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Thursday, November 28, 2019

Clerics and Deities, Part 1

Eberron is a world more in the gray then other settings along with the Gods being distance things that don’t manifest into the world (or planes) directly. This causes the rules for clerics to operate a bit differently which will be covered here while some of the Deities of Eberron and mechanical details can be found below.


Just want to note I do have plans to do the Cult Below, Blood of Vol, Dark Six and perhaps more and also a revamp/revisit to Part 1 might happen after ‘God & Magic’ and I get a chance to go through it.


Cleric Alternate Rules: First, Clerics do not have to match a Deity’s ‘Follower Alignments’ but they usually do (or started that way at least.) Second, a Cleric will not lose class abilities for shifting alignments or for performing too many Anathema acts. Though some possible RP could be a character losing faith in their deserving such gifts from their god that might trigger a loss of powers but this should be discussed between player and GM while also being unusual for clerics; not the norm. While a Cleric won’t lose their powers, actions that might shift alignment or against a Deity's Anathema certainly trigger repercussions from the church/organization if the actions reach the ears of those in charge.


Additionally Eberron allows some broader worship to instill divine powers. Generally those clerics worship the pantheon of Sovereign Host or Dark Six as a whole allowing them to pick domains from any of the operate gods but lose out on Cleric Spells, otherwise they are treated as other clerics with the pantheon having their own ‘God’ Entry for Favored Weapon, Divine Skill, etc.


It is also possible for a Cleric to follow a personal philosophy or code and pulling from the leftover divine power of Siberys, the Dragon Above. These ‘Dragon Above’ clerics can pick any domain when given the option but like pantheon clerics they do not get Cleric Spells but do follow special rules for Favored Weapons. Such a Cleric following the Doctrine of a Cloistered Doctrine may select a weapon they treat as a simple common weapon as their Favored Weapon while a Warpriest Doctrine Cleric can select any weapon they treat as a common simple or common martial. In either case once a Favored Weapon is chosen it cannot be changed. 


A ‘Dragon Above’ Cleric player should work with their GM to have a firm Edicts and Anathema to help guide their RP.


Finally I recommend removing the lvl 20 Cleric feat Avatar’s Audience as it simply doesn’t fit the flavor of Eberron well and require a lot of brewing to work. If you really want to keep the flavor, the cleric instead contacts a divine herald, a powerful outsider that embodies one of the domains of the cleric’s deity.


Setting Advice: It should be noted that most healing, be it mundane, alchemical or magical, is handled by the Healer’s Guild run by House Jorasco. Which leads to clerics serving as knights and defenders taking up the doctrine of the Warpriest while those few Cloistered Clerics focus on supporting their battle minded members. Of course Silver Flame Exorcists are usually of the Cloistered Doctrine.


Due to copyright concerns descriptions of these Gods/Churches is kept very short and for further details please check out one of the Eberron Campaign books.


THE CHURCH OF THE SILVER FLAME [LG]
Leading the masses to the light and casting light into the darkness.
Edicts To seek and destroy supernatural evil and prevent the spread of mundane corruption by being an example of good
Anathema knowingly spreading corruption be it mundane but specially supernatural evil,  letting an evil act happen when you have the power to stop it by word or by force if you must
Follower Alignments: LG, NG, CG, LN, N


Devotee Benefits
Divine Font heal
Divine Skill Survival
Favored Weapon Longbow
Domains Protection, Fire, Zeal, Family
Cleric Spells: 1st: true strike, 3rd level: fireball, 5th: telepathic bond


THE SOVEREIGN HOST [NG]
Collection of gods most commonly worshipped in Khorvaire, but not the only ones.
Edicts offering praises the appropriate god in a situation 
Anathema Offering praises to the Dark Six to help you in a task
Follower Alignments LG, NG, CG, LN, N, CN


Devotee Benefits
Divine Font Heal
Divine Skill Society
Favored Weapon Longsword
Domains Any Domain under a Sovereign Host Deity
Cleric Spells none


ARAWAI [NG]
Sovereign of Life & Love
Edicts to Protect Vassals from the wilderness, serve as midwives if trained, to protect the wilderness and farmlands
Anathema to spoil the land of growth, cause or spread infertility or stillbirths
Follower Alignments LG, NG, CG, LN, N, CN


