47
E BERRON BERRON S S ETTING ETTING D D OCUMENT OCUMENT I) What you Need To Know. II) Khorvaire, the Five Nations, and the Last War III) Races of Eberron IV) Heroic Characteristics V) Power Groups VI) Appendix I: The Artificer VII) Appendix II: PrCs of Eberron VIII) Appendix III: House Rules, redux I – WHAT YOU NEED TO KNOW This section is designed such that, if you don’t read anything else in this document, you at least get the understanding of what Eberron is about. It’s a comprehensive summary of the rest of this document, and you are responsible for knowing the information. I will assume, come showtime, that if you know anything at all about Eberron, it will be the information that’s located in this section. 1) Tone and Attitude. The tone of the Eberron setting is different than the tone of other campaign settings. Eberron is a blend of pulp, film noir, and medieval fantasy, and adventures in Eberron revolve around the elements of these genres. In a very real way, Eberron is far more about style than about anything else – an attitude that’s perfect for pulp gaming! One thing that’s important to this is that alignments are no longer hard and fast rules in Eberron; they’re more general guidelines. PCs can expect to be opposed by good aligned characters as well as evil aligned characters, and monsters can be of any alignment across the board. 2) Magic is Everywhere. Eberron is a world that has evolved through advances in magic, not technology. Magic has grown to be pervasive throughout the society of Eberron, and a class of working-class spellcasters known as magewrights keep the cities

Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Embed Size (px)

Citation preview

Page 1: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

EEBERRONBERRON S SETTINGETTING D DOCUMENTOCUMENT

I) What you Need To Know.II) Khorvaire, the Five Nations, and the Last WarIII) Races of EberronIV) Heroic CharacteristicsV) Power GroupsVI) Appendix I: The ArtificerVII) Appendix II: PrCs of EberronVIII) Appendix III: House Rules, redux

I – WHAT YOU NEED TO KNOW This section is designed such that, if you don’t read anything else in this document, you at least get the understanding of what Eberron is about. It’s a comprehensive summary of the rest of this document, and you are responsible for knowing the information. I will assume, come showtime, that if you know anything at all about Eberron, it will be the information that’s located in this section.

1) Tone and Attitude. The tone of the Eberron setting is different than the tone of other campaign settings. Eberron is a blend of pulp, film noir, and medieval fantasy, and adventures in Eberron revolve around the elements of these genres. In a very real way, Eberron is far more about style than about anything else – an attitude that’s perfect for pulp gaming! One thing that’s important to this is that alignments are no longer hard and fast rules in Eberron; they’re more general guidelines. PCs can expect to be opposed by good aligned characters as well as evil aligned characters, and monsters can be of any alignment across the board.

2) Magic is Everywhere. Eberron is a world that has evolved through advances in magic, not technology. Magic has grown to be pervasive throughout the society of Eberron, and a class of working-class spellcasters known as magewrights keep the cities and towns of Eberron running in pace. Magic transports people in the form of the lightning rail or airships. And a small percentage of the Dragonborn races are infused with magic naturally, propping up an industry of spells and spellcasting that provide basic necessities such as communication and healthcare to the world of Eberron.

3) Low Power. Just because magic is everywhere doesn’t mean that magic is high powered. Eberron in a way is very low fantasy – while there are cities with soaring towers that stretch off into the sky, and floating citadels of ancient mysteries, the people living in Eberron hold more societal power than personal might. A king might be a 5th level Noble – he’ll be easy to defeat in combat, but such an event would bring catastrophic disaster upon the assassin. Which is a roundabout way of saying: if you want to make the most powerful character to cross Eberron’s threshold, congratulations you’ve succeed. But you’ve totally missed the point.

4) Adventure. Eberron is a world of adventure – the continent of Khorvaire has a vast history that spreads back thousands of years. Adventuring in Eberron is a way of life, and most groups find themselves attached to a number of

Page 2: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

benefactors who agree to support the group and provide job leads and supplies for a cut of the profits. Whether it be recovering artifacts for the museums of Morgrave University or furthering the schemes of the Dragonmarked Houses, adventures in Eberron will take characters from the jungles of forgotten Xen’drik to the blasted landscapes of the Demon Wastes.

5) Shadows of the Last War. The Last War – so named because it was believed to be the conflict to end all conflicts – ended two years ago with the Treaty of Thronehold, at least on a military scale. The nations of Khorvaire now struggle for economic and social supremacy as nobles scheme for control of the land and power they desire, or to free the people of Khorvaire from the tyranny of other’s dictations. What exists is less a bridling peace than it is a tenuous truce – too war weary for open conflict, but not weary enough to lay down arms and accept their former enemies as welcome neighbors.

6) The World. The world of Eberron is divided into five continents – Khorvaire, where the main action of the game takes place; Aerenal, the island-nation of the elves; Xen’drik, a forgotten jungle continent to the south of Khorvaire; Sarlonna, a land ruled by the mysterious quori; and Argonessen, the land of the mighty dragons. Eberron is also the name of one of the three Great Dragons responsible for the creation of the world: Syberis, the Dragon Above, is the name of the asteroid ring that surrounds the planet; Khyber, the Dragon Below is the name of the depths of the world of Eberron where dark creatures are said to be imprisoned. Khorvaire is divided into eleven countries, but once it was a single Kingdom of Galifar. The Kingdom was divided into the Five Nations of Aundair, Breland, Cyre, Karrnath and Thrane, setting off the 102 year old conflict that was the Last War. Just prior to the ending of the war, the nation of Cyre was destroyed in a magical holocaust that turned it into a desert wasteland.

7) Religion and the Planes. Unlike standard D&D worlds, Eberron’s afterlife is all spent in the same place – Dollurh, a gray wasteland of the dead. People do not worship individual gods, but instead are members of churches which in turn worship entire pantheons.

8) Dragonmarks. Across the dragonmarked races (humans, elves, dwarves, Halflings, and orcs), a special few born in the right bloodlines bear dragonmarks, birthmarks of great power that allow the bearer access to magical effects. The dragonmarked bloodlines have gathered into controlled family units called Houses, and these Houses have in turn spurred industrious guilds which have more or less monopolized a number of industries across Khorvaire. No one is sure why the dragonmarks have appeared, though it is well known that only since settling in the dragonshard rich continent of Khorvaire have dragonmarks appeared.

9) Dragonshards. Dragonshards are powerful, naturally-occurring minerals which allow the races of Khorvaire access to powerful magical effects. Siberys shards are used to enhance magical power; Eberron shards amplify and work with the power of the dragonmarks; and Khyber shards allow spellcasters to bind elementals and outsiders to harness their powers.

Page 3: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

10) New Races. Eberron offers a number of new races for player characters to enjoy. Changelings are humanoids long descended from doppelgangers, capable of mimicking others. Kalashtar are humans from the mysterious lands of Sarlonna, beings who share a dual soul with one of the Quori. Shifters are the descendants of lycanthropes, now nearly extinct across Khorvaire thanks to the predations of the Church of the Silver Flame. And finally Warforged are a race of constructs created as cheap labor and expendable soldiers during the Last War.

II – KHORVAIRE, THE FIVE NATIONS, AND THE LAST WAR

This section is meant to teach you the general geography of the main continent of Eberron, where you will have the bulk of your adventures.

Thousands of years ago, Khorvaire was home to a vast goblinoid empire which stretched throughout the continent. By the time the first human settlers arrived from Argonessen 3,000 years ago, however, the goblin empire had been defeated. Its ruins still litter the continent, filled with ancient traps and treasures for the claiming.

The humans settled in what became known as the Five Nations. Dragonmarks began to appear and the dragonmarked developed into mercantile houses as time went on. Humans interacted with the races they encountered – trading and forming partnerships with the dwarves, gnomes, and halflings, and conflicting with and driving off goblinoids

Page 4: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

and other monsters. In time, humans and their allied races controlled the central region of the continent. The Kingdom of Galifar arose.

For almost nine hundred years, the Kingdom of Galifar peacefully stood, expanding the magical knowledge of the world. Human lands expanded. Wondrous cities were built. The kingdom was legendary, even during its own peak. The kingdom covered from sea to sea – nominally, at least. Practically, some regions were left to their own devices, sending only taxes to maintain their independence. The monstrous races that migrated to the farther extremes of the continent formed a wild frontier for the kingdom.

