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Eberron

Campaigns Fantasy Campaigns Eberron


Adaptation of the pulp fantasy setting to True20, material mostly from
drobertson on True20 forums.
fold
Table of Contents
BACKGROUNDS
RACIAL FEATS
REGIONS
REGIONAL FEATS
DRAGONMARKS
DRAGONMARK FEATS
NEW POWERS
POWERS
POWER FEATS
THE FAITHFUL
FEATS
Eberron Adventure Paths
REFERENCES

BACKGROUNDS
HUMANSame as True 20 handbook
CHANGELING Ability Adjustments: None. Bonus Feats: Talented (Bluff
and Sense Motive) Minor Change Shape: A changeling can assume the
shape of any Small or Medium humanoid. A changeling can remain in its
humanoid form until it chooses to assume a new one. A change in form
cannot be dispelled, but a changeling reverts to its natural form when
killed. A use of the True Vision supernatural power reveals its natural
form. When using this ability to create a disguise, a changeling receives a
+10 circumstance bonus on Disguise checks. Using this ability is a full
round action and they gain the shapechanger subtype. Favored Feats:
Choose any two feats as the characters favored feats. These feats are
available to the hero regardless of role.
DWARFSame as True 20 handbook
ELFSame as True 20 handbook with the following exception Favored
Feats: Choose one supernatural power (This power is considered arcane
magic).
GNOMESame as True 20 handbook with the following exception Favored

Feats: Fascinate and Favored Opponent (goblins or kobolds) or choose


one supernatural power (This power is considered arcane magic).
GOBLINOIDSGoblins: Ability Adjustments: -1 Strength, +1 Dexterity, -1
Charisma. Size: Small Bonus Feats: Improved Speed, Night Vision,
Talented (Notice & Search). Bonus Skill: Goblins gain Ride as a bonus
skill. Favored Feats: Favored Opponent (gnomes), Sneak Attack
Hobgoblins: Ability Adjustments: +1 Constitution, -1 Wisdom Bonus
Feats: Night Vision, Weapon Training. Bonus Skill: Hobgoblins gain
Stealth as a bonus skill. Favored Feats: Inspire, Master Plan
HALF-ELFSame as True 20 handbook
HALF-ORCSame as True 20 handbook
HALFLINGSame as True 20 handbook
KALASHTAR Ability Adjustments: None. Bonus Feats: Attractive, Iron
Will, Light Sleeper. Favored Feats: Choose one supernatural power
(kalashtar treat their total level as their adept level for this power. This
power is considered psionic magic).
ORC Ability Adjustments: +2 Strength, -1 Intelligence, -1 Charisma.
Bonus Feats: Endurance, Night Vision, and Track. Favored Feats: Cleave
and Rage. Light Sensitivity: Orcs suffer a -1 penalty to attack rolls in
bright sunlight or the equivalent. Scent: Orcs gain the scent special
ability.
SHIFTER Ability Adjustments: +1 Dexterity, -1 Intelligence, -1 Charisma.
Bonus Feats: Night Vision, Talent (Climb and Jump) Shifting: Shifters
can tap into their lycanthropic heritage to gain short bursts of physical
power. This burst of power is superficially similar to a rage. Each shifter
has one of several different shifter traits-characteristics that manifest
themselves when a character is shifting. Shifting lasts for five rounds,
after which the shifter is fatigued for five rounds. A shifter may shift once
per day at 1st level, and an additional time per day for every four total
levels (twice at 4th level, three times at 8th level, and so on). You may
spend a point of Conviction to use shifting an additional time that day.Beasthide: +1 Constitution, +1 bonus to Toughness saves.- Dreamsight:
+1 Wisdom, Beast Link power.- Gorebrute: +1 Strength, Natural Attack
(Horns or tusks) +3 damage on a charge.- Longtooth: +1 Strength,
Natural Attack (bite) +2 damage.- Cliffwalk: +1 Dexterity, Challenge (fast

task; climb) feat.- Razorclaw: +1 Strength, Natural Attack (claw) +1, can
be used as light off-hand attack.- Swiftwing: +1 Dexterity, Fly at normal
movement rate, but only if carrying a light load.- Truedive: +1
Constitution, +8 on swim checks.- Longstride: +1 Dexterity, Improved
Speed feat.- Wildhunt: +1 Constitution, the Scent special ability. Favored
Feats: Rage and Evasion
WARFORGED Ability Adjustments: +1 Constitution, -1 Wisdom, -1
Charisma. Bonus Feats: Improved Strike, Tireless, Tough* Living
Construct Subtype*: A warforged possesses the living construct
subtype.- A warforged is immune to poison, sleep effects,
paralysis, stunning, disease effects, and the Imbue Unlife
supernatural power.- A warforged cannot heal naturally. They
must be repaired using the craft (repair) skill.- Anyone attempting
to use the cure power on a warforged, gains a -4 penalty against
the attempt.- The Metal Shaping power can be used in lieu of the
cure power on warforged. (No penalty using this ability).- A warforged
immediately stabilizes when reduced to dying status on the damage
track.- A warforged does not need to eat, sleep, or breathe, but he can
still benefit from the effects of consumable powers and supernatural
items. Favored Feats: Composite Plating, Fortification
% Warforged are created with metal plating, which is represented by the
Tough feat.
** Power located in Worlds of Adventure.***The living construct subtype
should be given enough possitives and negatives that it equals out as a
kind of a free be. An elf is a humanoid. A warforged is a living construct.

RACIAL FEATS
Composite Plating (Warrior/Racial)Prerequisite: Warforged, Can only be
taken at 1st level.Warforged are covered in a hard protective plating from
the day they were constructed. Due to the different effects of different
types of plating, warforged come in many different varieties.
Composite Plating TypesBody Type Toughness BonusAdamantium +6
Ironwood +2Mythril +4Psicrystal +0
This composite plating occupies the same space on a body that a suit of
armor or a robe does, and thus a warforged cannot gain the benefits of a
magical suit of armor or magical robes. Below is a description of the
plating types: Adamantium: At the cost of mobility, a warforged can be

crafted with adamantium plating that provides formidable protective


armor. Ironwood: This plating is made from hard Ironwood, giving the
warforged a natural connection to the world, thus allowing them to use
nature magic. Mythril: A warforged crafted with mythril plating is
provided some protection without hindering gracefulness. Psicrystal: The
rare warforged crafted with trace amounts of psionically resonant deep
crystal, are provided with a pathway to psionic power. This type of
composite plating gives a +1 bonus to power checks for the warforged.
Daylight Adaptation (General)Prerequisite: Light blindness or light
sensitivityYou no longer suffer any penalties due to bright lights or
sunlight.
Extra Shifter Trait (General/Racial)Prerequisites: ShifterSelect a second
shifter trait from those listed in backgrounds. You manifest all the benefits
of the secondary trait except for the temporary bonus to an ability score.
Fortification (Warrior/Racial)Prerequisite: Warforged or living construct
subtypeYou have been fortified against unexpected attacks. When a
critical hit or sneak attack is scored on a warforged, the warforged makes
a Toughness save, with a +4 bonus, against this extra damage (Difficulty
15 + the extra damage). If the save is successful the warforged ignores
this extra damage and gets to make his regular Toughness save as
normal.
Gestalt Anchor (Adept/Racial)Prerequisite: Kalashtar, base Will save +3
While with 60 feet of a kalashtar ally, you and all of your kalashtar allies
with this range gain a +2 bonus to initiative and Reflex checks.
Improved Fortification (Warrior/Racial)Prerequisite: Warforged or living
construct subtype, Fortification, +6 base combat bonusYou improve your
warforged fortification, gaining immunity to sneak attacks and extra
damage from critical hits. With this feat, you also lose the ability to be
healed with cure spells.
Natural Attack (General/Racial)Prerequisite: Changeling, Shifter, or
WarforgedYou have some form of improved natural attack, such as horns,
claws, bite, or something else like a slam attack. You have a +1 to your
unarmed damage when attacking with said item. Increase this by an
additional +1 for each additional time you take this feat, up to a
maximum of twice your natural damage bonus from Strength.

