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Offline Elton Robb

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Revised Eberron Conversion
« on: June 13, 2009, 10:20:44 AM »
Due to the expanded setting that I've acquired (Secrets of Sarlona, the Dragonmarked Houses) I'll be revising the Eberron adaptation to RMSS/RMFRP a LOT!  Since it's just rules and not fluff; I can put it up here. 
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #1 on: June 14, 2009, 01:11:39 PM »
Eberron Adaptation: Revised
By Elton Robb
Official Website at WotC, no fluff will be represented in this Adaptation.

Eberron is a campaign setting that won the setting search by Wizards of the Coast.  It's main designer is Rich Baker, a friend of mine who resides in Colorado.  This Adaptation is unofficial and is done without the knowledge of Rich Baker himself.  We are only converting the game rules so that the setting is usable "out of the box" with Rolemaster.

Unlike Forgotten Realms, or Greyhawk, Eberron isn't a "vanilla campaign setting" which can be used right out of the box with Rolemaster.  There are certain conversions that need to take place that will take everything into account.  Items such as Dragonmarks, Artificers, the Lightning Rail, and the four new races are game items that are beyond Rolemaster at present.  So, on with the conversion!

PART I: RACES

The Dragonmarked Races

The normal PHB races are all known as the Dragonmarked Races because they all have families that carry a Dragonmark. The races of Eberron that carry a dragonmark include:
* Humans
* Elves
* Dwarves
* Gnomes
* Halflings
* Half-elves
* Half-orcs

Humans

Humans come in three flavors:

* High Men --> which are descended from the original families that came from Sarlona in the Distant past and makes up the aristocratic families the old Kingdom of Galifar.

* Common Men --> humans form the backbone of the population of the old Kingdom.

* Mixed Men --> Men that contain both High and common blood.

The following cultures exist:
** Urban Men (All 5 Nations)
** Rural Men (All Nations)
** Woodmen (in the Eldeen Reaches)
** Mariners (Located along the Coast: especially the Lhazaar Principalities, Q'Barra, Sharn, and the Shadow Marches)
** Hill Men (The Demon Wastes and Darguun)
** Nomads (The Demon Wastes, the Mournland, and Valenar)

The Following Dragonmarked Houses are human:
House Cannith, House Deneith (Urban Men, High Men)
House Orien (Nomads and Rural Men)
House Vadalis (Wood Men)

Elves

There are three Cultures of Elves: the Khoravar, the Valenar, and the Arenal.  There are two Dragonmarked houses, each carrying the Mark of Shadow.  A third, House Vol, carried the Mark of Death but was wiped out long ago in a war between dragons and elves.

THE KHORAVAR ELVES

The Elves of Khorvaire, called the Khoravar, have no kingdom of their own and are spread about the 5 nations. They use the High Elf race template in character creation.

THE ELVES OF ARENAL
The Elves of Arenal use the Grey Elf template in character creation.

THE VALANAR ELVES

Are warlike, and have their own template.

Stat bonuses -> Ag +3, Co +0, Me +2, Re +0, SD +5, EM -2, In +0, PR +4, QU +4, St +0

Due to the Arabian and Persian influence on the Valanar Elves, they have the Desert Culture as explained in Races and Cultures for RMFRP.  But they live on the plains of Cyre, also known as Valanar.  Refer to Races and Cultures page 117 for Adolescent Rank information.
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Offline Elton Robb

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Re: Revised Eberron Conversion; Part II
« Reply #2 on: June 14, 2009, 07:44:26 PM »
Valanar Elves

Stat bonuses -> Ag +3, Co +0, Me +2, Re +0, SD +5, EM -2, In +0, PR +4, QU +4, St +0

RR Modifiers: Channeling -2, Essence -2, Mentalism -2 Poison +10 Disease +100

Body Development: 0 * 7 * 3 * 2 * 1
Arcane PP Development: 0 * 6 * 5 * 4 * 3
Channeling PP Development: 0 *  6 * 5 * 4 * 3
Essence PP Development: 0 * 7 * 6 * 5 * 4
Mentalism PP Development: 0 * 6 * 5 * 4 * 3

Soul Departure: 2
Race Type: 4
Recovery x.: 2
Starting Languages: 3
Background Options: 3

-------------------

Gnomes

Gnomes control the Mark of Scribing.  Use the Gnomes statistics on page 32 of Races and Cultures.