But it was not to last. In 894 Y.K. (Year of the Kingdom), King Jarot, the last king of Galifar, died. With his death, the kingdom was thrown into civil war, as his five heirs refused to abide by ages-long tradition. Instead of ceding the throne to the eldest, the five siblings each claimed ascendancy to the throne, pitting the world into a hundred years of conflict. The conflict became known as the Last War thanks to the headlines of the Korranberg Chronicles. When it ended, the makeup of the continent was changed forever. The recognized nations who signed the Treaty of Thronehold were Aundair, Breland, Darguun, the Eldeen Reaches, Karrnath, the Lhazaar Principalities, the Mror Holds, Q’barra, the Talenta Plains, Thrane, Valenar, and Zilargo. Regions formed during the war but not yet recognized as sovereign include Droaam, the Shadow Marches, the Demon Wastes, and the Mournland. Though the original Five Nations have been reduced to four, the common usage remains: “By the Five Nations” continues to be the pledge (or curse) of choice.

Aundair: A scholarly nation to the north of Khorvaire, Aundair is the breadbasket of much of the Five Nations area. Its cities are centers of culture and erudition, while the rest of its fertile land is dedicated to farming and other rural activities. The University of Wynarn, the first institution of higher learning ever established in the Five Nations, sits in the capital city of Fairhaven. Similarly, the Arcanix, overlooking Lake Galifar, is a floating citadel of magical learning and experimentation.

Breland: The most powerful of the remaining Five Nations, Breland is an industrial juggernaut, a land of freedom and opportunity, where a drive to succeed can overcome societal and economic boundaries. Breland’s cities are among the largest in all of Khorvaire, with its greatest metropolis – Sharn, the City of Towers – being a wonder of magical engineering itself.

Darguun: Unified under the hobgoblin leader Lesh Haruuc Shara’kor, Darguun is the first of the monstrous nations to be recognized by the Five Nations. Darguun is a volatile place, where three warring goblinoid tribes hold ground depending on where one is geographically located. The leaders of all of the tribes currently pledge loyalty, at least nominally, to Haruuc, but the hobgoblin is coming to the end of his years, and no one is certain what will happen after his death.

The Demon Wastes: A land of barbarians, the Demon Wastes are the last vestiges of an empire ruled by Demons when the world was still young. Human and orc tribes run amidst the ruins of these ancient structures, no longer recognizable for the cities they once were. Within the Demon Wastes, rakshasa scheme and plot to bring forth the ancient demons trapped within Khyber and once more cover Eberron in a new Age of Demons.

Page 5: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Droaam: A monstrous region to the west of Breland, Droaam was once Brelish land, but had to be abandoned to the creatures that lived there when the Hag Sisters of Sora Kell rose to power. Now, the hags have formed a crude system of governance across the land, and the monstrous races have begun to ship mercenaries across the Five Nations to help supplement their armies. While this has formed a relatively stable economy, Droaam remains a land where the rule of the strong is the rule of the day.

The Eldeen Reaches: The Eldeen Reaches, until recently a part of Aundair, contain some of the most fertile lands across all of Khorvaire. The ancient wisdom of the druids of the Eldeen Reaches allows the nation’s farmers to prosper and produce vast amounts of foodstuffs that they use to support their economy.

Karrnath: The most militarily inclined of the Five Nations, Karrnath has a strong, proud military heritage. It was also, ironically, one of the first nations to push for peace during the Last War, thanks to the politicking of King Kaius ir’Wynarn III. Many consider Karrnathi sensibilities to be rather odd, especially considering that Karrnathi mages would regularly bolster the regular ranks of the nation’s military with shambling hordes of specially crafted undead. The premier military training facility across all of Khorvaire, the Military Academy of Rekkenmark, stands proudly in Karrnath.

Lhazaar Principalities: A nation of pirates and sea merchants, the Lhazaar Principalities have stood for almost as long as Galifar has been around. During the heyday of the Kingdom, the Principalities were brought under Galifar’s nominal control, paying a small sum to maintain as much independence as possible while still bowing to Galifar as ultimate liege. After the Last War erupted, however, the Lhazar Principalities have returned to their seafaring, mercantile ways, fighting to control the seaways of Khorvaire.

The Mournland: The Mournland is what remains of Cyre after an unexplained magical holocaust devastated the nation. Nothing survived the holocaust – at least, survived the same – and now only Cyre expatriates are all that remain of the once great nation at the heart of Khorvaire. Nowadays, the Mournland is surrounded by a wall of thick magical mist, a remainder of the magical pollution that ripped through the area. Beyond the mist is a deadland of junk and ruin. Within this junkyard, a mysterious warforged known as the Lord of Blades gathers minions to form a nation entirely dedicated to warforged supremacy.

The Mror Holds: The Mror Holds are the homes of the great dwarven clans on Khorvaire. For thousands of years, the barbaric dwarves fought the savage orcs for control of the mountain, until they were approached by Galifar forces. Unable to fight a war on two fronts, the dwarves agreed to become Karrnathi subjects, and began to build a civilization. This civilization allowed them to prosper against the orcs and take over the Mror Holds. When the Last War broke out, the dwarf lords declared their independence from Karrnath, and have managed to leverage their economic might against that of the Five Nations to gain recognition as an independent nation.

Q’barra: Another frontier nation, Q’barra has formed a tenuous peace between the settling humans and the wild lizardfolk who ruled the jungles of the region. Q’barra is modeled after Galifar of old, a feudal land where the local magistrates dispense justice. This has maintained a small measure of stability for the frontier nation, but something dark stirs within the dark jungle, waiting to make itself known.

Page 6: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

The Shadow Marches: A far removed swampland infested with barbaric orcs and goblins, the Shadow Marches conjure images of backwoods humans mingling with low creatures performing strange rites. The Shadow Marches are a region split between two ideals – the ancient Gatekeeper tribes believe in an ancient and near forgotten druidic tradition that wards against the evils that lie beyond the world, and the Cult of the Dragon Below, which seeks to revere the forces that live within Khyber.

The Talenta Plains: A simple, sparse land, part grassland, part desert, the Talenta Plains are the homes of the halfling tribes of Khorvaire. A primitive, nomadic culture of dinosaur riders, the halflings were allowed to maintain their roaming lifestyle among the plains so long as they paid tribute to Galifar. When the Last War rose, the halfling tribes banded together to repel Karrnathi and Cyran forces from its lands, eventually gaining independence.

Thrane: A religious theocracy under the Church of the Silver Flame, Thrane is one of the original Five Nations and the most pious of the lot – although this piety has led to more wars and conflicts than not. Most every citizen in Thrane is devoted to the Church, and religion dominates life across the nation. Two groups within the church – the Keepers of the Flame, a moderate group who recognize the difficulties of living a spiritual life in a temporal physical world, and a small but vocal minority who believe the literal, and often intolerant, meaning of the Voice of the Silver Flame.

Valenar: The elven colony on Khorvaire is known as Valenar, established by a militant group of Aerenal elves who joined Cyre during the Last War. The elves fought for Cyre, but they had a love of glory and gold, not nation. Near the end of the Last War, the elven warleader declared that the elves had reconsecrated an ancient bond with the land through battle, and declared the Kingdom of Valenar an independent nation. While Valenar signed the Treaty of Thronehold, the elves have little interest in peace, and continue to send raiding parties to clash with neighbors.

Zilargo: A land of cunning gnomes, Zilargo has for the longest time maintained its strength and peace not through strength of arms, but through wit and strength of magic. They placated Galifar’s conquering armies with the threat of their elemental-bound technologies, and maintained their neutrality throughout the Last War until finally agreeing to ally with Breland, supplying them with weapons and intelligence. As a result of their political maneuverings, the gnomes of Zilargo are now more powerful than ever, and the Brelish owe them a debt of favor.

III – THE RACES OF KHORVAIRE When considering what race to play, it’s important to note that everything that exists in a Dungeons & Dragons book exists somewhere in Eberron. That being said, the Eberron Campaign Setting introduces four new races for player characters to choose from.

Changelings: A race of subtle shapeshifters that evolved from the union of doppelgangers and humans, they do not possess the full shapechanging ability of the doppelganger but they can create effective disguises at will.Racial Traits:

Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.

Medium sized creature.

Page 7: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Base land speed of 30 ft. +2 racial bonus on saving throws against sleep and charm effects. +2 racial bonus on Persuasion and Sense Motive checks. Natural Linguist. Changelings add Speak Language to their list of class skills for

any class they adopt. Minor Change Shape (Su): Changelings have the supernatural ability to alter their

appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture and size, within the limits described by the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her 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.

Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

Favored Class: Rogue.

Kalashtar: The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a dual species. Nowadays, new kalashtar are born, not possessed: neither spirit nor human, they are a new race that breeds true.Racial Traits:

Medum sized creature. Base land speed of 30 ft. +2 racial bonus on saving throws against mind-affecting spells and abilities and

possession. +2 racial bonus on Persuasion checks. +2 racial bonus on Disguise checks made to impersonate a human. Kalashtar sleep but they do not dream; as such they have immunity to the dream

and nightmare spells, as well as any other effect that relies on the target’s ability to dream.

Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they have a psionic class.

Psi-Like Abilities: Mindlink (1/day). This ability is manifested at ½ their character level.

Automatic Langauges: Common and Quor. Bonus Languages: Draconic and Riedran.

Favored Class: Psion.

Shifters: Sometimes called the “weretouched”, shifters are what remain of those lycanthropes that were hunted to near extinction by the Church of the Silver Flame. Descended from, but not true, lycanthropes, shifters cannot fully change shape but can take on animalistic features – a state that they refer to as “shifting”.Racial Traits:

Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype.

Page 8: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

+2 Dexterity, -2 Intelligence, -2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from both their reasoning ability and their social interaction.

Medium sized creature. Base land speed of 30 ft. Shifting (Su): A shifter can tap into her lycanthropic heritage to gain a short burst

of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of six shifter traits. Each trait provides a +2 bonus to one of the character’s physical ability scores and grants some other advantage as well. Shifter traits are described in the following section.

Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. A shifter can take feats to improve this ability. Every shifter feat a character takes increases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day that she can tap into the ability increases by one. So, a character with three shifter feats can shift for 6 + Con modifier rounds and can shift twice per day.

Shifting, though related to and developed from lycanthropy, is neither affliction nor a curse. It is not passed on by a claw or bite attak, and a shifter can’t be cured.

Low-light Vision: Shifters can see twice as far as a human in low light conditions. +2 racial bonus on Athletics and Tumble checks. Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling and

Sylvan. Favored Class: Ranger.

Shifter Traits: Shifters choose one of the following traits to manifest while shifting. The bonuses apply only while the shifter is in their shifted state. They’re all supernatural abilities.

Beasthide: +2 to Constitution, +2 to natural AC.Longtooth: +2 to Strength, and gains a bite attack that deals 1d6 points of

damage (+1 for every four character levels). She cannot attack more than once per round with her bite, even if her BAB is high enough for multiple attacks. She can use her bite as a secondary weapon at a -5 on her attack roll while wielding a weapon.

Cliffwalk: +2 to Dexterity, gain a climb speed of 20 feet.Razorclaw: +2 to Strength, gain claws that deal 1d4 points of damage (+1 for

every four character levels). She can attack with two claws as a full attack action. She cannot attack more than once (per claw), even if she has a high enough BAB for multiple attacks. She can use a claw as an off-hand weapon at a -2 penalty to all attacks, as if fighting with two weapons.

Longstrider: +2 to Dexterity, +10 bonus to her land speed.Wildhunt: +2 bonus to Constitution and gains the scent ability. This allows her

to detect opponents within 30 feet; 60 feet if upwind, 15 feet if downwind. Only the presence of the odor within range is revealed, not its exact location. With a move action, the shifter can note the direction of the scent; if within 5 feet of the source, she can pinpoint the location of the scent. A creature with the scent ability can use scent to track

Page 9: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

someone with the Track feat. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks to track due to the lingering effects of the scent ability.

Warforged: A race of living constructs created during the Last War, warforged have had something of a storied history. They are the youngest of the races in Eberron, and for a long time have been considered little more than property. Following the Treaty of Thronehold, however, the warforged were recognized as individuals, though they continue to serve as property and slaves in the armies of Karrnath and Thrane.Racial Traits:

Living Construct Subtype: Warforged as constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below:

o A warforged derives its Hide Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

o Unlike other constructs, a warforged has a Constitution score.o Unlike other constructs, a warforged does not have low-light vision or

darkvision.o Unlike other constructs, a warforged is not immune to mind-affecting

spells and abilities.o Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue,

exhaustion, effects that cuase the sickened condition, and energy drain.o A warforged cannot heal damage naturally.o Unlike other constructs, warforged are subject to critical hits, nonlethal

damage, stunning, ability damage, ability drain, and death effects or necromancy effects.

o As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.

o The unusual physical construction of a warforged makes them vulnerable to certain spells and effects. A warforged takes damage from heal metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stoneand repel wood. The iron in their body makes them vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half.)

o A warforged reduced to 0 hit points is disabled like other creatures, but strenuous activity does not cause it to bleed further. When his hit points reach his negative Con bonus, a warforged is inert. He is unconscious and helpless, and cannot perform any actions, however he does not lose further hit points.

o Living constructs can be raised and resurrected.

Page 10: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

o Does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and items.

o A warforged spellcaster still must rest for 8 hours before recharging/preparing spells.

+2 Constitution, -2 Wisdom, -2 Charisma. Medium sized construct. Base land speed of 30 feet. Composite Plating: A warforged has a built in suit of plating that provides a +2

armor bonus to AC. This is not natural armor and does not stack with other armor bonuses (such as from mage armor). This composite plating occupies the same space on the body as a suit of armor or robe. Warforged can be enchanted just as armor can be. Composite plating has a 5% arcane spell failure chance, is considered light armor, has no armor check penalty or maximum dexterity.

Light Fortification (Ex): A warforged has a 25% immunity to critical hits and sneak attacks.

A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.

Automatic Languages: Common. Bonus Languages: None. Favored Class: Fighter.

III – HEROIC CHARACTERISTICS The Eberron Campaign Setting introduces a number of new rules, skill uses and feats. Those are reproduced here in short order.

Action Points: All Eberron PCs gain a number of action points every level. A character of a given level has a number of action points equal to 5 + ½ the PC’s level (round down). Every time you gain a level, you lose all action points you had gathered and gain new power points equal to 5 + ½ your level. You can spend 1 action point in a round (unless a few or power requires more than 1 action point to activate.)

You can spend action points to add a d6 to a d20 roll. You must decide to use an action point before you determine if the roll has succeeded. At higher levels, your pool of action points grows.

Special Actions: Instead of modifying a d20 roll, you can spend action points to perform the following actions:

Activate Class Features: Spend 2 action points to activate an additional use of the following limited class features: bardic music, rage, smite evil, Stunning Fist, turn or rebuke, or wild shape.

Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total.

Skills: Craft (armorsmithing, blacksmithing, gemcutting, or sculpting) can be used to

repair a warforged, repairing a number of hit points equal to the craft check result -15.

Page 11: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Disguise: Attempting to disguise yourself with a visible dragonmark imparts a -10 penalty to the Disguise check because of the unique and magical nature of Dragonmarks.

Forgery: A character who can cast arcane mark can attempt to forge someone else’s mark using the Forgery skill while casting this spell. This lengthens the casting time and you must make a Forgery check as normal with a -10 penalty to the check.

Speak Language: The languages of Eberron are as follow:

Language Typical Speakers AlphabetAbyssal Demons of Shavarath InfernalArgon Barbarians of Argonessen and Seren CommonAquan Water-based creatures ElvenAuran Air-based creatures DraconicCelestial Archons of Shavarath CelestialCommon Humans, halflings, half-elves, half-orcs CommonDaan Formians, lawful outsiders of Daanvi DaanDaelkyr Daelkyr, mind flayers, other aberrations, creature

of XoriatDaelkyr

Draconic Kobolds, troglodytes, lizardfolk, dragons DraconicDruidic Druids (only) DruidicDwarven Dwarves DwarvenElven Elves, drow ElvenGiant Ogres, giants, drow GiantGnoll Gnolls CommonGoblin Goblins, hobgoblins, bugbears GoblinHalfling Halflings CommonIgnan Fire-based creatures DraconicInfernal Devils of Shavarath InfernalIrial Ravids, positive energy users of Ixian DraconicKythric Slaadi, chaotic outsiders of Kythri DaanMabran Nightshades, shadows, creatures of Mabar DraconicOrc Orcs GoblinQuori Quori, the Inspired, kalashtar QuoriRiedran Lower classes of Sarlona Old CommonRisian Ice-based creatures DwarvenSylvan Dryads, eladrins, creatures of Thelanis ElvenSyranian Angels of Syrania CelestialTerran Xorns and other earth-based creatures DwarvenUndercommon Chokers, underground denizens Daelkyr

Spellcraft: You can identify a dragonmark and the spell-like ability it bestows with a spellcraft check.