Reactive Shifting (Expert/Racial)Prerequisites: Shifter, Improved Initiative


You can activate your racial shifting ability as an immediate action,
allowing you to begin shifting even when you are flat-footed or when its
not your turn.
Shifter Agility (General/Racial)Prerequisite: Shifter with cliffwalk,
longstride, or swiftwing trait, +6 base combat bonusYou gain a +1 bonus
to your Dexterity while shifting.
Shifter Dreamsense (General/Racial)Prerequisite: Shifter with dreamsight
trait, +6 base combat bonusYou gain a +1 bonus to your Wisdom while
shifting.
Shifter Ferocity (Warrior/Racial)Prerequisite: Shifter, +2 WisdomWhile
shifting, you continue to fight without penalty if you are disabled or dying.
This benefit has the following game effects.When disabled, you act as if
you werent disabled. You do not fall unconscious and begin dying if you
perform a standard action.If you are dying, you do not fall unconscious.
You do not need to make a Constitution check at the beginning of every
round. You make a Constitution check if you fail a Toughness save for
additional damage. If the check fails, you die. If you are dying and
shifting ends, you must make an immediate Constitution check. If it fails,
you die. If you succeed, you must make a Constitution check (DC 10)
every round, or die.
Shifter Instincts (General/Racial)Prerequisite: ShifterYour nonvisual
senses improve to such a degree that you gain a +2 bonus to your
initiative checks as well as the blindsense ability out to 30 feet while
shifting.
Shifter Savagery (General/Racial)Prerequisite: Shifter with gorebrute,
longtooth, or razorclaw trait, +6 base combat bonusYou can a +1 bonus
to your Strength while shifting.
Shifter Stamina (General/Racial)Prerequisite: Shifter with beasthide,
truedive, or wildhunt trait, +6 base combat bonusYou can a +1 bonus to
your Constitution while shifting.

REGIONS
In a game where it is more important where you are from, than your
race, the region in which the character grows up is vitally important. In

Eberron, there is no such thing as just an elf. You are a citizen of Breland,
who happens to be an elf. You are a citizen of the Mror Holds, who
happens to be a dwarf. If a Karrnathi elf is attacked by a dwarf from
Thrane, and a dwarf from Karrnath walks upon the scene, he is most
likely to come to the elfs defense, being a fellow Karrnathi. A Shifter from
the Eldeen Reaches may have the same background as a shifter from
Aundair, but they will differ in cultural ways. In the context of the game,
these differences are expressed in different available feats and the most
common skills available to learn.Regional Feats: You may replace one or
both of your favored feats from your background for one or both of these.
ADAR Regional Feats: Magical Defense (Psionic)*, Mind Over Body.
% See Powers section later.
AERENAL Regional Feats: Benefit (right of council), Magical Defense
(arcane).
ARGONNESSEN Regional Feats: Magical Defense (Blood)*, Rage.
% See Powers section later.
AUNDAIR Regional Feats: Education, Favored Opponent (Karrnath or
Thrane).
BRELAND Regional Feats: Education, Skill Mastery.
CYRE, DISPLACED Regional Feats: Benefit (favored in house), Imbue
Item.
DARGUUN Regional Feats: Darguun Marauder, Rage.
DEMON WASTES Regional Feats: Favored Opponent (Lords of Dust),
Rage.
DROAAM Regional Feats: Rage, Magical Defense (arcane magic)*
% See Powers section later.
ELDEEN REACHES Regional Feats: Improved Evasion, Sneak Attack.
KARRNATH Regional Feats: Favored Opponent (Aundair, Thrane or
Valenar), Smite Opponent
THE LHAZAAR PRINCIPALITIES Regional Feats: Acrobatic Bluff, Sneak

Attack
THE MOURNLAND
humanoid race).

Regional

Feats:

Favored

Opponent

(choose

THE MROR HOLDS Regional Feats: Diehard, Favored Opponent (goblins


or giants), Mror Defender
QBARRA Regional Feats: Benefit (favored in house), Favored Enemy
(lizardkin)
RIEDRA Regional Feats: True Faith, Mind over Body.
THE SHADOW MARCHES Regional Feats: Swampland Warrior and Tough
THE TALENTA PLAINS Regional Feats: Dinosaur Hunter, Dinosaur
Wrangler, Spirited Charge
THRANE Regional Feats: Favored Opponent (Aundair or Karrnath), Smite
Opponent, True Faith.
VALENAR Regional Feats: Bladebearer of the Valenar, Spirited Charge
ZILARGO Regional
Gnomish Deckhand

Feats:

Fascinate,

Favored

Opponent

(goblins),

REGIONAL FEATS
Benefit (General) Right of Council: You have the legal and sacral right to
seek advice from one of your ancestors, a deathless elf in Aerenals city of
the dead. You must be an elf or half-elf to select this benefit. Favored in
House: You wield some influence within your dragonmarked house. You
gain a +4 bonus to diplomacy for rolls with your connected feat as long as
those you are trying to get help from are within your dragonmarked
house. You must be a member of the appropriate dragonmarked race and
house to gain this feat.
Bladebearer of the Valenar (Warrior/Racial)Prerequisite: Elf, Weapon
Training, region of origin ValenarYou treat the Valenar double scimitar as a
martial weapon. You also gain a +1 bonus to damage when using a
scimitar, falchion, or Valenar double scimitar while mounted.

Darguun Mangler (Warrior/Racial)Prerequisite: Goblinoid, Weapon


Training, region of origin DarguunYou treat the dire flail and the spiked
chain as martial weapons. You also gain a +1 bonus to damage when
using a flail, heavy flail, dire flail, or a spiked chain when if you have not
moved during the round of the attack.
Dinosaur Hunter (Expert/Racial)Prerequisite: Halfling, Knowledge (life
sciences) 1 rank, Survival 1 rank, region of origin Talenta Plains.You gain
a +2 bonus on Knowledge (life sciences), Notice, and Survival checks
when using these skills against dinosaurs. You also get a +1 damage
bonus against them.
Dinosaur Wrangler (Expert/Racial)Prerequisite: Halfling, Handle Animal 1
rank, region of origin Talenta Plains.You possess a special bond with
dinosaurs. You gain a +4 bonus on Handle Animal and Ride checks when
dealing with dinosaurs.
Gnomish Deckhand (Expert/Racial)Prerequisite: Gnome, Acrobatics 5
ranks, Knowledge (earth sciences) 3 ranks, region of origin Zilargo.You
are a quite at home on a moving ship. As long as you are aboard any sea
or air going vessel, you gain a +1 bonus to your base combat bonus.
Mror Defender (Warrior/Racial)Prerequisite: Dwarf, Weapon Training,
region of origin Mror HoldsYou treat the dwarven waraxe and the dwarven
urgrosh as martial weapons. You also gain a +1 damage bonus when
making an attack roll with a battleaxe, warhammer, dwarven waraxe, or
dwarven urgrosh when if you have not moved during the round of the
attack.
Plains Hunter (Warrior/Racial)Prerequisite: Halfling, Weapon Training,
region of origin Talenta Plains.You treat the Talenta sharrash, the Talenta
tangat, and the Talenta boomerang as martial weapons. You gain a +1
damage bonus to any of these weapons as long as you are mounted.
Swampland Warrior (Warrior/Racial)Prerequisite: Orc or Half-orc, Weapon
Training, region of origin Shadow MarchesYou treat the orc double axe as
a martial weapon, and you gain a +1 damage bonus when you use a
battleaxe, greataxe, or orc double axe as part of a charge.
Xendrik Marauder (Warrior/Racial)Prerequisite: Dark Elf, region of origin
Xen'drikYou treat the dark elf boomerang, the scorpion chain, and the
dark elf long knife as martial weapons. You also get a +1 damage bonus

when using them after you have moved more than 5 feet.

