Eberron, Dwarves Are Said to (Knowledge) Have Originated in the Frostfell, an Icy Continent Advantages: Takes One to Know One North of Khorvaire

Eberron, Dwarves Are Said to (Knowledge) Have Originated in the Frostfell, an Icy Continent Advantages: Takes One to Know One North of Khorvaire

Campaign’s Power Level Mythic Hero Campaign’s Tech‐Level 3 Characters required to be built using the Aspect Alphabet.( pg. 17) Yes Allow trading Refresh for Advantage Points? (pg. 24) Yes (Only for purchasing race.) Allow purchasing Advantages with Resources (pg. 90) No Using an Organic Growth Method? (pg. 30) Yes Allowing Non‐Human Races? (pg. 44) Yes If “yes”, which ones?: Elf, Dwarf, Half‐Elf, Halfling, Helf‐ Orc, Warforged, Shifter, Kalashtar, Gnome, Changeling Imposing a Fate Point Expenditure Limit? (pg. 53) Yes, Limit is 3 FP per turn Allowing Fate Point Debt? (pg. 60) Yes Power Sources/Affinity Abilities (pg. 89) Arcane (Wizard) Artifice Power Source: Arcane Magic Power Source: Arcane Magic Affinity: Arcane Affinity: Craft* Stress Track: None Stress Track: Physical * Because you are using a common Ability as an Weaknesses (‐1): Powers are arcane spells, which Affinity Ability, the AP cost of all Artificer Powers are increased by +1. require gestures and incantations to cast. Weaknesses (‐1): You must carry tools used to Powers: Only Powers that can be activated with quickly inscribe runes on items and/or items in a roll can be purchased. Highly recommend which to imbue with magic. taking Power Tricks and Ritual Powers to Powers: Only Powers that can be activated with supplement other spells. the expenditure of a Fate Point can be Arcane (Sorcerer) purchased. Highly recommend: Craft Power Power Source: Arcane Magic Item w/ Power Charge, Imbue Armor or Shield, Affinity: Sorcery Imbue Weapon (Limitation (‐1): Cannot Imbue Stress Track: Physical hands/feet) Weaknesses (‐0): None Divine / Primal Powers: Only Powers that can be activated with Power Source: Divine/Primal Miracles a roll can be purchased. Highly recommend Affinity: Faith Stress Track: None taking Control (Reality) with the Reality Sub‐ Weaknesses (‐2): Powers are blessings from the Domains Modifier. Also consider Power Tricks. gods or manifestations of your faith. Powers Psionics cannot be used in a way that displeases the Power Source: Psionic Talent cleric's patron deity or goes against the Affinity: Psionics Stress Track: Physical tenants of your faith. Weaknesses (‐0): None Powers: Only Powers that can be activated with Powers: Only Powers that can be activated with the expenditure of a Fate Point can be a roll can be purchased. Power Tricks or Ritual purchased. Highly recommend taking Power Powers not allowed. Tricks and Ritual Powers to supplement other spells. Changeling Elf AP Cost: 4 AP Cost: 2 Racial Aspect: Changeling Racial Aspect: Elf Specialty Aspect: Born Liar (Persuasion) Specialty Aspect: Elven Grace (Agility) Advantages: Morph (Feature Shift, see below) Advantages: Night Vision (Natural Night Vision) Changelings are a humanoid race who are Modern elves are split into three distinct cultures: distantly descended from dopplegangers. The Aerenal elves worship their ancestors as Changelings possess a natural ability to alter their Deathless, lifeforms much like undead but kept alive physical appearance, but are somewhat limited in by the positive energy of Irian. These Deathless the forms they can take compared to a serve as advisors and defenders and are considered doppleganger. That being said changelings are able by those who worship them to be divine as a whole, to alter their height by as much as a foot growing in the form of the Undying Court. either taller or shorter, change their physical The Valenar elves worship only their warrior features to appear as another humanoid race and ancestors. By emulating the deeds of their even take on the appearance of either gender ancestors, they believe the spirits can live again. (though changelings are sexually dimorphic with They do not resurrect their fallen or beloved as clear physical differences between males and Deathless. females). Changelings cannot, however, change the The Khorvaire elves are as diverse as the elf race clothing or equipment they are wearing with their as a whole. They divide themselves by nation or by natural abilities and this is often one of the few Dragonmarked House and often follow the local clues that two different people may in fact be the customs. A few still hold their own race's beliefs in same changeling in two forms. ancestor worship, but not to the same degree as In their natural forms changelings resemble gray the Valenar or Aereni. Their half‐elven descendents, skinned humans but lack some facial definition such the Khoravar, have formed a separate community. as nostrils or lips (though they still have noses and mouths). As noted above changelings can indeed take on the appearance of either gender but in their natural forms they are clearly either male or female. Dwarf AP Cost: 2 Racial Aspect: Dwarf Specialty Aspect: Dwarven Constitution (Endurance) Advantages: Thermal Vision (Natural Heat Vision) Dwarves are long‐lived, short and stout humanoids with a penchant for fine craftsmanship, precious stones, and ale (though not neccesarily in that order). Inhabiting deep caverns and caves amongst mountain ranges, Dwarven culture tends to be suspicious of outsiders though they generally Gnome get along well with most civilized races, with the AP Cost: 2 exception of giants which seem to be a universally Racial Aspect: Gnome hated foe. Specialty Aspect: Wellspring of Information In the history of Eberron, dwarves are said to (Knowledge) have originated in the Frostfell, an icy continent Advantages: Takes One to Know One north of Khorvaire. There, they were slaves of the Gnomes are among the most inquisitive of races. various giants (probably settlers from Xen'drik) who They seek knowledge in all its forms and tend to had colonized the icy terrain. careers which allow them to fulfill this thirst: bards, Dwarves in Eberron live almost exclusively in the historians, alchemists and librarians, as well as spies. region known as the Mror Holds. There are twelve Because of this drive gnomish society is a distinct dwarven clans in the Mror Holds and the complex network of gossip and intrigues, which clans form a loose confederation to further their would drive most other races mad, but is the bread interests lead by the Iron Council. and butter of gnomish life. Half‐Elf AP Cost: 2 Racial Aspect: Half‐Elf Specialty Aspect: “We take what comes, and we endure.” (Willpower) Advantages: Alertness Half‐elf are one of the common races. They descend from elves and humans but have since become a new unique race, distinct from both their elven and human ancestors. Half‐elves refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region. Half‐Orc AP Cost: 3 Racial Aspect: Half‐Orc Specialty Aspect: Orcish Might (Strength) Advantages: Toughness The half‐orc are originally progeny of human and orc procreation, though half‐orcs can mate with either species and create half‐orc children. Half‐orcs occupy a border in society. Although orcs are recognized as a civilized race under the Galifar Code of Justice they are none‐the‐less looked down upon by the more civilized races. The half‐orc also inherits enough of the orcish savagery to discomfort many by their sheer presence, though the human ancestry in them craves social structure and comforts. Half‐orcs are fairly rare in Eberron though the half‐orcs of House Tharashk in The Shadow Marches have developed a society of their own fueled by their knack for tracking things down, most notably dragonshards. Kalashtar Halfling AP Cost: 2 AP Cost: 3 Racial Aspect: Kalashtar Racial Aspect: Halfling Specialty Aspect: Of Two Minds (Willpower) Specialty Aspect: Insatiable Curiosity (Willpower) Advantages: Mindlink (Affinity: Willpower) Advantages: Tenacious The kalashtar are a compound race: incorporeal Some Halflings have traded the nomadic lifestyle entities from the alien plane of Dal Quor, the Region of the Talenta Halfling for a more urban approach of Dreams, merged with human bodies and spirits living in major cities across Khorvaire. While many of to form a distinct species. They were once a these halflings are associated with one of the two minority among the quori, the native race of Dal dragonmarked houses some are simply Quor, hunted and persecuted for their religious independent halflings wanting something different beliefs. About thirty‐eight thousand years after the for their lives. Some urban halflings have never seen quori invaded Eberron and the connection between their native homeland, while others (mostly those their plane and the Material Plane was severed, the associated with the dragonmarked houses) switch kalashtar were the first of the quori to discover a between city clothes and nomadic traditions means to reach the Material Plane once more (‐ depending on where they find themselves. There is 1,800 YK). Fleeing persecution, they transformed a fine line between the halflings embracing their their physical forms into psychic projections that homeland and heritage and remaining truly neutal allowed them to enter the Material Plane and as all dragonmarked houses are charged to be. merge in a willing partnership with humans. Warforged AP Cost: 4 Racial Aspect: War‐Born Specialty Aspect: Living Construct (Endurance) Advantages: Lifeless (Body of Steel and Wood) The warforged are a race of living constructs created by House Cannith to serve as soldiers in the Last War. With the signing of the Treaty of Thronehold they have been recognized as sentient beings and given freedom. Ever since then they try to fit in into a world that apparently has no further use for them. They need no sleep and have to do something productive at all times or they will eventually go insane. Now that the war has ended the warforged try to adapt to the relative era of peace. The warforged have a range of personalities equal to those of other sentient beings, but some hold humans and other "breathers" with disdain.

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