Page 12: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Feats: Only the feat table is reproduced here to save space. If you require more information on a feat, ask.

General Feats Prerequisites BenefitAberrant Dragonmark Dragonmarked race Manifest an aberrant dragonmark spell-like ability.Action Boost -- When spending an action point, roll d8 instead of d6.Action Surge Base Attack Bonus +3 Spend 2 action points to take extra move or standard action.Ashbound Ability to spontaneously cast

summon nature’s allyDoubles duration of summon nature’s ally spell, +3 luk bonus on attack rolls for summoned creatures

Beast Totem Wild empathy +4 bonus on saves against specific attack forms. Beast shape Wild empathy, Beast Totem, ability

to wild shape into Huge animalWild shape into magical beast form

Totem Companion Wild empathy, Beast Totem, ability to acquire new animal companion, minimum level (see text)

Gain magical beast as animal companion

Child of Winter Ability to spontaneously cast summon nature’s ally, nongood

Treat vermin as animals, add vermin to summon nature’s ally list

Vermin companion Druid 3rd, nongood, Child of Winter, ability to acquire new animal companion, minimum level

Gain vermin as “animal” companion

Vermin Shape Druid 5th, nongood, Child of Winter Wild shape into vermin formDragon Totem Base attack bonus +1, region of

origin ArgonessenGain energy resistance 5 to one type of energy

Dragon Rage Base attack bonus +4, Dragon Totem, ability to rage or frenzy, region of origin Argonessen

Gain energy resistance 10, +2 bonus to natural armor when raging

Ecclesiarch Knowledge (religion) 6 ranks Gather Information and Knowledge (local) are class skills, +2 bonus on Leadership score

Extend Rage Ability to rage or frenzy Add 5 rounds to the duration of your rageExtra Music Bardic Music Use bardic music four extra times per dayFavored in House Member of appropriate

dragonmarked race and houseMember of powerful mercantile house, call in favors

Flensing Strike Proficiency in the Kama, Weapon Focus (Kama)

Target takes a -4 penalty on attacks, saves, and checks for 1 minute

Gatekeeper Initiate Ability to spontaneously cast summon nature’s ally

+2 on saves against sberrations, add spells to spell list, add Knowledge (the Planes) as class skill

Repel Aberration Druid 3rd, Gatekeeper Initiative Keep aberrations at bayGreensinger Initiate Ability to spontaneously cast

summon nature’s allyAdd Perform, Persuade, and Sneak as class skills, add spells to spell list.

Haunting Melody Bardic music, Perform 9 ranks Bardic music inspires fearHeroic Spirit -- +3 action points per levelImproved Natural Attack Natural weapon, base attack bonus

+4Increase the damage of a natural weapon

Investigate -- Use Search skill to analyze scene of a crimeKnight Training -- Multiclass with paladin levelsLeast Dragonmark Member of appropriate

Dragonmarked house and raceChoose a least dragonmark spell-like ability associated with your dragonmarked house

Lesser Dragonmark Member of appropriate Dragonmarked house and race, Least Dragonmark, 9 ranks in any two skills

Choose a lesser dragonmark spell-like ability associated with your dragonmarked house

Greater Dragonmark Member of appropriate Dragonmarked house and race, Least Dragonmark, Lesser Dragonmark, 12

Choose a greater dragonmark spell-like ability associated ith your dragonmark house.

Page 13: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

ranks in any two skillsMonastic Training -- Multiclass with monk levels.Music of Growth Bardic music, Perform 12 ranks Bardic music enhances animals and plantsMusic of Making Bardic music, Perform 9 ranks Bardic music doubles duration of conjuration (creation) spells

and +4 bonus on Craft checks.Powerful Charge Medium or larger, base attack bonus

+1Extra damage when charging

Greater Powerful Charge Medium or larger, Powerful Charge, base attack bonus +4

Additional extra damage when charging

Precise Swing Base attack bonus +5 Ignore cover except total cover when making a melee attackPursue Combat Reflexes Spend action point to occupy square opponent has leftRaging Luck Ability to rage or frenzy Gain 1 temporary action point while ragingRecognize Impostor Sense Motive 3 ranks, Perception 3

ranks+4 on Perception checks to oppose Disguise checks, +4 on Sense Motive checks to oppose Persuasion

Research -- Use Knowledge to get information from books and scrollsRight of counsel Elf Call on undying ancestor for adviceSilver Smite Follower of Silver Flame, smite evil Add 1d6 points of sacred damage when smiting evilSong of the Heart Bardic music, inspire competence,

Perform 6 ranksIncrease bardic music effects

Soothe the Beast Bardic music, Perform 6 ranks Bardic music improves the attitudes of animalsSpontaneous Casting Caster level 5th Swap one prepared spell for another spell on spell listStrong Mind Wis 11+ +3 on saves against psionicsUndead Empathy Cha 13+ Use Persuasion to influence undeadUrban Tracking -- Follow person’s trail in urban environmentWarden Initiate Ability to spontaneously cast

summon nature’s ally+2 deflection bonus to AC, add spells to spell list, add Athletics as class skill

Item Creation Feats Prerequisites BenefitAttune Magic Weapon Craft Magic Arms and Armor, caster

5th+1 bonus on attacks and damge with magic weapons

Bind Elemental Craft Wondrous Item, caster 9th Create bound-elemental itemsExceptional Artisan Any item creation feat Reduce time for item creation by 25%Extra Rings Forge Ring, caster 12th Wear and use up to four ringsExtraordinary Artisan Any item creation feat Reduce gp cost for item creation by 25%Legendary Artisan Any item creation feat Reduce XP cost for item creation by 25%Wand Mastery Craft Wand, caster 9th Increase DC and effective caster level of wands by 2

Shifter Feats Prerequisites BenefitBeasthide Elite Shifter with beasthide trait Natural armor bonus increases to +4Cliffwalk Elite Shifter with cliffwalk trait Climb speed improves by 10 feet while shiftingExtra Shifter Trait Shifter, two other shifter feats Select a second shifter traitGreat Bite Shifter with longtooth trait, base

attack bonus +6Improve critical multiplier x3

Great Rend Shifter with razorclaw trait, +4 base attack bonus

Deal 1d4 + ½ Str mod extra damage when both claw attacks hit

Healing Factor Shifter, Con 13+ Heal when shifting endsLongstride Elite Shifter with longstride trait Base land speed improves by 10 feet while shiftingShifter Defense Shifter, two other shifter feats DR 2/silver while shifting Greater Shifter Defense Shifter, Shifter Defense, three other

shifter featsDR 4/silver while shifting

Shifter Ferocity Shifter, Wis 13+ Fight without penalty while disabled or dyingShifter Multiattack Shifter with longtooth or razorclaw

trait, base attack bonus +6Reduce secondary attack penalty with natural weapon to -2.

Page 14: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Warforged Feats Prerequisites BenefitAdamantine Body Warforged, 1st level only Armor bonus +8, DR 2/adamantineImproved Damage Reduction

Warforged Gain DR 1/adamantine or improve existing DR by 1.

Improved Fortification Warforged, base attack bonus +6 Immunity to critical hits and sneak attacksMithral Body Warforged, 1st level only Armor bonus +5 Mithral Fluidity Warforged, Mithral Body Increase max Dexterity bonus by 1, reduce armor check

penalties by 1.

Religions: In Eberron, people identify not with one patron deity but with entire churches. These churches might follow a deity or an ideal. (Notably, deities in Eberron are not as deities in other settings – standard Dungeons and Dragons deities live in the Outer Planes and can be visited [technically] by Player Characters; Eberron deities don’t live in the multiverse, and might not actually exist beyond just the beliefs of the church.) Clerics of a church that follows a pantheon of deities might choose to follow the pantheon (where they’ll choose two Domains from any of the deities in the pantheon) or to follow a specific deity. Additionally, religions are not racially based (although the Undying Court and the Path of Light have racial preferences due to their backgrounds.)