DRAGONMARKS
Eberron is seeped to its core in magic. Everything is suffused with it. And
when it manifests on one of the seven common races of Khorvaire, it is
called a dragonmark. Dragonmarks are intricate skin patterns, to
elaborate to be a birthmark, that grant it bearer magical powers. The
bearers of these marks have formed 12 great merchant houses, each
associated with one of the marks.Each dragonmark appears among the
blood relatives of one of the families. No one outside this family, let alone
race, can ever bear this mark. Not every member of this family possesses
one of these marks, but they pass along their blood to their children, who
may one day bear this mark.Dragonmarks grant the individual powers
and have three stages on which they appear on their bearer; Least,
Lesser, and Greater. The more in tuned with their dragonmark they
become, the more intricate it appears on their body, the more powerful
the dragonmark becomes.
Game Effects: The Least Dragonmark, Lesser Dragonmark, and Greater
Dragonmark feats grant powers to the characters that have the marks. If
more than one power is mentioned in the stat block then the character
must choose which ability he is granted and it becomes permanent (the
Least Dragonmark feat also grants a skill bonus). The character treats his
total level as their adept level for this power up until the maximum rank
of the feat is achieved. In order to raise the rank past the maximum rank
of the current dragonmark, the character will need to purchase the next
most powerful dragonmark feat. All dragonmarks use Charisma as their
Key Ability and all power associated with dragonmarks are considered
fatiguing.

DRAGONMARK FEATS
LEAST DRAGONMARK [GENERAL]Prerequisite: Member of the appropriate
dragonmarked race and house.You gain the least dragonmark and the use
of one power associated with that mark.You may use your total level as
your adept level for this power until 6th level, at which the power of this
mark is reached. Rank 9 is as powerful as this mark may get.A saving
throw against your dragonmarks power is 10 + 1/2 your total level
(maximum level of 6) + your Charisma.You also gain a skill bonus
depending upon the nature of your dragonmark.

LESSER
DRAGONMARK
[GENERAL]Prerequisite:
Member
of
the
appropriate dragonmarked race and house, Least Dragonmark, 9 ranks in
any two skills.You gain the lesser dragonmark and the use of one power
associated with that mark.You may use your total level as your adept
level for this power until 9th level, at which the power of this mark is
reached. Rank 12 is as powerful as this mark may get.A saving throw
against your dragonmarks power is 10 + 1/2 your total level (maximum
level of 9) + your Charisma.
GREATER DRAGONMARK [GENERAL]Prerequisite: Member of the
appropriate dragonmarked race and house, Lesser Dragonmark, 12 ranks
in any two skills.You gain the greater dragonmark and the use of one
power associated with that mark.You may use your total level as your
adept level for this power until 12th level, at which the power of this mark
is reached. Rank 15 is as powerful as this mark may get.A saving throw
against your dragonmarks power is 10 + 1/2 your total level (maximum
level of 12) + your Cha.
Siberys Marks: Even after thousands of years, dragonmarks are not well
understood by the people of Khorvaire. Siberys marks are a complete
mystery. Siberys marks are the most powerful of dragonmarks. They are
clearly related to the other dragonmarks, as their appearance, and they
only manifest on members of the appropriate dragonmarked race and
house. However, no one who bears any of the other marks (least, lesser,
or greater) ever bears this mark. This mark manifests unpredictably and
very suddenly. These are the rarest of marks, and the dragonmarked
houses keep a very close eye on anyone who possesses one of these
marks.
HEIR OF SIBERYS [GENERAL]Prerequisite: Member of the appropriate
dragonmarked race and house, 15 ranks in any two skills, no other
dragonmark feat.You gain the Siberys dragonmark and the use of one
power associated with that mark.You may use your total level as your
adept level for this power. Unlike other dragonmarks, the Siberys
dragonmark has no rank limits.A saving throw against your dragonmarks
power is 10 + 1/2 your total level + your Charisma.
Aberrant Marks: Aberrant dragonmarks occasionally appear among the
dragonmarked races. This mutation is a result of the intermingling of
blood of different dragonmarked families. Aberrant dragonmarks only
appear in the weakest form of dragonmark. There are no lesser, greater,
or Siberys aberrant dragonmarks. People who possess an aberrant
dragonmark exhibit powers different from those of established

dragonmark families.
ABERRANT DRAGONMARK [GENERAL]Prerequisite: Dragonmarked race
(human, half-elf, half-orc, halfling).You gain an aberrant dragonmark and
the use of one power not associated with any of the other dragonmarks.
You may use your total level as your adept level for this power until 6th
level, at which the power of this mark is reached. Rank 9 is as powerful as
this mark may get.A saving throw against your dragonmarks power is 10
+ 1/2 your total level (maximum level of 6) + your Charisma.
DRAGONMARK FAMILIES
MARK OF DETECTIONThe Mark of Detection grants the Half-elves of House
Medani the abilities to discern the presence of threats.The aspects of the
Mark of Detection grant the following benefits:Skill Bonus: +2 bonus to
Sense Motive checks.Powers: Enhance Senses, Second Sight, True Vision,
or Visions.
MARK OF FINDINGThe Mark of Finding grants the humans and half-orcs of
House Tharashk bestows powers related to locating creatures or objects.
The aspects of the Mark of Finding grant the following benefits:Skill
Bonus: +2 bonus to Search checks.Powers: Object Reading, Scrying,
Sense Minds, Wayfinding*.*Power is located in the Blue Rose Companion.
MARK OF HANDLINGThe Mark of Handling grants the humans of House
Vadalis powers related to the care and control of animals.Skill Bonus: +2
Handle Animal checks.Powers: Beast Link, Calm*, Dominate*, Summon
Beast*Mental Contact through the Beast Link power. Power only
affects animals.Power Description located in the Bestiary.
MARK OF HEALINGThe Mark of Healing grants the halflings of House
Jorasco healing powers.Skill Bonus: +2 bonus to Medicine checks.Powers:
Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison.
MARK OF HOSPITALITY*The Mark of Hospitality grants the halflings of
House Ghallanda powers related to rest and relaxation.Skill Bonus: +2
bonus to Diplomacy checksPowers: Heart Reading, Heart Shaping,
Manipulate Object, Sleep*I couldn't think of a good power that grants
food. So I focused on making people comfortable.
MARK OF MAKINGThe Mark of Making grants the humans of House
Cannith the power to mend or fabricate material goods.Skill Bonus: +2

