane power, or simply a lust for gold, extreme explorers subject themselves to tremendous danger to achieve their goal--and somehow manage to escape in one piece, often by the skin of their teeth. The extreme explorer is the iconic action hero of Eberron: courageous, resourceful, determined, and just plain lucky.

 

EXTREME EXPLORER PACKAGE DEAL

 

 

Ability Cost

+3 INT 3

+3 EGO 6

Often Escapes By The Skin Of His Teeth: Combat Luck (3 PD/3 ED) 6Just Plain Lucky: Luck 1d6 5

+2 OCV with weapon of choice 4

AK: choose one (Sharn, Q'barra, Demon Wastes, or Xen'drik) 11- 2

Evasive 18

KS: Dungeoneering 11- 2

Lightning Reflexes: +2 DEX with all actions 3

Running +2" 4

Survival (Mountains or Underground) 11- 2

6 points' worth from the following list 6

+1 with Agility Skills, +2 to Hearing Group PER Rolls, +2 to Sight Group PER Rolls, Acrobatics, Breakfall, Climbing, Contortionist, Cryptography, KS: Arcane & Occult Lore, KS: History, Language, Leaping +2", Lockpicking, Riding, Security Systems, Survival, Swimming +2"

 

Disadvantages Value

Pychological Limitation: Hunger For Long-Lost Secrets Of Tremendous Arcane Power, Lust For Gold, or Thirst For Knowledge (Common, Strong) -15

Total Cost of Package: 46

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Re: Eberron Hero

 

To people who might get some use out of this stuff: what should I do next? The prestige classes would be a possibility; I would follow Court Fool's lead and stat them out as Package Deals, since this seems to me a better way to do it. Another possibility is the magic of Eberron - the spells and the artificer and magewright classes, along with some of the dragonshard stuff. Really, I'm asking for ideas.

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Re: Eberron Hero

 

Awesome work. I'd love to see the Articifer, myself.

 

I am doing an Eberron converstion as well, although I am skewing the world. The magic system is no where NEAR D&D, and theres none of this FEATS bull-honkey either. My "conversion" is really more just idea theft, but you've done a great job so far. =P

 

I'm having trouble making the Articifer fit into my world, yet I love the concept.

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Re: Eberron Hero

 

Right, then. I'll be leaving for vacation tomorrow. While I'm in sunny Florida, I'll develop the Artificer, Magewright, and at least a few of the prestige classes (I'm probably going to give the Dragonmarked Heir a miss, since it only does stuff that the Hero player can do anyway.)

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Re: Eberron Hero

 

This stuff is awesome. How would you recommend marking a creature as an Aberrant? My current campaign centers around this. I am going to introduce the group to HERO this weekend over the holiday and see if I can convince anyone to convert. :-D After all the class work I would love to see Ebberon specific spells and possibly some creature write ups.

 

Thanks for the great work!

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Re: Eberron Hero

 

How would you recommend marking a creature as an Aberrant?

Do you mean an Aberration? In HERO, you'd go by the actual definition of the term, as opposed to applying some hard-to-define quality to each creature in the Bestiary.

 

The 3.5 SRD says this about Aberrations: "An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three." So, I'd call the Butatsch (from Monsters, Minions, and Marauders) an Aberration, for example, but that's for the GM to define. I know where you're going with that, and it's one of the things I'm thinking about, but I have a lot of other things to get to before I start on the Eldeen factions.

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Reputation

 

It seems obvious that Eberron places the PCs in the Important to All Important category. Even the most powerful NPCs are at most in the mid-level range. In the article Eberron Under the Glass: Character Classes and Levels it is mentioned that the focus should be on the PCs. It is suggested that even after a few adventures the PCs should begin to see some notoriety.

 

To keep this feel of the campaign I suggest the GM award small bonuses of XP that may only be used for Reputation. The GM could also offset the cost with appropriate Disadvantages such as Public Identity or Famous.

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Master Inquisitive

 

Master Inquisitive

 

Skills

3 Analyze (Crime Scene) 11-

3 Conversation 11-

3 Criminology 11-

17 “…takes the art of investigation and deduction to the ultimate level.†Deduction 18-

2 “…quintessential investigator…†Interrogation 11-

2 “…digging up details on corruption and conspiracies.†KS (Conspiracies) 11-

 

Powers

12 “…intuition and insight becomes so finely tuned as to appear supernatural…†Detect Lie (Discriminatory, Sense)

 

Disadvantages

-20 “…insatiable curiosity and a need to solve mysteries…†Psych Lim (Curious, Very Common, Strong)

 

22 points

 

Personally, I would take the 17 points from Deduction and spread some skill levels between Analyze, Deduction and Interrogation. I would also add some levels to Detect Lie. This should be a good start for a beginning character though.

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Swordbrother of the Broken Blade

 

Swordbrother of the Broken Blade

 

15 "...passing grueling mental, physical and doctrinal test..."

+3 CON

+3 EGO

KS (Broken Blade Philosophy) 11-

3 "...training emphasizes physical skills such as Balance, Jump, and Tumble": Acrobatics 11-

4 Dodge: Martial Dodge

6 Improved Critical: PSL +3 vs. Hit Location w/Broken Blade Style

4 Improved Disarm: Martial Disarm

12 Martial Arts (12 points worth)

3 Quick Draw: Fast Draw 11-

6 Weapon Focus: CSL +2 w/Broken Blade Style

5 Whirling Steel Strike: Rapid Attack (HTH)

58 Total Points

 

-20 "The ultimate goal is to attain enlightenment through conflict...": Psych Lim (Seeks enlightenment through conflict, Very Common, Strong)

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  • 2 weeks later...

Citadel Elite

 

Citadel Elite

 

Skills

2 AK: Breland 11-

3 Citadel Training: +1 w/Conversation, Perception & Persuasion

10 Combat Sense: +2 DCV

3 Conversation 11-

2 Diplomatic Protection: Fringe Benefit

6 Disciplined Mind: +3 EGO

3 Persuasion 11-

6 Royal Contact: Contact (Crown) 8-

4 WF: Common Melee & Common Missile

 

Disadvantages

-20 Psych Lim (Loyal to the Crown, Very Common, Strong)

 

19 Points

 

While this package is far from the "best of the best" it is pretty much all that is specifically mentioned in the prestige class. You could always include an optional list of aditional skills to choose from.

 

I can not read the description of the Citadel Elite without thinking of the musketeers. Dumas would be proud.

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