The Silver Flame: The lawful good deity called the Silver Flame is an abstract, disembodied force closely associated with a once-human woman named Tira Miron. Herself now immortal, Tira (now known as the Voice of the silver Flame) serves as the intermediary between the holy Silver Flame and the mortals who can never attain sufficient purity to communicate with the Silver Flame directly. The Church of the Silver Flame is dedicated to protecting the common people from supernatural forms of evil. Domains: Exorcism, Good, Law and Protection. Favored Weapon: Longbow.

The Sovereign Host: The largest church in Eberron is the Sovereign Host, comprised of the most commonly worshiped deities in Khorvaire. Most people reverse the Host as a whole, offering prayers to different deities in different situations. Even clerics are often devoted to the entire Host rather than to a specific patron. Taken as a whole, the pantheon is neutral good, and its favored weapon is the longsword – the weapon of its martial champion, Dol Dorn.

Sovereign Host Deities Alignment Domains Favored Weapon

Arawai, God of Agriculture Neutral good Good, life, plant, weather MorningstarAureon, God of Law and Knowledge

Lawful neutral

Knowledge, law, magic Quarterstaff

Balinor, God of Beasts and the Hunt Neutral Air, Animal, Earth BattleaxeBoldrei, God of Community and Hearth

Lawful good Community, good, law, protection

Spear

Dol Arrah, God of Honor and Sacrifice

Lawful good Good, law, sun, war Halberd

Dol Dorn, Good of Strength at Arms

Chaotic good Chaos, good, strength, war Longsword

Kol Korran, God of Trade and Wealth

Neutral Charm, commerce, travel Mace

Olladra, God of Feast and Good Fortune

Neutral good Feast, good, healing, luck Sickle

Onatar, God of Artifice and the Neutral good Artifice, fire, good Warhammer

Page 15: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Forge

The Dark Six: The Dark Six are the counter-pantheon to the Sovereign Host. Mythologically, the Dark Six are deities that were once a part of the Sovereign Host pantheon but were cast out because of their evil ways. The Dark Six are patrons of criminals, outcasts and villains, as well as various kinds of monsters. Their holy texts show them scheming against the Sovereign Host at every turn for reasons that vary from deity to deity, and their dark missions likewise plot against the followers of the Sovereign Host.

Dark Six Deities Alignment Domains Favored WeaponThe Devourer Neutral evil Destruction, evil, water and

weatherTrident

The Fury Neutral evil Evil, madness, and passion RapierThe Keeper Neutral evil Death, decay, evil ScytheThe Mockery Neutral evil Destruction, evil, trickery and war KamaThe Shadow Chaotic evil Chaos, evil, magic, and shadow QuarterstaffThe Traveler Chaotic neutral Artifice, chaos, travel and trickery Scimitar

The Blood of Vol: The Blood of Vol cult attracts those who are fascinated with death, the undead, and blood. The most dedicated of these revere an ancient lich called Vol, Queen of the Dead. Vol and her followers see undeath as a path to divinity, invoking negative energy in contrast to the positive energy of the Undying Court. The Blood of Vol is lawful evil. Domains: Death, evil, law and necromancer. Favored weapon: Dagger.

The Cults of the Dragon Below: The cult consists of a diverse group of fanatical sects that revere the power of the subterranean realms. Some of these cults seek to draw Khyber, the Dragon Below, up from the depths of the world. Little unites these mad cults beyond their reverence for the forbidden power of Khyber. They are generally neutral evil. Domains: Earth, evil and madness. Favored Weapon: Heavy pick.

The Path of Light: A religion followed by the kalashtar of Adar, they follow a universal force of positive energy they call il-Yannah. The force is Lawful Neutral. Most followers of the Path are psions, psychic warriors, or similar, seeking to perfect their bodies and minds through meditation and communion with this light to prepare themselves for conflict with the forces of darkness – most particularly, the Dreaming Dark. Domains: Law, meditation and protection. Favored Weapon: Unarmed strike.

The Undying Court: The elves of Aerenal revere their ancient dead as incarnate deities, seeking advice from deathless councilors and petitioner their favors. Unlike undead creatures, the deathless elves of the Undying Court are animated by positive energy and are powerful beings of neutral good alignment. Domains: Deathless, good, and protection. Favored Weapon: Scimitar.

Special Note: In keeping with the Eberron tradition of murky alignment, clerics don’t have to follow the alignment of their chosen religion/deity. The Church of the Silver Flame, for example, might contain a corrupt, Chaotic Evil cleric who is the head of a zealous church somewhere and can continue to cast spells and turn undead normally. It’s up to the individual player to choose how they react to these types of characters (are they simply misguided, or a threat? Or is their philosophy perhaps even a closer reading

Page 16: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

to the truth of the deities’ will?) Paladins, however, are considered paragons of virtue, and must still remain Lawful Good.

V – POWER GROUPS When writing your backgrounds and characters, it’s important to have in mind the types of groups that operate within the world of Eberron. There are a number of organizations that player character can (and will) interact with during the course of the game – some are “good guys”, some are “bad guys”, but it’s important to remember that alignment in Eberron isn’t the end of the story. The following are some of the major organizations, their basic philosophy, and the role they tend to fit in the game.

The AurumA shadowy alliance of some of the wealthiest citizens of Khorvaire, the Aurum seek to bring down the monarchies and establish rule by the mercantile elite and economically wealthy – themselves, of course. The Aurum’s greatest weapon is knowledge – knowledge of history and the present, to better shape the future. As such, they appear to the common eye to be little more than a fraternity of historians – very rich and influential historians, yes, but historians nonetheless.

Typical Role: The Aurum work indirectly, through messengers, agents, and proxies. They’re more likely to be patrons of an adventuring party, seeking some long forgotten artifact or bit of lore, than directly aiding or confronting the PCs.

The Blood of VolSee the entry for the Blood of Vol in the religions, above.

Typical Role: The Blood of Vol are likely to be masterminds of some scheme, rather than direct opposition. They do have numerous undead amongst their rank, however, so direct conflict with the players is not unreasonable.

The ChamberThe Chamber is a group of dragons from Argonessen who want to take a more active role in the world and in shaping the Draconic Prophecy. This secret organization watches for the emergence of Dragonmarks on the lesser races, and believes that the draconig Prophecy should not just be studied and contemplated.

Typical Role: The Chamber always work indirectly through adventuring parties, never revealing their identity. As such, an adventuring party might complete a task for a wealthy patron, never knowing that the patron was in truth a powerful draconic agent of the Chamber. Evil members of the Chamber might also serve as masterminds behind plots to foil the PC’s actions.

Church of the Silver FlameSee the entry for the Silver Flame in the religions, above.

Typical Role: The Church of the Silver Flame is likely to provide direct assistance to the PCs, particularly if they have a paladin or cleric who follows the Silver Flame. If the PCs include a lycanthrope or shifter in the party, it’s also possible that the Silver Flame will step up to oppose the party directly.

Page 17: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Cults of the Dragon BelowSee the entry for the Cult of the Dragon Below in the religions, above.

Typical Role: The Cult of the Dragon Below are almost always adversaries, and relatively simple ones at that. They tend to be manipulated more than manipulators, and as such an adventurer should always be on the lookout for the head of the snake when dealing with the Cult of the Dragon Below.

The Dragonmarked HousesEach house varies in its purpose and dragonmark, and as such each house is given its own individual entry below. However, they all tend to fill the same role.

Typical Role: The Dragonmarked Houses often fill the role of Patron, as well as providing some small measure of assistance. They can also be adversaries, though this is rarely the case and when it is, it is most often just a single member of the house (or a temporary, impersonal affair – it’s just business, after all.)

House Cannith: House Cannith is composed of humans with the Mark of Making, and they control much of the artifice that goes on across Eberron. House Cannith maintains two guilds. The Tinkers Guild serves to maintain society by repairing damaged structures and vehicles, maintaining infrastructures, and performing similar crafts. The Fabricators Guild performs the greatest works of craft, artifice and magic.

House Deneith: The proud humans of House Deneith carry the Mark of the Sentinel. The house now offers the services of the Defenders Guild and the Blademarks Guild. The Defenders Guild provides minders and bodyguards, while the Blademarks are mercenaries of the highest caliber.

House Ghallanda: The halflings of the Talenta Plains manifested the Mark of Hospitality. They run and maintain the Hostelers Guild, which includes innkeepers, chefs, and restaurateurs, as well as inspectors who enforce standards and regular business for all member establishments – both those who are allied to the house and those who are willing to earn the house seal and display it for all to see (for a small price of course).