bonus on Craft checks.Powers: Earth Shaping*,Metal Shaping*, Plant


Shaping, Supernatural Weapon.
% Only the Stonecrafting ability in the Power Description.
** Only the Woodcrafting ability in the Power Description.*** Power
description located in Worlds of Adventure.
MARK OF PASSAGEThe Mark of Passage grants the humans of House
Orien powers related to teleportation and movement.Skill Bonus: +2
bonus to Survival checks.Powers: Apport, Blink, Move Object, Teleport
MARK OF SCRIBINGThe Mark of Scribing grants the gnomes of House
Sivis powers related to writing and communication.Skill Bonus: 2 bonus
languages.Powers: Illusion, Mind Touch, Truth Reading
MARK OF SENTINELThe Mark of Sentinel grants the humans of House
Deneith powers related to the defense and protection of others.Skill
Bonus: +2 bonus to Sense Motive checks.Powers: Combat Sense, Defend
Other*, Enhance Self, Enhance Other.
% New Power located in this description. See Below
MARK OF SHADOWThe Mark of Shadows grants the elves of House
Phiarlan and House Thuranni powers of deception.Skill Bonus: +2 on
Gather Information checksPowers: Cloud Minds*, Light Shaping, Scrying,
Shadow Shaping*.
% Power description located in the Bestiary.
MARK OF STORMThe Mark of Storm grants the half-elves of House
Lyrandar powers to manipulate wind, water, and weather.Skill Bonus: +2
bonus to Acrobatics checks.Powers: Elemental Resistance, Water Shaping,
Weather Shaping, Wind Shaping.
MARK OF WARDINGThe Mark of Warding grants the dwarves of House
Kundarak the power to protect places from unwanted intrusion and theft.
Skill Bonus: +2 bonus on Search checks.Powers: Earth Shaping, Rune
Shaping*, Severance, Ward
% New Power located in this description. See Below.

NEW POWERS
The following are new powers for the Eberron Setting.

WayfindingThis power is located within the Blue Rose Companion.


Rune ShapingFatiguingYou can create magical symbols on surfaces or
objects. A Rune Shaping check can have one of the following effects:
Arcane Lock (Difficulty 15): When this rune is drawn upon the surface of a
chest, door, or portal, this object becomes supernaturally locked. You are
able to get in and out of this object freely without affecting your arcane
lock. The only way through an object with an arcane lock is to break the
object or a successful erase rune check. Add a +2 bonus to the objects
toughness save against damage.
Erase Rune: You can attempt to erase runes you encounter. You may
always erase your own runes without fail. If the rune was created by
another creature, the you can make a Erase Rune check (Difficulty equals
their Rune Shaping DC) to erase it. Erasing a rune you created is a move
action; otherwise, it takes a full minute. The adept must be within 25 feet
of a rune to erase it.
Explosive Runes (Difficulty 20): You write arcane runes upon any object
bearing written information. These runes explode when read, dealing
damage equal to your adept level. The runes deal damage to everyone
within 10 feet of the runes when they are read. Creatures are entitled to a
Reflex save for half damage.. You and any characters your specifically
instruct may read the protected writing without triggering the rune.
Anyone may remove the runes with a successful erase rune check.
Time: Rune shaping a full minute (10 rounds) to create a rune. Erasing a
rune your created is a move action, otherwise it takes 10 rounds to
remove a rune.
Supernatural DefenseFatiguingYou create a magical field of protection
around another creature that protects them from damage. A Supernatural
Defense check grants the target a bonus to their Toughness save. You can
select a bonus lower than the result on the table to reduce fatigue
Difficulty, which is 10 + the save bonus gained.
Result Toughness Save BonusUp to 4 +15-14 +215-24 +325-34 +435+
+5
Time: Activating Supernatural Defense is a full action. The bonus lasts for
10 rounds (1 minute) per use.

POWERS
The magic of Eberron is vast and complicated. The world teams with
evidence of its influence. The Rings of Siberys glisten in the night sky; the
fiends of ancient evil are locked away deep in the depths of the world.
Upon taking a level in Adept, characters must decide what kind of magic
they wish to wield. Each is different in its own right; not just in flavor, but
in effect as well. The following are the five types of magic available to
adepts. Once a choice has been made, it is difficult, if not downright
impossible to change it.
ARCANE MAGICAdepts who practice arcane magic, also known as wizards
and magisters, wield the powers of the cosmos. With a whisper in an
ancient tongue, and few subtle motions of their hands, these adepts wield
more power than a paladin wielding a greatsword. Though their actions
appear simple, arcane adepts have spent years studying ancient tombs of
power to learn their craft. Key Ability: Intelligence Study: Arcane adepts
must constantly study to practice their craft. To arcane adepts, magic is
not a talent; it is a skill that takes many years to master and control. An
arcane adept must spend at least 1 hour a day studying a magical tomb,
usually the adepts own spellbook, in order keep the knowledge fresh in
their minds. One single mispronounced word, one wrong swipe of the
hand can cause a magical spell to fail. An arcane adept suffers a
cumulative -1 penalty per day on Power checks, if they have failed to take
the time to study. This penalty disappears at a rate of 1 point per hour of
study. Casting: Arcane adepts manipulate magical energies with special
words and movements. Without these components, arcane magic can not
be manipulated or controlled. Whenever an arcane adept is unable to
speak or make magical gestures, they suffer a -4 penalty to their Power
checks. If they are unable to speak and make the proper movements,
such as being bound and gagged, their Power checks automatically fail.
Armor: Because of the movements required to manipulate arcane magic,
arcane adepts find that wearing armor is restrictive and hindering. An
arcane adept suffers a penalty equal to the armor check penalty to the
armor that they are wearing.
BLOOD MAGICKnown as sorcerers and mystics, wielders of blood magic
are unique. They wield magic like a bird flies or a fish swims. Unlike other
adepts, blood adepts do not gain their power through study, worship, or
contemplation. Magic has suffused the world, and blood adepts are proof
of this. Magic has left its mark on blood adepts, and they are more than
willing to use it. Key Ability: Charisma Raw Power: Magic is very much a
part of a blood adept. It is easier for a blood adept to channel magic than

for other adepts. Blood adepts gain a +2 bonus to fatigue checks as a


result of using fatiguing powers. Powers Known: Blood adepts channel
their magic from themselves; they do not manipulate the energies of
magic. Because of their lack of knowledge on manipulating their magical
powers, blood adepts cannot the core adept ability to use a supernatural
power they do not possess. This ability is beyond them.
DIVINE MAGICFaith is a powerful force. Through prayer and devotion,
divine adepts wield the divine power of their gods. These clerics and
priests are the defenders of the faith. They fight for their religious causes
and woe to anyone who stands in the way of these knights of the gods.
Key Ability: Wisdom Prayer: Divine adepts call to their gods for power,
and their gods answer. Without their ability to phrase their request, divine
adepts are powerless to channel their will to their deities. If they are
prevented from speaking, a divine adept is unable to use their
supernatural powers. Holy Symbol: In order to bring their deities powers
to bear, divine adepts need their holy symbols to focus their gods divine
will. Without their holy symbol to focus their gods power, divine adepts
suffer a -4 penalty to their power checks.
NATURE MAGICNature adepts live in harmony with the world they live in.
They are at one with the will of the world, and the world grants them its
favor. These druids and shamans take care of the land defend it against
those who would harm the natural world. Key Ability: Wisdom Casting:
Nature adepts must draw in the energies of nature to power their
supernatural abilities. Metal armor hinders this process and makes it more
difficult to channel these energies. A nature adept suffers a penalty equal
to twice the armor check penalty of the metal armor they are wearing on
their Power checks.
PSIONIC MAGICThough practitioners hesitate to call it magic, psionics
harness the powers of the mind. Psionic adepts spend years meditating
and learning the secrets of their inner self. What these psions have
learned is that their own understanding is a powerful force. Through
concentration and meditation psionic adepts can master the very fabric of
reality. Key Ability: Charisma or Intelligence (Characters choice)
Meditation: Psionic adepts must keep themselves centered. In order to do
this they must mediate at least once a day for an hour. If they are
prevented from mediating at least once a day, a psionic adept suffers a -4
penalty to their power checks until they are able to center their minds.
Mental Understanding: Psionic adepts are masters of the mind, but not at
manipulating the energies of magic. They may spend a point of Conviction
to use a supernatural power they no not possess, but only if that power is

a psychic power. The following are a list of the psychic powers: Bliss,
Cloud Minds, Calm, Dominate, Heart Reading, Heart Shaping, Illusion,
Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Pain, Psychic Blast,
Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Sense
Minds, Sleep, and Suggestion.