----
Half-Elves

Half Elves control the Mark of Storm and the Mark of Detection.  Use the regular Half Elf template in Character Law and Races and Cultures.

----

Half-Orcs

Half-Orcs share control of the Mark of Finding with humans (House Tharashk).  Half-orcs use the Half-orc template found in Character Law and Races and Cultures.

--------

Dwarves

Dwarves in Eberron are like the dwarves in Races and Cultures.  However they live mostly in the Mhor Holds.  The Dwarves control the Mark of Warding.

-------

Halflings

Halflings live in cities and the talenta plains.  Halflings control the Mark of Healing and the Mark of Hospitality. Halflings use the regular Halfling template -- but culture can be urban, rural or plains.


PART II:
NON-DRAGONMARKED RACES

Changelings

Changelings are the result of Dopplegangers mating with humans. They are a race that breeds true, now.   Use the mixed men racial information in Character Law or Races and Cultures.

Special abilities:
* +5 racial bonus against Mentalism
* Special Skills: Everyman: Duping, Lie Perception, Seduction {intimidate}  Restricted: None.
* Minor Change Shape: Use as written (+50 bonus to disguise manuevers), can be seen through with a Presence or Illusion detection spells.
* Starting Languages: 5
* Preferred Professions: Most changelings typify the Rogue, Thief, or Rogue


Kalashtar

The Kalashtar is the result of spiritual entities merging with humans.  The combination of a Quori spirit and a human spirit. Kalashtar are unearthly or unsettlingly beautiful.

Race template: Use the Laan race information in Races and Cultures except for the following --
RR Modifiers -- Channeling +0, Essence +0, Mentalism +10

Special Abilities:
* Special Skills -- Everyman: Duping, Diplomacy, Seduction [intimidate]; Restricted: None
* +10 bonus on Disguise when impersonating a human.
* Kalashtar sleep, but they do not dream.
* Naturally Psionic: A kalashtar gains one Power Point per level.
* Psi-Like Ability: The Kalashtar communicate with each other using mind-speech. All Kalashtar may use
the Mentalist Base list Mind Speech to the 10th level as an inherent ability.
* Starting Languages: Common and Quor
* Professions: Mentalists, mainly.  Accordingly, some Kalashtar choose to be monks (almost all are Amthorian monks).
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Offline markc

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Re: Revised Eberron Conversion
« Reply #3 on: June 15, 2009, 09:59:13 AM »
 I like what you have done but I also think that changeling's should also have acting as a everyman or occ skill. But that is just me and I might be biased as I like the idea of changeling race.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #4 on: June 15, 2009, 11:56:33 AM »
I like what you have done but I also think that changeling's should also have acting as a everyman or occ skill. But that is just me and I might be biased as I like the idea of changeling race.
MDC

Well, I "can't" change it until the revision is done. So chime in with your suggestions. :)
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Offline markc

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Re: Revised Eberron Conversion
« Reply #5 on: June 15, 2009, 01:03:46 PM »
 I think that is the only one that I have seen. The toughest IMO will be the shifters as they have lots of stuff to modify and take into account.
 MDC
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #6 on: June 15, 2009, 01:32:23 PM »
I did it before.  It's not hard as far as shifters go.  One background option actually goes to choosing a trait.  The problem is that they are wrapped up so much into D&D.  Since Rolemaster doesn't allow you to accumulate traits, some Shifterness will be lost (like the ability to develop a second trait).
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Offline markc

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Re: Revised Eberron Conversion
« Reply #7 on: June 15, 2009, 04:32:58 PM »
 IMO just give them trait points at specific levels so they can buy traits.
MDC
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #8 on: June 15, 2009, 06:22:03 PM »
IMO just give them trait points at specific levels so they can buy traits.
MDC

Or improved traits?  That's a good idea, thank you!
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Offline Elton Robb

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Re: Revised Eberron Conversion, PT 3
« Reply #9 on: June 15, 2009, 10:38:11 PM »
Shifters

a picture of a Shifter can be found here.