House Jorasco: The Mark of Healing appeared among the halflings of the Talenta Plains, but these halflings moved to Karrnath to better serve greater Khorvaire. The Healers Guild of House Jorasco provides both mundane and magical healing techniques, as well as alchemy and herbalism, for all capable of paying for it.

House Kundarak: The Mark of Warding is held by the dwarves of House Kundarak. Their special abilities for protection and warding have allowed them to establish the Banking Guild, which provides loans, letters of credit, and safekeeping services across Khorvaire. They also control the Warding Guild, experts in magical and mundane security.

House Lyrandar: House Lyrandar consists of half-elves with the Mark of Storm. The Raincallers Guild helps farmers across Khorvaire, as well as any others who need to control the weather in a small, localized area. The Windwrights Guild operates a vast shipping and transportation business that operates in the air and across the seas.

House Medani: The half-elves of House Medani carry the Mark of Detection. The Warning Guild offers services related to personal protection. Its members are bodyguards, scouts, sentries and inquisitives, ever vigilant for unexpected threats that could pose a danger to the clients they serve.

Page 18: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

House Orien: The humans of House Orien bear the Mark of Passage, which have granted them great control of overland trade routes. The Couriers Guild takes advantage of the vast transportation network established by the house as well as the dragonmarked abilities to send packages, messages, and passengers quickly and discretely across Khorvaire. The Transportation Guild operates the lightning rail and caravan routes throughout the nation, providing constant supply and communication between communities across the continent.

House Phiarlan: The Mark of Shadow grants divinatory and illusory powers to the elves of House Phiarlan. The elves use it to run the Entertainers Guild and Artisans Guild, providing gifted members of both professions to the people of Khorvaire. The House’s true vocation, however, involves information brokering and espionage.

House Sivis: The gnomes of House Sivis have established themselves as masters of the written and spoken word using the Mark of Scribing. In addition to maintaining lines of communication that connect the nation of Khorvaire, House Sivis provides translators, notaries, mediators and advocates to cities across the continent. The Speakers Guild offers the latter, as well as maintaining a network of stations through which, for a price, a message can be sent from one station to any other station in Khorvaire. The Notaries Guild deals with written documents, using arcane mark to notarie and authenticate legal documents.

House Tharashk: The humans and half-orcs of House Tharashk use the Mark of Finding to work as prospectors, inquisitives and bounty hunters. The House maintains its operations under the auspices of the Finders Guild, which thanks to its powers has a virtual monopoly on the mining of dragonshards.

House Thuranni: Once part of House Phiarlan, the elves of House Thuranni formed their own house during the Last War. Now, Thuranni competes directly with Phiarlan in the aspects of espionage, surveillance, and information brokering, as well as entertainment and artistic endeavors.

House Vadalis: The humans who bear the Mark of Handling have formed House Vadalis. They run the Handlers Guild, which breeds and sells a tremendous variety of animals; Vadalis handlers serve as teamsters, trainers, and stablekeepers across Khorvaire.

The Dreaming DarkA group of psionic spies and assassins that serves as the eyes and hands of the quori in Dal Quor, the Region of Dreams. The goals of the Dreaming Dark are subtle and mysterious – and always deadly. The agents of the Dreaming Dark are Inspired human vessels that now hold quori spirits, using disguises to pose as regular humans or kalashtar.

Typical Role: The Dreaming Dark are almost certainly going to be opponents to the PCs and masterminds of plots. While never allying themselves with another faction, they might utilize members of other groups to get their way. The PCs might also gain the Dark’s ire, and psychic assassins would be dispatched to deal with the troublesome meddlers.

The Gatekeepers

Page 19: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

An ancient sect of druids, only a few living Gatekeepers remain in the world. Most of the Gatekeepers gave up their lives in the battle against the Daelkyr millennia ago, using their magics to seal away the demons within Khyber and severing the connection between Eberron and the Daelyr’s home plane of Xoriat. Now only a few Gatekeepers remain, mostly among the orcs of the Shadow Marches, who still watch and wait for signs of the aberration’s return.

Typical Role: The Gatekeepers are mysterious and solitary, and tend to assist the PCs directly or at least point them in the right direction. Should the PCs inadvertently be helping one of the groups that seeks to unleash demonic forces from within Khyber, the Gatekeepers will oppose the PCs.

The Library of KorranbergLocated in Zilargo’s southernmost port city, the Library of Korranberg is the greatest repository of general knowledge in Khorvaire. In addition to serving as a resource for scholars and explorers, the library often funds expeditions to study ancient cultures and unexplored lands. The Library also publishes the Korranberg Chronicle, which provides the most up-to-date news of happenings across Khorvaire.

Typical Role: The Library most typically plays the role of patron to the PCs, funding an expedition to recover some artifact or study a new region. PCs in the vicinity could also use the Library’s resources to research a given subject.

The Lords of DustThe Lords of Dust are a chaotic evil cabal of rakshasas and other fiends who have been playing games with the common people of Khorvaire for thousands of years. Their goal is the ultimate initiation of a new Age of Demons across the face of Eberron, bringing forth the entrapped demons within Khyber.

Typical Role: As the purest manifestation of evil across Khorvaire, the Lords of Dust will most likely be encountered in the role of mastermind of some nefarious plot. Higher level adventures might pit the PCs against the Lords of Dust directly.

Morgrave UniversityNot the most reputable institution of higher learning in Khorvaire, Morgrave is still well liked among adventurers for its exploratory feelings and “hands on” spirit. Located in Sharn, Morgrave University welcomes young adventurers and helps them get a leg up by providing resources and passage to the continent of Xen’drik, funding expeditions to recover ancient artifacts or other treasures.

Typical Role: Morgrave University is likely to serve as a patron to the PCs. Less scrupulous PCs might utilize the University to get access to certain valuables in the black market, as the university is known to sell off some of its recovered treasure to pay for its maintenance.

Order of the Emerald ClawA fanatical bunch of warriors dedicated to seeing Karrnath return to its former military glory, the Order of the Emerald Claw are outlaws throughout the face of Khorvaire (including Karrnath itself, which has decried their actions as terrorist activities.) The

Page 20: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Order is not the most subtle actor, but their military and magical strength is plenty, as their numbers are bolstered by the undead.

Typical Role: The Order of the Emerald Claw are a good, staple villainous group to throw at PCs. Characters are likely to have encounters with the Order at all power levels, as its membership runs the gamut, and their interests are many and varied, seeking any inch of power which might accomplish their goal of returning Karrnath to its former glory.

The Royal FamiliesKing Galifar I established a royal line that continues to rule parts of Khorvaire to the present day. Even to this day, the descendants of the Wynarn family rule three of the Five Nations (with a fourth still being quite influential in the politics of the region.) And members of the noble families spread throughout Khorvaire, each with schemes and plots of their own to further their own personal ends.

Typical Role: The Royal Families are most likely to play the roles of either patrons or masterminds, depending on the PC’s general disposition. Nobles typically keep adventuring parties in retinue to accomplish dirty deeds, often with the promised reward of titles and gold at the end of their service.

The TwelveAn organization created by the Dragonmarked Houses near the end of the War of the Mark, the Twelve is dedicated to the study of magic in all its incarnations. The Twelve are responsible for the creation of the many various magical devices that have spurned Eberron’s technological evolution forward, such as the House Lyrandar airships or the lightning rail of House Orien.

Typical Role: The Twelve are primarily concerned with magical events and phenomena, and are more likely to be patrons for PCs to seek to investigate these. The Twelve can also provide magical resources to the characters, such as magic items and the like.

Wardens of the WoodThe druids of the Eldeen Reaches follow the way of the Wardens of the Wood, led by the great druid Oalian. There are other druidic sects, but the Wardens are the largest and most influential of these.

Typical Role: The PCs are likely to encounter the Wardens of the Wood only in the Eldeen Reaches, and when they do it will likely be in the role of allies, providing some small resources for the PCs to accomplish a task.

The Wayfinder FoundationA guild for adventurers and explorers, dedicated to exploring exotic and dangerous locales. The Wayfinder Foundation serves as a source of funds for experienced adventurers as well as providing them with a place to display their trophies and tell their tales. Membership in the Foundation is by invitation only, making it available only to the most famous of explorers.

Page 21: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Typical Role: The Wayfinders are likely to serve as patrons or competitors to low level PCs. At higher levels, the characters might be invited to join the organization, providing a good common ground for all PCs.