POWER FEATS
Armored Caster (Adept)Prerequisite: Arcane Adept, Armor Training, Power
rank 12+You can subtract 2 points from your penalty from wearing armor
while casting.
Education (General)You can use any knowledge skill untrained. You get an
additional +1 bonus on all checks with any two Knowledge skill checks of
your choice.
Empowered Faith (Adept)Prerequisites: Divine Adept, Power rank 12+You
no longer need your holy symbol as a focus. You no longer receive a
penalty without your holy symbol.
Magical Defense (Adept)Prerequisites: +1 in key ability of magic to be
defended againstYou gain a +3 bonus on saving throws against powers of
one of the particular types of magic. Powers include many spell-like
abilities from monsters such as mind flayers (Psionic) and fey (nature).
This benefit does not effect any power that uses another form of
supernatural power.
Subdual Power (Adept)Prerequisite: Knowledge (supernatural) rank 5You
may select one Power that you know that deals lethal damage. You are
able to deal nonlethal damage with that Power.
Throw Psychic Weapon (Adept)Prerequisite: Psychic Weapon Power rank 6
You may throw your Psychic Weapon with a range increment of 30 feet.
The Psychic Weapon disappears whether it hits or not.
True Faith (General)*
% See True20 Sourcebook, in Caliphate Nights section.

THE FAITHFUL
Druid/Shaman Sects. Nature adepts are the guardians of nature. They
maintain the balance between the wood and the world. However, not

every nature adept agrees on the best way to do this. The following feats
represent the steps necessary to have joined one of these sects.
Ashbound Initiate (Adept)Prerequisite: Ability to cast Nature MagicYou
have joined a druidic order dedicated to protecting nature from the vile
use of arcane magic. Animals you summon gain a +2 bonus to their
attack rolls.Favored Opponent (Arcane Adepts) is now one of your favored
feats.
Child of Winter Initiate (Adept)Prerequisite: Ability to cast Nature Magic
You have joined a druidic order that has embraced death and decay. The
Supernatural Powers of Beast Link, Beast Shape*, and Summon Beasts
are now able to affect vermin as well as animals.
% New Power located later in this section.
Gatekeeper Initiate (Adept)Prerequisite: Ability to cast Nature MagicYou
are a member of an ancient druidic order dedicated to protecting the
world from the aberration invasion from Xoriat. Your creature ward ability
is now able to affect aberrations.Favored Opponent (aberrations) is now
one of your favored feats.
Greensinger Initiate (Adept)Prerequisite: Ability to cast Nature MagicYou
are a member of a druidic sect allied with the fey of Thelanis. You gain a
+4 bonus to all saves against the supernatural abilities of the fey.
Warden of the Wood Initiate (Adept)Prerequisite: Ability to cast Nature
MagicYou are a member of an ancient druidic sect dedicated to protecting
the Eldeen Reaches. Favored Terrain (Forest)* and Sneak Attack now
favored feats.*New feat located later in this section.
Champions of the FaithPaladins. Paladin is a generic term used to describe
a holy warrior who fights for the cause of his church and religion.
However, there are a few divinely chosen individuals that become true
knights of the churches. These rare few must hold themselves true to the
purest tenets of their religion, even more-so than priest or clerics. Any
violation of their code of conduct and they suffer severe consequences.
Holy Champion (Warrior/Adept)Prerequisite: Ability to cast Divine Magic,
+6 Base Combat BonusYou are one of the chosen few with the devotion
and purity to walk the path of a true paladin. You are the final hope who
will never back down from the tenets of good and the power to extinguish
evil. By taking this feat you gain the virtue subtype. If for any reason you

violate your oath of conduct, you lose the benefits of this feat, as well as
all supernatural powers until you atone.
Blackguard. The essence of mortal evil. The brutal monster hold only the
most vile and debased emotions to heart. As the paladin is the warrior of
virtue, the blackguard is the warrior of vice.
Unholy Champion (Warrior/Adept)Prerequisite: Ability to cast Divine
Magic, +6 Base Combat BonusYou have devoted yourself to the path of
the blackguard; few are as dedicated as you are to evil and vile darkness.
By taking this feat you gain the vice subtype. If for any reason you violate
your vile oath of conduct, you lose the benefits of this feat, as well as all
supernatural powers until you atone.
POWERS
Beast ShapeYou have the ability to assume the form of a specific animal.
This power is identical to the alternate form trait.

FEATS
Blight (Adept)Prerequisite: Arcane Adept or Ex-Nature AdeptYou have
turned your back on the natural world and have learned to use the life
force of nature to power your magic. Any time you use one of your
fatiguing supernatural powers, 20 feet per adept level of nonsantient
plantlife begins to die. Within one day the plants begin to wither away.
Any time you use a fatiguing power, you gain a +4 bonus to your Fatigue
save.
Chastise Creature (Adept)Prerequisite: Supernatural Power Ward rank 8
You are able to use your Ward power to damage hostile creatures instead
of keeping them at bay. You deal damage equal to your adept level to any
creature normally affected by your Ward.
Defensive Stance (Warrior)You can become an unmovable bastion of
defense, gaining +1 Strength, +2 Constitution, +2 on all your saves, and
a +2 dodge bonus to Defense. While in this stance you cannot move from
the spot you are defending. While in your defensive stance, you cannot
use skills or abilities that would require you to move from your spot, and
you cannot take 10 or 20 on checks. Your defense lasts for 5 rounds,
though you may end your defensive stance voluntarily. After you stance
you are fatigued for five rounds (see Fatigue in Chapter 6). You can use

Defensive Stance once per day at 1st level and an additional time per day
for every four warrior levels (twice at 4th level, three times at 8th level,
and so on). You can spend a point of Conviction to use Defensive Stance
an additional time that day. You can take this feat multiple times. Each
time, you gain an additional +1 Strength and +1 Constitution to a
maximum of +4 Strength and +4 Constitution (the +2 dodge bonus to
Defense and other effects remain the same). Instead of increasing your
Defensive Stance benefits, taking the Defensive Stance feat an additional
time can extend the duration of your defensive stance by 5 rounds (to a
maximum of 20 rounds). This extends the duration of your post-stance
fatigue by the same amount.
Favored Terrain (Warrior)You have a particular type of terrain youve
studied and trained within. It may be a type of terrain, like forest or
desert; a specific place, like the spired streets of Sharn; or any other
category the Narrator approves. Especially broad categories, like
Eberron are not permitted. You get a +2 bonus on Notice, Search,
Stealth, and Survival checks when dealing with your favored terrain, as
well as +1 bonus on all attacks against them. You may take this feat
multiple times, either choosing a different favored terrain or stacking with
your existing bonus to a maximum of +6 on skills checks and +3 on
attack rolls.
Slippery Mind (Adept)You are exceptionally good at maintaining control of
your mind. If you fail a saving throw against a Power or trait that affects
your mind, you gain another saving throw with the same Difficulty the
following round. You only gain this one extra chance to resist the affect.