Shifters are a race that is the result of werebeasts mating with humans.  They cannot fully change form, however they can take on animalistic features in an ability they call shifting.

Shifters have their own race template, as shown below:

Ag +2, Co +0, Me +0, Re -2, SD -2, EM +2, In +0, Pr +0, Qu +0, St +0

RR Modifiers: Channeling +0, Essence +0, Mentalism +0, Disease +10, Poison +0

Body Development: 0 * 7 * 5 * 3 * 1
Arcane Development: 0 * 5 * 4 * 3 * 2
Channeling Development: 0 * 6 * 5 * 4 * 3
Essence Development: 0 * 5 * 4 * 3 * 2
Mentalism Development: 0 * 5 * 4 * 3 * 2

Soul Departure: 10
Race Type: 2
Recovery: x1
Languages: 2
Background Options: 5

Special Abilities:
* Shifting: use as written, except Shifting lasts for a number of rounds equal to 3 + the Shifter's Co modifier.  A shifter can take a talent to improve this ability.

* Low Light Vision: Shifters can see on a star-lit or moonlit night as if it were full daylight. In conditions darker than that, they need a light source to see, and their vision extends to 50' feet (perfect vision) and 100' (they can see reasonably well). In absolute darkness, however, they can see no better than Men.

* Special Skills -> Everyman Acrobatics, Climbing, Jumping Restricted None.
* Preferred Professions: Ranger, Animist, Druid (see below), and Seer usually attract Shifters.  Although there has been Shifter fighters, barbarians, warrior monks, mages, mentalists, and clerics.

SHIFTER TRAITS

Each shifter has one of the following special traits, which is selected when a character is created and cannot be changed.  Traits marked with an Asterisk (*) are found in Races of Eberron, Traits marked with a Star (✰) are found in Secrets of Sarlona.

Beasthide: While shifting, a Beasthide Shifter gains a heavy hide (AT 4) and gains a +5 Co bonus.

Cliffwalk: While shifting, a Cliffwalk shifter gains a +5 bonus to Ag, and has a +20 bonus to climb moving maneuvers.

Dreamsight:*  The Dreamsight trait is the rarest of all Shifter traits, and many dreamsight shifters may become druids.  When shifting, a Dreamsight shifter gains a +3 bonus to Empathy and Intuition and gains the ability to communicate with animals as if under the influence of the Animal Tongues spell.

Gorebrute:* While Shifting, a gorebrute shifter gains a +2 bonus to Strength and grows horns that can be used as a natural weapon during a charge attack (Use the Horn attack table, using a maximum of a small attack).  [Special Note: Somebody has to have developed a martial art system around this attack!  See martial arts section, below.]

Longstride: While shifting, a longstride shifter gains a +3 bonus to Quickness, and a +20 bonus to his Athletic * Endurance skill category.

Longtooth: While shifting, the Longtooth shifter grows fangs that can be used as a natural weapon.  The bite is considered a Tiny attack. [No martial arts around this bite attack, but the move is incorporated in other Shifter Martial Arts).

Razorclaw: While shifting, the razorclaw shifter gains a +3 bonus to Strength and grows claws that can be used as natural weapons.  A Razorclaw shifter can use the claw attack table making a maximum of small attacks.

Swiftwing:*  While Shifting, a swiftwing shifter temporarily gains a +2 bonus to Quickness.  Also, his arms grow bat-like wings, which grant him a fly speed of 20 ft.  A swiftwing Shifter also treats flying/gliding as a occupational skill.  A swiftwing shifter cannot glide or fly while carrying a medium load, or while wearing armor better than a leather jerkin (AT 6).