Page 22: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

APPENDIX I: THE ARTIFICER

The Eberron Campaign Setting includes one new class for Player Characters: The Artificer. Artificers use magical infusions to manipulate objects, turning the mundane into the magical. They can also use almost every magical item out there, and are capable of crafting items better than almost every other class. Reproduced below are the first 5 levels of the Artificer.

Class Role: The Artificer is the ultimate buffer, using its infusions to better the party’s combat potential. They make poor front-line fighters due to their mediocre base attack and hit die, and lack the magical potential of the wizard and sorcerer to make effective blasters. While they get decent skill points, they won’t be able to compete with the Rogue in the area of expertise, although they make decent trap-disablers. Their ability to use a multitude of magical items allows them to serve as backup to the other casters in the party.

THE ARTIFICERHit Die: d6Base Attack Bonus: As ClericSaves: Will good, Fort and Ref bad.

Class SkillsAppraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (the planes) (Int), Profession (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Int)

Skill points at 1st level: (4 + Int modifier) x4Skill points at Each Additional Level: 4 + Int modifier

Level SpecialCraft

ReserveInfusions

1st 2nd 3rd1st Artificer knowledge, artisan bonus, disable trap, item

creation, Scribe Scroll20 2 - -

2nd Brew Potion 40 3 - -3rd Craft Wondrous Item 60 3 1 -4th Craft homunculus, bonus feat 80 3 2 -5th Craft Magic Arms and Armor, retain essence 100 3 3 1

CLASS FEATURESWeapon and Armor Proficiency: Artificers gain the Weapons Group (Basic

Weapons) and (Crossbows) proficiencies. They are proficient with light and medium armor, and with shields (except tower shields.)

Infusions: Infusions are neither arcane nor divine; they are drawn from the Artificer’s infusion list (see below). They function like spells, and follow all the rules of spells. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of infusions as his known infusions.

Page 23: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Like a spellcaster, an artificer must have an Intelligence score high enough to cast an infusion, and he gains bonus infusions per day for a high Intelligence score. Infusions have no difficulty class.

Infusions must be imbued on an item or a construct (including warforged). He cannot imbue creatures with infusions. An artificer can apply metamagic feats to his infusions. An artificer cannot automatically use spell-trigger or spell-completion items, even if he knows an infusion that appears on his infusion list.

Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve, leftover points from the previous level do not carry over. Points unspent are points lost. An artificer can use this craft reserve to supplement the XP cost of the item he is making, taking part from his reserve and some from his XP total.

Artificer Knowledge: An artificer can make a special knowledge check with a bonus equal to his class level + his Intelligence modifier to detect whether a specific item has a magical aura. A successful DC 15 check (and 1 minute of study) reveals whether the item is magical, but not any auras surrounding it.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite Item Creation feat.

Disable Traps: An artificer can use the Search skill to find and locate traps with a DC higher than 20. An artificer can also use a Disable Device check to disable magical traps.

Item Creation: An artificer can create magic items for which he has the item crafting feat, but he must succeed at a Use Magic Device check to emulate the required spell. The DC of the check is 20 + the caster level. A failure means he can try the check again the next day, until he completes the item. If he comes to the end of the crafting time and still has not completed the check, he can make a final attempt. IF that check fails, the creation process fails, and the time money and XP are wasted. For the purposes of meeting item prerequisites, the Artificer’s caster level is equal to his class level +2.

Bonus feats: An artificer gains a slew of bonus item creation feats. In addition, when the class earns a bonus feat, he can choose a new feat from the following list: Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus: At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat.

Retain Essence: At 5th level, an artificer may salvage magical essence from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and must have the appropriate item creation feat to create the item. After one day, the item is destroyed, and the artificer adds the XP that it would take to create the item to his on Craft Reserve pool.

ARTIFICER INFUSION LIST1ST LEVELArmor Enhancement, Lesser: Armor or shield gains special ability with +1 bonus

market price modifier.Energy Alteration: Item using one kind of energy uses another instead.

Page 24: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

Enhancement Alteration: Magic shield’s enhancement bonus applies to shield bash attacks, or magic weapon’s enhancement bonus applies to Two-weapon defense.

Identify: Determines properties of magic item.Inflict Light Damage: Deals 1d8 + 1/level damage (maximum +5) to a construct.Light: Object shines like a torch.Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.Magic Vestment: Armor or shield gains +1 or better enhancement bonus.Magic Weapon: Weapon gains +1 enhancement bonus.Repair Light Damagae:”Cures” 1d8 + 1/level damage (max. +5) to a construct.Resistance Item: Item bestows +1 or better resistance bonus on saving throws.Shield of Faith: Aura grants +2 or higher deflection bonus.Skill Enhancement: Item bestows circumstance bonus on skill checks.Spell Storing Item: Store one spell in an item.Weapon Augmentation, Personal: Your weapon gains special ability with +1 bonus

market price modifier.

2ND LEVELAlign Weapon: Weapon becomes good, evil, lawful or chaotic.Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market

price modifier.Bear’s Endurance: Subject gains +4 to Constitution for 10 min./level.Bull’s Strength: Subject gains +4 to Strength for 10 min./level.Cat’s Grace: Subject gains +4 to Dexterity for 10 min./level.Eagle’s Splendor: Subject gains +4 to Charisma for 1 min./level.Fox’s Cunning: Subject gains +4 to Intelligence for 1 min./level.Heat Metal: Make metal so hot it damage those who touch it.Inflict Moderate Damage: Deal 2d8 + 1/level damage (maximum +10) to a construct.Owl’s Wisdom: Subject gains +4 to Wisdom for 1 min./level.Repair Moderate Damage: “Cures” 2d8 + 1/level damage (maximum +10) to a

construct.Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.Weapon Augmentation, Lesser: Weapon gains special ability with +1 bonus market

price modifier.

3RD LEVELArmor Enhancement, Greater: Armor or shield gains special ability with up to +5

bonus market price modifier.Construct Energy Ward: Construct gains resistance 10 to specific energy type.Inflict Serious Damage: Deals 3d8 + 1/level damage (maximum +15) to a construct.Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.Metamagic Item: Imbue spell trigger item with metamagic feat.Power Surge: Charge spell trigger item gains temporary charges.Repair Serious Damage: “Cures” 3d8 + 1/level damage (maximum +15) to a construct.Stone Construct: Construct dains DR 10/adamantine.Suppress Requirement: Item that requires lass feature, race, ability score, or alignment

to function to its fullest potential no longer carries that requirement.

Page 25: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,
Page 26: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

APPENDIX II: EBERRON PRESTIGE CLASSES

This appendix provides only the basics of some of the Eberron-specific prestige classes for those interested. If you wish to take one of these, ask for the specific class abilities.

DRAGONMARK HEIRDragonmark Heirs harness the powers of the Dragonmarks to further their personal powers and abilities. The dragonmarked heirs are the scions of the Dragonmarked Houses, exceptional individuals with a natural ability to improve and use their dragonmark powers.

Requirements:Race: Member of an appropriate dragonmarked race and house.Skills: 7 ranks in any two skills.Feats: Favored in House, Least Dragonmark.

Dragonmarked heir class features surround the powers of the dragonmark, granting the heir additional uses of their Dragonmarks as well as access to more powerful Dragonmarks as bonus feats.

ELDEEN RANGERThe druidic traditions of the orcs of the Eldeen Reaches have expanded and evolved into the path of the Eldeen Rangers. The Rangers protect the forest of the Eldeen Reaches and serve as guardians for the various druidic sects.

Requirements:Alignment: Alignment varies on the sect.Base attack bonus +5Skills: Knowledge (nature) 6 ranks, Survival 8 ranksFeat: TrackSpecial: Favored enemy class feature.

The Eldeen Ranger learns various abilities related to the sect that they follow, making them better warriors at fulfilling the mission of the given sect. (For example, the Gatekeepers gain resistance to and bonuses against aberrations.)

EXORCIST OF THE SILVER FLAMEThe most experienced and dedicated champions of the Church of the Silver Flame become Exorcists of the Silver Flame, dedicated to fighting the supernatural forces of evil across Khorvaire. The Exorcists channel spiritual energy to ward off evil outsiders, cast out possessing spirits, and smite the matiral forms of the forces of evil.

Requirements:Any goodBase attack bonus +3Knowledge (the planes) 3 ranks, Knowledge (religion) 8 ranksAble to cast 1st level divine spellsWorshipper of the Silver Flame.