Eberron Adventure Paths


The following are some adventure paths Ive written up for my players. I
have gotten rid of the Core Abilities for the roles, and I have made
corresponding feats for them. This allows for more adaptability and more
versatility with characters. I also use the alternate rule on Charisma and
Conviction. Also, Ive stuck with Eberrons theme that very few people
ever advance to beyond 10th level; therefore, these write-ups only go to
10th.
ArtificerCharacter Role Feats/Supernatural PowersLevel1 Adept - Heroic
Power, Imbue Charm, Power Expertise, Wild Talent2 Expert- Challenge
(Fast Craft)3 Adept - Imbue Item4 Adept - Familiar5 Expert - Skill Focus
(Craft)6 Adept - Supernatural Weapon7 Adept - Ghost Touch8 Adept -

Challenge (Masterwork)9 Adept - Object Reading10 Adept - Empower


Heroic Power (Adept)You can spend a Conviction point to make one use of
a supernatural power they do not possess. This works much like spending
a Conviction point to emulate a feat. You must be capable of acquiring the
Power normally, meaning you must meet all the prerequisites.
Imbue Charm (Adept)Prerequisite: The Power that will be placed in the
charmYou can create a supernatural charm. A charm is a small item
containing a single use of a supernatural power. Common charms include
potions, candles, small pouches of herbs, crystals, and similar items.
When a charm is activated (a standard action), it discharges the power it
contains and then is rendered useless.
Power Expertise (Adept)You can spend a point of Conviction to gain 4
temporary ranks in any power, including powers in which you are not
currently trained. These temporary skill ranks last for the duration of the
scene and grant their normal benefits.
Wild Talent (Adept)Prerequisite: Intelligence as your key ability scoreYou
have a natural gift with supernatural powers. You are able to use 3
supernatural powers untrained.
Dragonmark HeirCharacter Role Feats/Supernatural PowersLevel1
Expert - Benefit (status), Least Dragonmark, Skill Focus, Skill Training2
Adept - Supernatural Focus (dragonmark power)3 Expert - Rousing
Conviction4 Expert - Fascinate5 Expert - Inspire6 Expert - Lesser
Dragonmark7 Expert - Suggestion8 Expert - Skill Mastery (Bluff,
Diplomacy, Intimidate, & Perform)9 Expert - Greater Dragonmark10
Expert - Mass Suggestion
Rousing Conviction (Expert)Your maximum allotment of Conviction is
raised by 1 point.You may take this feat multiple times, each time your
Conviction is raised by 1 additional point to a maximum of 5 points of
Conviction.
Eldeen RangerCharacter Role Feats/Supernatural PowersLevel1 Warrior Armor Training (light), Track, Weapon Training, Wild Empathy2 Warrior Favored Opponent3 Warrior - Sect Feat I (See Below)*4 Warrior - Point
Blank Shot5 Warrior - Smite6 Warrior - Sect Feat II (See Below)*7
Warrior - Endurance8 Warrior - Attack Focus (bow)9 War/Ade - Sect Feat
III (See Below)*10 Warrior - Quick Draw

Sect Feat IThe feats learned is dependant upon what sect you are a
member of.Ashbound: Resistance (arcane magic)Children of Winter:
Resistance
(poison)Gatekeepers:
Resistance
(aberration
powers)
Greensingers: Resistance (fey powers)Wardens of the Wood: Talented
(Knowledge: life sciences & Survival)
Sect Feat IIAshbound: FerocityChildren of Winter: Iron Will
[b]Gatekeepers: Night VisionGreensingers:[/b] LuckyWardens of the
Wood: Improved Critical
Sect Feat IIIAshbound: Psychic ShieldChildren of Winter: Infect (Power)
Gatekeepers: Second ChanceGreensingers: ToughWardens of the Wood:
Smite
Ferocity (Warrior)You are able to make a Toughness check (Difficulty = 10
+ Character level) to avoid having your condition change from disabled to
dying when you take a standard action. You accumulate an additional +1
penalty to you difficulty for every round you continue to take a standard
action while disabled.
Resistance (General)You gain a +4 bonus to a one of your saving throws
against a particular attack (poison, disease, supernatural powers used by
fey). This feat only applies to either your Fortitude, Reflex, or Will saves.
Extreme ExplorerCharacter Role Feats/Supernatural PowersLevel1
Expert - Armor Training (light), Expertise, Rousing Conviction, Skill Focus
(Search)2 Expert - Second Chance (trigger traps)3 Expert - Rousing
Conviction4 Expert - Dodge Focus5 Expert - Rousing Conviction6 Expert Evasion7 Expert - Rousing Conviction8 Expert - Improvised Tools9 Expert
- Rousing Conviction10 Expert - Improved Evasion
Exorcist of the Silver FlameCharacter Role Feats/Supernatural Powers
Level1 Adept - Purifying Light, Resilience, Supernatural Weapon, Ward
(Outsider with vice subtype)2 Warrior - Favored Opponent (Outsider with
vice subtype)3 Adept - Night Vision4 Warrior - Smite5 Adept - Psychic
Shield6 Adept - Fire Shaping7 Adept - Mind Touch8 Adept - Mind Reading9
Adept - Banish10 Adept - Elemental Aura
Resilience (Adept)You can spend a Conviction point to eliminate any
accumulated modifiers to fatigue saving throws for using powers.
Master

InquisitiveCharacter Role Feats/Supernatural PowersLevel1

Expert - Armor Training (light), Expertise, Investigate, Weapons Training2


Expert - Track3 Adept - Truth-Reading4 Expert - Contacts5 Expert Talented (Diplomacy & Gather Information)6 Adept - True Vision7 Expert Improved Initiative8 Expert - Connected9 Adept - Object Reading10
Expert - Skill Focus (Search)
Investigate (Expert)Prerequisite: Trained in the Search skillYou may use
your search skill in order to find clues. Finding a clue has a base difficulty
of 10. The Difficulty is modified by the nature of the scene that is being
investigated.
Undisturbed +0Disturbed +5Greatly Disturbed +10
When a successful Search check turns up a clue, you may make a
secondary Search check to discern patterns, analyze evidence, and draw
conclusions from the scene. The difficulty of the secondary check is also
modified by the time that has elapsed since the event occurred and how
significant the clue is.
Each day past since event +2Minor Clue +0Moderate Clue +2Major Clue
+5
Warforged JuggernautCharacter Role Feats/Supernatural PowersLevel1
Warrior - Stamina, Body Composition(Adamantium), Shield Training,
Weapon Training2 Warrior - All-out Attack3 Warrior - Improved Charge4
Warrior - Armored Spikes5 Warrior - Fortification6 Warrior - Construct
Mind7 Warrior - Improved Fortification8 Warrior - Deny Spirit9 Warrior Construct Perfection10 Warrior - Brutal Attack
Armored Spikes (Warrior)Prerequisites: Body Composition (Adamantium)
You are able to grow spikes on your body and you are proficient in their
use. Whenever you successfully grapple an opponent, you deal +2
damage to them.
Brutal Attack (Warrior)Prerequisite: Strength +2You gain a +4 bonus on
rolls to confirm a critical hit.
Construct Mind (General)Prerequisite: WarforgedYou gain immunity to all
mind-influencing effects (including Heart Reading, Heart Shaping, and any
supernatural powers requiring mental contact).By taking this feat, you
distance yourself from other living creatures. Due to this change in
thinking and nature, you suffer a -4 penalty to all Bluff, Diplomacy, Gather

Information, and Sense Motive checks.