Devotee Benefits
Divine Font Heal
Divine Skill Nature
Favored Weapon Morningstar
Domains air, nature, sun, healing
Cleric Spells 1st: summon animal, 3rd: wall of thorns, 5th: tree stride


AUREON [LN]
Sovereign of Law and Lore
Edicts to find lost knowledge or make new discoveries to help society. To bring lawbreakers to justice and subdue dangerous magical creatures if possible 

Anathema to destroy the written word without just cause, freeing convicted criminals and dangerous magical beasts
Follower Alignments LG, N, LE, NG, NE, LN


Devotee Benefits
Divine Font harm or heal
Divine Skill Arcana
Favored Weapon Staff
Domains knowledge, magic, truth, confidence Cleric Spells 1st: magic missile, 2nd: magic mouth, 3rd: levitate, 4th: blank, 5th: prying eye, 6th: wall of force, 7th: warp mind, 8th: maze, 9th: disjunction


BALINOR [N]
Sovereign of Horn and Hunt
Edicts providing food the community through hunt if needed, put down dangerous beast that threaten an areas balance
Anathema to hunt for sport or allowing others to do the same, and to over a hunt a kind of animal
Follower Alignments LG, LN, N, NG, CN, CG


Devotee Benefits
Divine Font heal or harm
Divine Skill Survival 
Favored Weapon Battle axe 
Domains air, nature, earth, family
Cleric Spells 1st: longstrider, 3rd: earthbind 5th: tree stride


BOLDREI [LG] 
Sovereign of Hall and Hearth
Edicts help with civil projects, do charitable works
Anathema do not betray those that you consider family, eraze a community
Follower Alignments LG, LN, LE, NG, N, NE


Devotee Benefits
Divine Font heal
Divine Skill Society
Favored Weapon Spear
Domains family, cities, protection, fire
Cleric Spells 1st: mindlink, 4th: fire shield, 6th: wall of force


DOL ARRAH [LG]
Sovereign of Sun and Sacrifice 
Edicts to end conflict with words before steel, stop invaders, promote peace 
Anathema to execute a repentant foe, to start a war or major conflict without just cause
Follower Alignments LG, NG, CG


Devotee Benefits
Divine Font heal
Divine Skill Diplomacy 
Favored Weapon Halberd
Domains sun, might, zeal, protection
Cleric Spells 1st: true strike, 2nd: see invisibility, 4th: fire shield 


DOL DORD [CG]
The Sovereign of Strength and Steel
Edicts participate in honorable competitions of martial and physical skill, fulfilling your duties
Anathema committing random acts of violence, cheating in competition, killing the defenseless for coin
Follower Alignments LG, LN, N, NG, CN, CG


Devotee Benefits
Divine Font heal
Divine Skill Athletics
Favored Weapon Longsword
Domains might, zeal, confidence, protection
Cleric Spells 1st: true strike, 2nd: enlarge, 4th: weapon storm


KOL KORRAN [N]
The Sovereign of World and Wealth
Edicts keep the wheels of commerce turning, do a job and get paid, not all gains are in coins
Anathema Hoarding Wealth, destroying wealth or favor without gain
Follower Alignment All


Devotee Benefits
Divine Font harm or heal
Divine Skill Society
Favored Weapon Mace
Domains ambition, cities, wealth, travel
Cleric Spells 1st: illusory object, 4th: creation, 7th: magnificent mansion


OLLADRA [NG]
The Sovereign of Feast and Fortune
Edicts luck favors the bold, try new things, semi regularly attend a feast or party if possible 
Anathema constantly playing it safe, refusing invites to celebrations and festivals
Follower Alignments N, NG, CG


Devotee Benefits
Divine Font heal
Divine Skill Performance 
Favored Weapon Sickle
Domains indulgence, healing, luck, passion
Cleric Spell 1st: charm, 3rd: hypnotic pattern, 5th: synesthesia


ONATAR [NG]
The Sovereign of Fire and Forge
Edicts give to society with goods or service, practice or teach a trade, respect the usefulness and dangers of fire
Anathema destroying a useful tool, Don’t be slothful 
Follower Alignments LG, LN, N, CG


Devotee Benefits
Divine Font heal
Divine Skill Craft
Favored Weapon Warhammer
Domains fire, creation, cities, might
Cleric Spells 1st: burning hands, 4th: creation, 5th: telekinetic haul
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Thank you for your time and I hope this proves useful to you and your party! If you like to know how to support Shardfinder please check out the links at the top of the page. A special thanks to the Eberron Discord Communities and extra special one to ChaosOS for proof reading this entry.