Page 27: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

The Exorcist’s class features surround their combat abilities, particularly those meant to battle evil outsiders. They gain (or improve) smiting abilities, and they’re able to wield mighty weapons against these and other evil beings.

EXTREME EXPLORERThe extreme explorer are those individuals who dare to go into the most exotic locales in search of adventure. They live by their wits, skill and luck, always by the skin of their teeth. Extreme Explorers are the ultimate survivalists.

Requirements:Base attack bonus +4Knowledge (dungeoneering) 4 ranks, Survival 4 ranksFeat: Action Boost

The Extreme Explorer’s class abilities surround their ability to spend action points. They gain additional action points and can do more with action points than other people.

HEIR OF SIBERYSHeirs of Siberys are those remarkable individuals who somehow manage to manifest a Siberys dragonmark. Siberys Dragonmarks are far more powerful versions of the regular Dragonmarks, allowing them to cast spells of the highest magnitude.

Requirements:Dragonmarked race.15 ranks in any two skillsHeroic Spirit featCannot have another dragonmark.

The class abilities of the Heir of Siberys surrounds the manifestation and mastering of their Siberys dragonmark, which manifest spells of 15th through 20th level.

MASTER INQUISITIVEMaster Inquisitives are master investigators, with a reputation for tenacity and success that is well deserves. They take the art of investigation to the ultimate level, rising to the top of the occupation. They specialize in solving mysteries and shedding light on Khorvaire’s darkest secrets.

Requirements:Gather Information 6 ranks, Search 3 ranks, Sense Motive 6 ranksFeat: Investigative

The Master Inquisitive’s class abilities surround the field of detection. If you wish to play a Sherlock Holmes-like character, go for this PrC.

WARFORGED JUGGERNAUTSome warforged seek to blend in and emulate humanity. Not so for the Warforged Juggernaut. The Warforged Juggernaut embraces his construct side, delving deep into his

Page 28: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

war-machine self to convert himself into a terrifying combat menace, while leaving aside some of that which makes them living creatures.

Requirements: WarforgedBase attack bonus +5Adamantine Body, Improved Bull Rush, Power Attack

The Warforged Juggernaut’s class features surround making them indestructible war machines. They lose some of the features of the living construct but gain some of the regular construct immunities, as well as some additional combat abilities.

Page 29: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

APPENDIX III: HOUSE RULES, REDUX

This is the place where the House Rules for the Pulp Gaming! game will be using to create your characters.

Character Generation: Abilities will be generated using the 4d6, seven times method. If you don’t like your set, you can choose to roll a brand new set in the same method, discarding your old set for the new one. You can roll up to three sets. If the modifiers on your third set do not equal at least +6, the DM will roll a new one for you.

Character Generation II: Characters will start at 3rd level, with 3,100 experience points (the 100 xp are for those characters who wish to create magic items such as scrolls or potions). Characters also begin with 2,700 gp worth of items.

Character Generation III: Again, no gestalt. We’ll also be using the 20-spell level system, which I will provide in a separate documents for those of you interested in playing a Cleric, Druid, Ranger, Paladin, Psion, Psychic Warrior, Sorcerer, Wilder, or Wizard. The Noble class is available as provided in the Forgotten Realms clog.

o Fighters: Fighters have additional disciplines that they can take in lieu of bonus feats. Refer to the Fighter Discipline document for more information.

Character Races: Remember you can use any of the Player’s Handbook races or the races provided in this booklet.

Alignment: Eberron is loose on alignment, and I’ll second that emotion. I’ll discourage purely evil characters, and even unnecessarily selfish characters, but so long as you show you’re capable of operating as a Pulp Hero (which are often not pure) and working with the group, I might consider an off-the-path character.

Skills: The following skills are new, and are comprised of a mixture of the included skills. Assume that any class that has an absorbed skill as a class skill has the new skill as a class skill as well.

o Athletics (Str): Absorbs Climb, Jump and Swim. The armor check penalty that applies is always the same. Items that grant bonuses to one of the three skills (such as the ring of jumping) provide the bonus only to the particular use of the skill – such items also have their prices dropped by half.

o Disable Device (Int): Includes Open Lock.o Perception (Wis): Listen and Spot. Items that grant a bonus to either

Listen or Spot now grant a bonus to both, and are doubled in price.o Persuasion (Cha): Bluff, Diplomacy, and Intimidate. This skill is now

made simpler – anytime you attempt to see things your way (regardless of whether you’re lying, intimidating, or sweet talking) you roll Persuasion opposed by the other party’s Sense Motive. Bonuses and penalties apply for good/bad roleplaying or situational circumstances.

o Sneak (Dex): Hide and Move Silently. The boots and cloak of elvenkind are now a set item – worth only 2,500 gp altogether but both must be worn

Page 30: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

in order to get the benefit to the skill. (Similarly, any item that attempts to grant a bonus to Sneak – or simply double the price of the item.

o Tumble (Dex): Includes Balance.o Use Magic Device (Cha): Includes Use Psionic Device.

Skills II: Crafting has also been changed in the following ways:o Craft (alchemy) does not require the caster to be a spellcaster.o Crafting progress per week is determined in gold pieces, not silver pieces.

Crafting progress per day is decided in silver pieces, and crafting progress per hour is decided in copper pieces.

o You may add any multiple of 2 (+2, +4, +6, +8, etc.) up to +20 to the DC of an item to speed up the crafting of an item.

o Crafting a Masterwork item no longer requires the crafting of a masterwork component – simply add +5 to the DC of the craft check.

o Special materials add to the DC of the crafting as well as the value of the item crafted. (Chart available upon request.)

Skills III: Because adventures will be so one-off, all Knowledges will be general knowledges. (So, if you have Knowledge (local) you are assumed to know of the personalities and such of the town you’re currently in. It’s a bit Knowledge (sessiony), yes, but at the same time, this type of game doesn’t always call for the best Knowledge check.)

Feats: Characters gain a feat every level. Weapon Proficiencies: We’ll be using Weapons Group Proficiencies instead of

the standard weapons proficiencies. You can find information on Weapons Group Proficiencies in the following site: http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm

Allowed Sourcebooks: Anything and everything is up to the DM’s choice for curtailing. If you want to avoid problems down the road, ask yourself whether a given ability seems overpowered (a good rule of thumb? If you have the option of taking anything else and don’t want to for mechanical reasons, it’s probably overpowered) and then ask the DM if it’s ok. That being said, this game will be relatively pro-PC, so feel free to scrounge far off sourcebooks.

o Exception to the “Scrounge Far” rule: Spells (and powers). Because of the 20-level spell/power system, spells not in the sourcebook become iffy to balance, so stick to the core spells unless you want to do the math yourself and present a good argument to the DM.

Critical Hits: As an experimental house rule, combat will be more dangerous for the Pulp Gaming! style. When you roll within your weapon’s critical range, you automatically score a critical. However, you have a chance to score a critical injury if you manage to confirm the critical hit on a second roll.

Hit Points: To offset some of the above danger, a few changes will be made for Player Characters (only PCs and “very important” NPCs – IE, “bosses”). First off, PCs gain a number of bonus hit points at 1st level equal to their Constitution score.

Injury and Dying: Player characters reduced to 0 hit points are disabled as usual, and can only take move or standard actions without any strenuous activity or risk taking additional damage. Characters reduced to negative hit points, however, do

Page 31: Eberron Setting Document - pulp.aberrantmanifest.compulp.aberrantmanifest.com/Eberron_Setting_Document…  · Web viewEberron Setting Document. I) What you Need To Know. II) Khorvaire,

not die, but instead suffer some kind of injury. (Injuries offer penalties until they can be healed, and require some relatively powerful magic or high Heal checks to mend.) To maintain consciousness for the round, the PC must succeed on a Constitution check (DC 15). Success means the PC is conscious for the round, but can do nothing more strenuous than speaking – otherwise they automatically fall unconscious. Failure means they simply fall unconscious. Unlike standard D&D, you do not continue losing hit points. If you are otherwise reduced to a negative number of hit points equal to your Constitution score, you die.

Resurrection: The 20-level spell system doesn’t have the standard raise dead, etc. spells. Instead, there is only one spell that functions like raise dead, except it is very high level and takes seven days to cast. The healers of House Jorasco, however, have developed a special magic item that allows them to imitate this spell, and offer this service to paying customers.