Construct Perfection (General)Prerequisite: Warforged, Deny Spirit.You
are no longer subject to subject to ability damage or ability drain.
Deny Spirit (General)Prerequisite: Warforged, Construct Mind, Improved
FortificationYou gain immunity to any effect requiring a Fortitude save
(unless the effect also works on objects, or is harmless).
Fortification (Warrior)Prerequisite: WarforgedYou have been fortified
against unexpected attacks. When a critical hit or sneak attack is scored
on a warforged, the warforged makes a Toughness save, with a +4 bonus,
against this extra damage (Difficulty 15 + the extra damage). If the save
is successful the warforged ignores this extra damage and gets to make
his regular Toughness save as normal.
Improved Charge (Warrior)You do not suffer the normal -2 penalty to
defense while making a Charge attack.
Improved Fortification (Warrior)Prerequisite: Warforged, Fortification, +6
base combat bonusYou improve your warforged fortification, gaining
immunity to sneak attacks and extra damage from critical hits. With this
feat, you also lose the ability to be healed with cure spells.
Stamina (Warrior)You can spend a point of Conviction to immediately
erase all bruised and hurt damage conditions (and their associated
penalties).
Weretouched MasterCharacter Role Feats/Supernatural PowersLevel1
Warrior - Improved Strike, Evasion, Stamina, Tough2 Warrior - Wild
Empathy3 Warrior - Weretouched I* (See Below)4 Warrior - Natural
Attack5 Warrior - Extra Shifter Trait6 Warrior - Weretouched II* (See
Below)7 Warrior - Improved Initiative8 Warrior - Reactive Shifting9 Adept
- Beast Shape10 Warrior - Rage
Born Climber (General)Prerequisite: ShifterYou gain a Climb speed of 20
feet. If you already have a Climb speed, it increases by +10 feet.
Fierce Combat (Warrior)If you start encounter (or enter one) by a
successful charge attack at opponent, you gain and additional +1 bonus
on all damage rolls with the weapon you charged with, until the end of
that encounter.

Weretouched IYou must choose one animal from which your lycanthropic
heritage comes from. This heritage dictates the future abilities for you to
learn.Bear: Improved GrabBoar: Iron WillRat: Born ClimberTiger: Fierce
CombatWolf: Improved TripWolverine: Rage
Weretouched IIBear or Tiger: Shifter SavageryBoar or Wolverine: Shifter
StaminaRat or Wolf: Shifter Agility
Alchemist SavantCharacter Role Feats/Supernatural PowersLevel1 Adept
- Heroic Power, Imbue Charm, Least Dragonmark (mark of making), Wild
Talent2 Adept - Power Expertise3 Expert - Challenge (Fast Craft)4 Expert Skill Focus (craft: alchemy)5 Adept - Craft Detonation6 Expert - Benefit
(status)7 Adept - Challenge (masterwork)8 Expert - Skill Focus (craft:
poison making)9 Adept - Charm Fusion10 Adept - Craft Universal Charm
Charm Fusion (Adept)Prerequisite: Craft 10 ranksYou have learned how to
craft a charm that contains 2 supernatural powers. Both effects happen
simultaneously when the charm is triggered. This feat may be used on
conjunction with Craft Detonations as well.
Craft Detonation (Adept)Prerequisite: Imbue CharmYou may craft
detonations, which are charms that can be used like thrown weapons. You
create the detonation, just as you would any charm. The power stored
within the detonation must be able to affect another creature; An Earth
Shaping (Move Dirt) detonation would have no effect on an individual,
whereas a Harm detonation would. Detonations have a range increment
of 10 feet. If the detonation misses the target, the effect does not happen
and the detonation is not consumed. However, if the detonation hits, the
target is treated as though the spell hit it and the detonation is
consumed.
Craft Universal Charm (Adept)Prerequisite: Craft 12 ranksYou have
mastered the ability to craft charms. You may create a charm that you
can add a power to later. You may place any Power (no Fatigue save) that
you may cast into the item as a standard action with a Difficulty 10 Power
check. You may then use the item at your discretion.
DeadgrimCharacter Role Feats/Supernatural PowersLevel1 Adept Benefit (Pact), Resilience, Ward (Undead), Weapon Training2 Adept Armor Training (light)3 Warrior - Favored Opponent (undead)4 Expert Inspire (fear)5 Adept - Touch of Death6 Warrior - Smite7 Adept Transformation (Dead Living Subtype)8 Adept - Slayer9 Adept - Improved

Slayer10 Adept - Greater Slayer


Benefit (Pact) (General) Pact: You have been marked forever as a
servant of a powerful otherworldly entity or ideal. You are recognized by
other followers of the same entity or belief as a prophet and they treat
you as such.
Greater Slayer (Adept)Prerequisite: Improved SlayerWhenever you kill a
favored opponent, you gain a +2 bonus to your Dexterity and Charisma
for a number of rounds equal to the slain creatures level.
Improved Slayer (Adept)Prerequisite: SlayerWhenever you kill a favored
opponent, you gain a +2 bonus on your Fortitude, Reflex, and Will saves
for a number of rounds equal to the slain creatures level.
Slayer (Adept)Prerequisite: Benefit (Pact) with an entity with the vice
subtype, Favored Opponent, Smite OpponentWhenever you kill a favored
opponent, you gain a +2 bonus to Strength and Wisdom for a number of
rounds equal to the slain creatures level.
Touch of Death (Power)*You touch can cause people you touch to weaken
and tire under the effects of death.Touch of Fatigue, DC 10: Your channel
negative energy through your touch, fatiguing the target if it fails a
Fortitude saving throw equal to your power check result. You must
succeed on a touch attack to strike a target. The subject is immediately
fatigued for the spells duration. This spell has no effect on a creature that
is already fatigued. Unlike with normal fatigue, the effect lasts for 1 round
per adept level while maintained or until dismissed.Chill Touch, DC 13: A
touch from your hand, which glows with blue energy, disrupts the life
force of living creatures. Each touch channels negative energy that deals
+2 damage. The touched creature also takes 1 point of Strength damage
unless it makes a successful Fortitude saving throw against your power
check result. You can use this melee touch attack up to one time per
adept level while maintained.Touch of the Ghoul, DC 15: Your hand
blackens and with a touch you paralyze a single living humanoid with a
successful melee touch attack for 1 round per adept level while
maintained. Additionally, the paralyzed subject exudes a carrion stench
that causes all living creatures (except you) in a 10-foot-radius spread to
become sickened (Fortitude save against power check result negates).
Cure poison removes the effect from a sickened creature, and creatures
immune to poison are unaffected by the stench.Touch of the Vampire, DC
18: Your touch deals +2 damage per two adept levels (maximum +10). If

the target takes any damage from this attack, you gain a temporary
Toughness bonus equal to +1 damage level inflicted. The temporary
Toughness is useful for one toughness save and lasts no longer than 1
hour after it is gained.
Time: Touch of Death is a standard action.
*Created by Ketjack. I kind of swiped his/her Lesser and Greater touch of
death and combined them into one from another post.
Transformation (Adept)Prerequisite: Special (DMs Discretion of part of the
story)Somehow youve learned to transcend your normal form and
become something else. You may either change your type or subtype. If
you already have a subtype, you may change it.
Dead Living Subtype: Though still a living, breathing being, your soul has
become tainted with the essence of death. You gain the following benefits
and penalties:- The Harm power heals dead living creatures (treat this
situation as if the Cure power were being used on a normal living
creature).- The Cure power damages dead living creatures as if it were
Harm used on a normal living creature.- The Ward (Undead) power can be
used on you to keep you at bay.- Immunity to poison, sleep effects,
paralysis, stunning, and disease effects.
Dragon ProphetCharacter Role Feats/Supernatural PowersLevel1 Adept Benefit (pact), Constellation Attunement, Prophetic Favor, Second Sight2
Adept - Scrying3 Adept - Constellation Attunement4 Adept - Resilience5
Adept - Constellation Attunement6 Adept - Prophecys Mind7 Adept Constellation Attunement8 Adept - Visions9 Adept - Constellation
Attunement10 Adept - Ageless
Constellation Attunement (Adept)Prerequisite: Prophetic FavorYou attune
yourself to the draconic constellations, gaining new abilities based on the
deities they represent. You may take this feat multiple times. Each time,
you attune yourself to a new constellation. You gain a marking on your
body in the shape of the constellation you attune yourself to.Aasterinian.
This is the dragon deity of invention and trade. You gain a +2 bonus on all
Craft checks.Astilabor. This is the dragon deity of wealth. Your dragon
mentor sends you a supernatural item from its hoard.Bahamut. This is the
dragon deity of protection and good fortune. While in the prophetic favor
stance, you may reroll one check or saving throw that you have failed.
This ability immediately ends your prophetic favor.Chronepsis. This is the