Truedrive:* While shifting, a truedrive shifter gains a +5 bonus to Co, and a +25 bonus to Swimming. In addition, the truedive shifter can hold his breath for a number of rounds equal to his constitution score before he risks drowning.  A truedive shifter gains this benefit even when he isn't shifting.

Wildhunt Shifter: While shifting, a wildhunt shifter temporarily gains a +5 bonus to his SD and the ability to track things by scent. This gives the shifter a +25 bonus to his tracking skill while shifting. When not shifting, a wildhunt shifter gains a +10 bonus on his Survival skill due to the lingering effects of his scent ability.  Otherwise use as written.

Winterhide:✰ While shifting, a Winterhide shifter gains a +3 bonus to Co, and AT 3, and a +10 to survival skills while in the cold.  In addition, a Winterhide shifter gains a +10 RR bonus against the environmental effects of extreme cold.  This is available only to Sarlonan shifters.

-----------------

WARFORGED
A picture of a female warforged can be found here.

The Warforged are living machines built for war.  However, after the Last War, many warforged were freed by the various nations of Khorvaire.

RACE INFORMATION:
Stats: Ag +0, Co +3, Me +0, Re +0, SD +0, EM +0, In -2, Pr -2, Qu +0, St +0

RR Modifiers: Channeling +0, Essence +0, Mentalism +0, Disease +100, Poison +100

Body Development: 0 * 8 * 6 * 4 * 1
Arcane Development: 0 * 5 * 4 * 3 * 2
Channeling Development: 0 * 5 * 4 * 3 * 2
Essence Development: 0 * 5 * 4 * 3 * 2
Mentalism Development: 0 * 5 * 4 * 3 * 2

Soul Departure: 2
Race Type: 5
Recovery: x0
Languages: 2
Background Options: 4

Special Abilities:
A Warforged is a Living Construct.  Check the Eberron book for information on Living Constructs.  The spells from the Sorcerer list Flesh Destruction cannot affect a Warforged, but Solid Destruction can affect a Warforged.  Likewise, Solid Alteration can also affect a Warforged.  Warforged can also be affected by Artificer Infusions (from the spell list Infusion Ways).

* Composite Plating: A Warforged gains AT 16.  The plating can be upgraded to Mithral (Mithril) and Adamantine (Eog) through the selection of talents.

* Light Fortification: When a critical strike is scored, reduce its severity by 1 ( C becomes B, B becomes A, and A becomes -50 hits).

* A warforged has a natural weapon comparable to a Bash attack, the highest severity is small.

* Preferred professions: Fighters.  Although a significant amount of Warforged are attracted to the paladin, barbarian, and artificer classes.
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Offline Elton Robb

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Re: Revised Eberron Conversion, PT 4
« Reply #10 on: June 16, 2009, 12:59:49 AM »
PROFESSIONS!!!!! :D

The following Professions exist in Eberron:

RMSR | RMFRP and Character Law
Arms
Fighter
Thief
Rogue
Warrior Monk
Layman

Essence
Magician
Illusionist

Channeling
Cleric and Animists are replaced by Priests from the Channeling Companion.

Mentalism
Mentalist
Lay Healer

Hybrid
Healer
Mystic
Sorcerer

Semi-Spell
Ranger
Paladin
Inspired (Charltonian) Monk
Kalashtar (Amthorian) Monk
Dabbler
Bard
Magent

Arcane Companion
Arcanist
Chaotic
Wizard
Magehunter

Channeling Companion
The Channeling companion provides the Priest template.  See religions, below.
Summoner
Warlock
Mythic

Mentalism Companion
Seer
Astrologer
Enchanter
Armsmaster (also called a Psychic Warrior)

Fire and Ice
Elementalist
Elemental Priest
Elemental Champion
Arcane Elementalist

Fire And Ice Addendum
Storm Mage (this Profession is almost completely Monopolized by House Lyrandar: the Half-Elven Dragonmarked House that has the Mark of Storm).

