True20 Eberron V1.0

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True20 Eberron V1.0 TRUE20: EBERRON ROLE PLAYING IN EBERRON™ USING GREEN RONIN’S TRUE20™ ROLE PLAYING SYSTEM Table of Contents Introduction 2 Clothing 29 1 Hero Creation 3 Services and Spellcasting 29 Special Materials 31 Races of Eberron 3 Supernatural Items 31 Nations of Eberron 5 Core Abilities 7 6 Eberron for Players 38 Divine Aspects 7 Artificer 38 Supernatural Philosophies 7 Druid 38 2 Skills 11 Monk 39 Paladin 40 Craft 11 Psion 40 Knowledge 11 Sorcerer 40 Language 12 Warlock 41 Perform 12 Wizard 41 Pilot 12 Profession 12 7 Narrating Eberron 42 Ride 12 Optional Rules 42 3 Feats 13 Magic Categories 43 Planar Traits 44 Feat Descriptions 13 Planes of Eberron 44 Dragonmarks 17 Item Costs 46 Prestige Feats 18 8 Adversaries 47 4 Supernatural Powers 20 Creature Types 47 Power Descriptions 20 Creature Templates 48 Material Components 26 Bestiary 49 Rituals 26 Typical NPCs 56 5 Equipment 28 Annex: Magic Items 63 Weapons 28 Magic Item Creation 63 Armor 29 New Item Types 64 Special Substances 29 Item Descriptions 66 Tools and Skill Kits 29 1 INTRODUCTION • Chapter 6 describes a number of heroic paths that WELCOME TO EBERRON! players may wish to follow, presented in a a similar way The goal of the rules presented in this document is to make to those in True20 Fantasy Paths. it easier to play in the D&D Eberron setting (by Wizards of • Chapter 7 is for the Narrator, and contains the Coast) using Green Ronin’s True20 rules. Although miscellaneous rules to help them run a True20 Eberron there are similar rule conversions (such as the True20 wiki, campaign. and many True20 forum posts) those either introduced new Chapter 8 presents statistics for the monsters and NPCs rule elements, or did not use the additional feats and powers • described in the ECS. introduced in the more recent handbooks. The overriding principle used here is to use the existing rule elements as • Finally an annex is included to help Narrators use D&D much as possible (such as feats, supernatural philosophies magic items with True20 rules. etc), introducing new mechanics only when absolutely nec- essary. ACKNOWLEDGEMENTS Please note that although these rules were developed The bulk of Chapters 1 and 3 have been taken (verbatim, in with the Eberron setting in mind, many of them could be some cases) from the Eberron wiki, which is itself a compi- used in any D&D setting. lation of numerous posts on the Green Ronin forums. The following True20 and D&D books are referred to These backgrounds and feats have been copied here for throughout these rules: completeness, and where necessary have been updated to • True20 Adventure Role Playing, Revised Edition (Core conform to the newer rulebooks. Some new feats have been Rulebook) added and adapted from various sources. • True20 Adept’s Handbook (referenced with an A) Some of the following True20 forum discussions may be of interest. Note that some of these ideas have been bor- • True20 Expert’s Handbook (referenced with an E) rowed for this work, whilst some were arrived at independ- W • True20 Warrior’s Handbook (referenced with an ) ently and the discussions discovered later. Please accept my • True20 Bestiary (referenced with a B) apologies if I have missed anything! • True20 Fantasy Paths • ‘Eberron and True20’ started by mcnathan80, and • Eberron Campaign Setting (ECS) contributed to by a number of posters. • Dungeon Master’s Guide, 3.5 ed (DMG) • ‘The Artificer’ started by Ryan_Singer. New powers and feats introduced in these rules are marked • ‘Powers broken down by D&D schools’ by Nellisir. This with a *. could be used to derive alternative Wizard supernatural These rules are laid out in a similar style to the True20 philosophies. Core Rulebook: • ‘New Core Ability: Spellbook’ by Kendermage. I had • Chapter 1 contains additional backgrounds for the races considered something similar to this, but ended up and nations of Eberron, supernatural philosophies that incorporating the spellbook into the Wizard supernatural mimic the magic-using classes and additional divine philosophy. aspects for clerics. • ‘Prestige Feats’ by 77IM. • Chapter 2 describes Craft, Knowledge and other skill • See ‘Wealth System?’ for ideas on working with Wealth specializations for Eberron. These are optional, and have bonuses. been provided to add more of a D&D flavour. Please note that Baduin has also posted a set of D&D Emu- • Chapter 3 describes a number of additional feats lation rules. And for an alternative, and more complete, set appropriate to the Eberron setting, including of magic item creation rules for True20, I encourage you to Dragonmarked feats. Also included are Prestige feats, check out the Liber Artifactum by Expeditious Retreat which aim to emulate some of the features of D&D Press. prestige classes. Hope you have fun with it! • Chapter 4 contains new supernatural powers, as well as some additional effects for existing powers. • Chapter 5 presents Eberron specific weapons, armor and DecemberVaelorn 2013 materials, as well as Eberron