Sunday, October 27, 2019

Eberron Bestiary: Warforged Titan

Below I present a war machine construct from the Last War that served as a sort of prototype for the warforged as we no them. I used the recently pre-released PDF of the Monster/NPC Creation rules that will eventually be in the GameMastery Guide. This was based on the entry in the ECS on pg 303 and is intended to present the most common version of these constructs. Please let me know how it goes if you ever field one of these Titans against your players, be it an Eberron game or not.

WARFORGED TITAN CREATURE 8
|Uncommon|LN|Huge|Construct|
Perception: +13: darkvision
Skills: Athletics +19
Str +6, Dex -1, Con +5, Int -3, Wis 0, Cha -4 
AC 27; Ref +12 Fort +20 Wil +13
HP 125; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances Physical 5 (except adamantine), Fire 5, Acid 5, Cold 5, Sonic 5, Electricity 5
Speed 30 ft
Melee <Single Action> Attached Axe +20 (Sweep, Reach 15 ft), Damage 2d10+11 slashing
Melee <Single Action> Attached Maul +20 (Shove, Reach 15 ft), Damage 2d10+11 bludgeoning Plus Knockdown
Sundering Critical On a Critical Strike the Warforged Titan does the rolled damage (not critical damage) to their target’s armor.
Titanic Charge <Single Action> The Warforged Titan Strides up to 15 feet and makes a single Strike.
Cleaving Swing <Single Action> You pick two adjacent targets within Reach and make a Single Strike with your Attached Axe at -2 that applies to both targets.

As always special thanks to the help I get from the Pathfinder and Eberron Discords I regular frequent. If you like to support what I am doing please share this and check out the links above for Patreon, and Ko-fi.

Tuesday, October 8, 2019

Retired - Eberron Ancestry: Changelings

As we go through our second week of the month of All Hallow’s Eve (October) I think it time to introduce Eberron’s masters of disguise; the changelings. Eberrron’s changelings should not be confused with Pathfinder’s own changelings which are a completely different kind of humanoid.


I was hoping to come up with an alternative name for Pathfinder’s changelings to use in Eberron but will have to save that for a future post.


So below you will find a complete ancestry entry for changelings to use in your PF2 games. Admittedly I will say that this might be a little more potent than the core races so a will certainly be listening for any feedback from those that utilize my version of the changeling or is in a game with one.


For more background information on changelings see pg 12 of the ECS, pg 41 of RoE and pg 60 of the WGtE.


Changeling (Eberron)


Hit Points: 6
Size: Medium
Speed: 25 ft
Ability Boosts: Charisma, Dexterity, Free
Ability Flaw: Constitution
Languages: Common. Additional language equal to your Intelligence modifier (if it’s positive) plus one extra bonus language. Choose from the list of common languages and any other languages to which you have access.
Traits: Changeling, Humanoid


Change Shape <Double Action>> (arcane, concentrate, polymorph, transmutation)
The changeling can take the form of other medium humanoid races, including specific individuals and can freely alter their own features. This is only for their physical body and does not include any items worn or carried which might possibly give them away. They do not gain any special or physical abilities of the shape they take. As per the Bestiary, Change Shape counts as creating a disguise for the Impersonate use of Deception, the transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which they transformed, and the changeling gains a +4 status bonus to their Deception DC to prevent others from seeing through their disguise.


Changeling Heritages


Adopted Changeling
You were taken my someone to raise as their own or were a mixed birth changeling with an accepting non-changeling parent. You gain the Adopted Ancestry general feat.


City Changeling
You grew up in a populated city or cities and know they have a character all their own that seeps into the citizens making them part of it. You learned to pick up on this and use it to blend in. Whenever you Impersonate a random citizen of the city (has to be an ancestry common to the city) your bonus from Change Shape is a +6 instead of +4.