dragon deity of fate and prophesy. You gain a +2 bonus to Sense Motive
checks. In additions, while in a prophetic favor stance, you gain a +2
bonus to initiative checks.Falazure. This is the dragon deity of death and
decay. While in a prophetic favor stance, you can force a creature that has
confirmed a critical hit against you to re-roll the confirmation roll. Further,
you gain a +2 bonus to saves against disease and poison.Garyx. This is
the dragon deity of chaos and destruction. While in a prophetic favor
stance, you may cast a single Quickened power as a free action, with no
fatigue roll.Hlal. This is the dragon deity of humor. The Difficulty against
your Illusion saves increases by +1. In addition, you gain a +2 bonus to
your Bluff checks.Io. This is the dragon deity of magic and knowledge.
While in a prophetic favor stance, you gain a bonus to Knowledge checks
equal to half your adept level.Lendys. This is the dragon deity of justice
and law. While in a prophetic favor stance, if you are dealt damage by
another creature, you may use a single power in response as a reaction
action. This power must only target that creature. Using this ability ends
your prophetic favor.Tamara. This is the dragon deity of life. While in a
prophetic favor stance, you gain the Fast Healing trait.Tiamat. This is the
dragon deity of greed and power. While in a prophetic favor stance, you
can attempt to steal a power as it is being used by another adept. You
must ready an action in order to use this ability. The adept must be within
a distance of 10 feet per your adept levels, and you must have a line of
effect of the adept. You must succeed on an opposed power check in
order to steal the power. If successful, the adept is not able to use this
supernatural power again until an hour has passed or until you use the
supernatural power. You use the original adepts power level when you
use this power, however, you do not need to make a fatigue save if the
power is fatiguing. Using this ability ends your prophetic favor. If you do
not use the Power within 1 hour, it disappears and you may not use it.
Prophetic Favor (Adept)You seek to untangle and perceive the record of
everything that has been, and more important, what will be. While in this
stance you gain a +1 bonus on saves. Your prophetic favor lasts five
rounds, after which you are fatigued for five rounds (see Fatigue in
Chapter 6). You can use Prophetic Favor once per day at 1st level and an
additional time per day for every four adept levels (twice at 4th level,
three times at 8th level and so on). You can spend a point of Conviction to
use Prophetic Favor an additional time that day.You can take this feat
multiple times. Each time, you gain an additional +1 bonus on saves to a
maximum bonus of +3. Instead of increasing your Prophetic Favor
benefits, taking the Prophetic Favor feat an additional time can extend the
duration of your stance by 5 rounds (to a maximum of 20 rounds). This
extends the duration of your post-prophetic favor fatigue by the same

amount.
Prophecys Mind (Adept)Prerequisite: Prophetic FavorAny time you are in
prophetic favor, you can lessen the damage dealt by a potentially lethal
attack. Any time an attack would reduce you to dead or dying, you can
spend a Conviction point and lessen the damage track to disabled. Doing
this also ends your prophetic favor.
Quari MindhunterCharacter Role Feats/Supernatural PowersLevel1
Warrior - Armor Training (light), Conquered Possessor, Iron Will, Weapon
Training2 Adept - Sleep Immunity3 Adept - Psychic Shield4 Adept - Banish
5 Warrior - Favored Opponent (quari)6 Warrior - Second Chance7 Adept Supernatural Focus (Psychic Shield)8 Adept - Psychic Trap9 Adept Psychic Reflection10 Adept - Plane Shift
Conquered PossessorPrerequisite: Special (DMs Discretion)Due to being
possessed by another otherworldly entity, you are immune to the
Dominate power. Though you are possessed you have learned to trap and
lock away your possessor into the darkest ressesses of your mind.
Sleep Immunity (Adept)Prerequisite: Special (DMs Discretion)You do not
require sleep and you are immune to the Sleep power.
Renegade MastermakerCharacter Role Feats/Supernatural PowersLevel
1 Adept - Heroic Power, Imbue Charm, Light Armor Proficiency, Wild
Talent2 Adept - Imbue Item3 Adept - Skill Focus (Craft)4 Adept - Metal
Shaping5 Adept - Natural Attack6 Warrior - Tough7 Adept - Curing Power
(Metal Shaping)8 Adept - Transformation (Living Construct)9 Warrior Tough10 Warrior - Fortification
Curing Power (Adept)Prerequisite: Proper subtype for shaping powerYou
treat a particular shaping power like the Cure power.
Vigilant Sentinel of AerenalCharacter Role Feats/Supernatural Powers
Level1 Expert - Armor Training (light), Expertise, Shield Training,
Weapons Training2 Expert - Skill Focus (Disguise)3 Adept - Psychic Shield
4 Expert - Sneak Attack5 Expert - Skill Focus (Sense Motive)6 Expert Sneak Attack7 Adept - Supernatural Focus (Psychic Shield)8 Expert Sneak Attack9 Expert - Skill Mastery (Bluff, Diplomacy, Intimidate, and
Sense Motive)10 Adept - Blink
Champion (Warrior/Adept)Prerequisite: Ability to cast Divine Magic, +6

Base Combat Bonus.You are one of the chosen few with the devotion and
purity of faith to walk the path of a true knight of your faith. If for any
reason you violate your oath of conduct, you lose the benefits of this feat,
as well as all supernatural powers until you atone.You may choose to be a
Holy Champion or an Unholy one. Holy champions, or paladins, gain the
Virtue subtype. Unholy champions, or blackguards, gain the Vice subtype
instead.
Initiate (Adept)Prerequisite: Ability to cast Nature Magic.You have become
an initiate of a sect of druids or shamans, and dedicated yourself to
protecting nature. Choose one of the following sects:
Ashbound: You have joined a druidic order dedicated to protecting nature
from the vile use of arcane magic. Animals you summon gain a +2 bonus
to their attack rolls. Favoured Opponent (Arcane Adepts) is now one of
your favoured feats.
Child of Winter: You have joined a druidic order that has embraced death
and decay. The Supernatural Powers of Beast Link, Beast Shape (new
power), and Summon Beasts are now able to affect vermin as well as
animals.
Gatekeeper: You are a member of an ancient druidic order dedicated to
protecting the world from the aberration invasion from Xoriat. Your
creature ward ability is now able to affect aberrations. Favoured Opponent
(aberrations) is now one of your favoured feats.
Greensinger: You are a member of a druidic sect allied with the fey of
Thelanis. You gain a +4 bonus to all saves against the supernatural
abilities of the fey.
Warden of the Wood: You are a member of an ancient druidic sect
dedicated to protecting the Eldeen Reaches. Favored Terrain (Forest) (new
feat) and Sneak Attack are now favoured feats.

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