related supernatural items. vaelorn.wordpress.com Original Eberron campaign setting design and development by Wizards of the Coast. This is a derivative fan production work based on original work by Wizards of the Coast, Green Ronin and Paizo, amongst others. Names and concepts herein are copyrighted by their respective owners and this work does not constitute a challenge to the ownership of said names and concepts. The unique text of this document is copyrighted 2013. This document is produced for fans’ personal use and may not be bought or sold. 2 1 HERO CREATION DROW RACES OF EBERRON The drow carve out a deadly existence on the ruined conti- The races presented here have been compiled from both nent of Xen’drik. Allied with monstrous scorpions, the drow the D&D 3.5 and 4th edition rules. For some of the standard battle the fallen race of giants over the ruins of the mysteri- races (e.g. elves, dwarves) the backgrounds have been taken ous continent. from the True20 Core Rulebook; others have been taken Ability Adjustments: +1 Dexterity, –1 Constitution from the True20 wiki with some modifications made to suit the Eberron setting. Where powers are gained as bonus or Bonus Feats: Night Vision, Talented (Notice, Search), favored feats from a background, any prerequisite powers Weapon Training should be waived. Native Language: Giant Some of these racial backgrounds have native languages. Favored Feats: Drow may take the following supernatural These should be awarded in addition to any supplied by the power instead of favored feats (treating their total level as national background in the next section. their adept level for this power): Shadow ShapingA CHANGELING DWARF Changelings are subtle shapeshifters capable of disguising Dwarves are a stoic but stern race, ensconced in cities their appearance. They do not possess the full abilities of a carved from the hearts of mountains and fiercely deter- doppelganger, but can still create effective disguises at will. mined to repel the depredations of savage races like orcs Ability Adjustments: None and goblins. Bonus Feats: Talented (Bluff, Sense Motive) Ability Adjustments: +1 Constitution, –1 Charisma Bonus Skills: Disguise, Escape Artist Bonus Feats: Great Fortitude, Night Vision, Talented Trait: Change ShapeB: Changelings can (as a full-round (Craft, Search) action) assume the shape of any Small or Medium human- Favored Feats: Diehard, Favored Opponent (goblins or oid, remaining in that form until they choose to assume a giants) new one. This change cannot be dispelled, but it reverts to its natural form when killed. True VisionA reveals the natu- ral form. Changelings have the ‘shapechanger’ subtype. ELADRIN Many natives of Eberron believe eladrin are newcomers to Favored Feats: Choose any two feats as the character’s the world, but the race has in fact been around since its favored feats. These are available regardless of heroic role. birth. Eladrin often appear uncomfortable in Eberron ow- ing to the horrors Eberron has recently undergone—hor- DEVA rors that have rippled out to the eladrin and Thelanis. Devas were once immortal servants of the gods of good Ability Adjustments: +1 Intelligence, –1 Constitution who chose to bind themselves to the world as mortal flesh. Bonus Feats: Night Vision, Talented (Notice, Search), For millennia, their souls have been reborn to wage an end- Weapon Training less war against the forces of darkness. Native Language: Sylvan Ability Adjustments: +1 Wisdom, –1 Strength Favored Feats: Eladrin may choose one supernatural Bonus Feats: Attractive, Eidetic Memory power from the following list (treating their total level as Bonus Skills: Knowledge (history), Knowledge (religion) their adept level for this power): Phase, Second Sight, Native Language: Celestial Teleport, Time ShapingA Favored Feats: Mind Over Body, Skill Mastery ELF The elves of Eberron are a strange people, sometimes seem- DRAGONBORN ing as alien to humans as do orcs or goblins. The elves who Born to fight, dragonborn are a race of wandering merce- dwell among humans are approachable and have a similar naries, soldiers, and adventurers. Dragonborn originate outlook to their neighbours. The elves of Aerenal and Vale- from Argonnessen but in Khorvaire, they are most strongly nar are aloof, unconcerned with the affairs of the races that associated with Q’barra. they regard as petty and short-sighted. Ability Adjustments: +1 Strength, –1 Dexterity Ability Adjustments: +1 Dexterity, –1 Constitution W Bonus Feats: Startle Bonus Feats: Night Vision, Talented (Notice, Search), Bonus Skills: Intimidate, Knowledge (history) Weapon Training Trait: Resistance to Poison/Energy 2B: Dragonborn Favored Feats: Elves may choose one of the following must choose the type of attack they are resistant to: acid, supernatural powers (treating their total level as their adept cold, electricity, fire or poison. This represents their affinity level for this power): Enhance Senses, Nature Reading to dragons that wield that type of breath weapon.
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