Doppelgänger-Blooded Changeling
You seem to be a bit closer to your supposed doppelgänger ancestors then most. You gain low-light vision.


Traveler Changeling
You use to traveling the roads and meaning new people. You gain an additional two languages of your choice from your available languages and you gain additional language when you take the Multilingual feat.


Ancestry Feats


1st Level


Small Time Changeling Feat 1
Changeling
With time and practice you have learned to expand your shapeshifting abilities. You can now also take the form of small humanoids when you Change Shape.


Fluid Mind Changeling Feat 1
Changeling
You are body and mind is a shifting liquid making you resistant to attacks upon your mind. You gain a +1 circumstance bonus to any safes from effects with a mental effect. If you roll a success on a saving throw against a mental effect, you get a critical success instead.


Changeling Weapon Familiarity Feat 1
Changeling 
You come to favor precise weapons that are easy to hide. You are trained in and gain access to hand crossbow, dagger, katar, sap and kukri.


Changeling Persona Weapon Feat 1
Changeling
You have learned how to wield a particular weapon to help sell one of the identities you regularly maintain. This functions just like the Human Ancestry Feat Unconventional Weaponry Feat 1 but it has the Changeling Trait instead. You can take this Feat more than once, each time selected a different weapon associated with a different persona.


Intuitive Changeling Feat 1
Changeling
You can easily read people's body language and sometimes it like you are understanding their thoughts. You gain a +1 Status Bonus to your Perception when trying to read people like Sense Motive action or when people try to use the Deception skill on you. Additional you get a +1 Status Bonus to your Deception and Intimidation Skills.


5th level Feats


Changeling Weapon Precision Feat 5
Changeling
Prerequisite: Changeling Weapon Familiarity or Persona Weapon
You have learned to use your people’s chosen weapon or perhaps a persona’s weapon with deadly precision. When you critically hit with a hand crossbow, dagger, katar, sap, kukri or the weapon selected by the Persona Weapon feat you apply the weapon’s critical specialization effect.


Quick Change-Ling Feat 5
Changeling 
While shape shifting is easy for a changeling as breathing, it is still practiced skill at the end of the day. With hard work and practice you learned to be faster than other changelings. Your Change Shape ability only takes a Single Action to perform.


Smash the Mask <- Reaction> Feat 5
Trigger: The Changeling is transformed with Change Shape and another creature moves adjacent to them or takes a hostile against them.
Effect: You contort and twist your face to unsettle the one that triggered your reaction. You instantly reveal what you are to your target or if unaware of changelings you revealed that your form is just a ruse. Those around might also notice, anyone within 15 feet must make a Perception check vs your Deception DC, Success they know like your target, Failure your Impersonate is still intact. You get a Strike against the triggering creature and if they were unaware you were in disguise before using the reaction they are flat-footed to this Strike.


9th Level


Doppelgänger’s Gift Feat 9
Prerequisite: Intuitive Changeling
Your natural Intuition to read people has become something more. You gain mind reading as a 3rd level innate arcane spell. You can case this inmate arcane spell once a day.


Primal Claws Feat 9
One day you found something fierce inside you and learned to manifest claws with your Change Shape. Whenever you use Change Shape you can chose to also gain a claws unarmed attack that deals 1d6 slashing damage. These claws have the agile, finesse and unarmed traits, in the brawling group.


If you have Quick Change-Ling you can manifest your claws at any time as a <Single Action> without having to change your form or in your natural form; this is still considered using Change Shape.


If you have Smash the Mask you may manifest your claws as part of the effect and use them in your Strike but everyone in 15 feet will automatically succeed on the check to notice your a changeling. If you have Smash the Mask and Quick Change-Ling you may unmanifest your claws as a free action after the Strike thus still making those around you to make a check to notice your a Changeling.


13th Level


Changeling Weapon Expertise Feat 13
Changeling
Prerequisites: Changeling Weapon Familiarity or Persona Weapon
Your changeling precisen blends with your class training, granting you improved use of changelings chosen weapons and potentially of that of one of your personas. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow, dagger, katar, sap, kukri and any weapon or weapons selected by your Persona Weapon feat(s).


Special thanks to the Pathfinder RPG and Eberron Discords I am in for being part of my developing process. If you like to support what I do consider checking out one of the links above.