NEW PROFESSION

THE ARTIFICER

The Artificer is simply a Magician with the Alchemist Base Lists in the Back of RMSS Spell Law with one important difference -- The spell list Enchanting Ways is replaced with Infusion Ways.  This spell list deals with Artificer Infusions.

Allowed TPs
Due to the Highly charged nature of the Campaign, the following Training Packages are available.

RMSR/RMFRP and Character Law
Adventurer
Amature Mage
Assassin
Berserker
Burglar
City Guard
Cloistered Academic
Con Man
Crafter
Crusading Academic
Cut Purse
Detective (especially)
Diplomat
Doctor (House Jorasco)
Explorer
Guardian
Herbalist
Highwayman
Hunter
Knight
Loremaster
Mercenary
Merchant
Performer
Philosopher
Sailor
Scout
Shaman Priest
Soldier
Spy
Traveler
Wanderer
Zealot

Martial Arts Companion
Arms Instructor
Bodyguard
Caravan Guard (House Orien)
Chi Master
Martial Artist
Martial Arts Challenger
Martial Arts Champion
Secret Society Member
Martial Arts Street Performer
Temple Monk (Kalashtar, Adar)
Wandering Monk
Warrior Priest
Weapon Master

Arcane Companion
all

Channeling Companion
all

Mentalism Companion
all

Fire and Ice
all

THE DRAGONMARKS

All of the Dragonmarks work as written in the Eberron Campaign Setting.  Including the Aberant Dragonmarks.  An aberrant dragonmark is gained when you play a dragonmarked race, and select one of the aberrant dragonmark flaws.  Regular dragonmarks are gained when a talent is selected instead.  The following Aberrant Dragonmarks have special rules:
Burning Hands:  You can grasp your foe and cause an "A" Heat Critical.
Chill Touch:  As above, except causes an "A" cold critical.
Inflict Light Wounds:  As above, except causes an "A" impact critical.
Produce Flame: acts as the spell Ignite on the Flame's Course spell list in Fire and Ice.
Sleet Storm: (Lesser Aberrant Mark) drops many Icebolts in the spell's diameter, use the Icebolt Table but add +20 to the roll.


RELIGION

clerics and animists are replaced by Priests and Druids.  First, the Druids.

Druids

There are four types of Druids in Eberron: the Ashbound, the Gatekeepers, the Greensingers, and the Children of Winter.  Associated professions: Animists, Astrologers, Ashbound, Gatekeepers, Greensingers, Children of Winter, Rangers

Ashbound Druid
Ashbound Druids are Nature's Avengers.  They consider the use of Arcane and Essence magic to be a vile and natural act.  They also attack those that harm nature to grand degree.

Template: Semi-channeling Priest
Prime Stats: As Paladin
Possible Base Lists: Animist Base Lists, Chants, Crusade, Divine Aura, Faith's Shield, Holy Discipline, Holy Weapon, Holy Wrath, Land Forms, Tree Mastery, Vengeance
Special Skills: Ambush (O), Adrenal Deflecting (E), Propaganda (E), Tactics (E)

Gatekeeper Druid
The Gatekeepers were founded to ward off an extraplanar assault by Aberrations (mind flayers and the like).  The Gatekeepers protect Khorvaire from assault.  They are often aided by Astrologers.

Template: Pure Channeling Priest
Prime Stats: As Animist
Possible Base Lists: Animist Base Lists, Aquatic Forms, Banishments, Ceremonies, Chants, Divine Magic, Holy Element, Land Forms, Spirit Law, Spiritual Vision, Tree Mastery
Special Skills: Demon/Devil Lore (O), Reality Sense (E), Survival (E), Weather Watching (E)

Greensinger Druid
Greensingers have close ties to the fey: fairies and such.  So they tend to be a do as you please, come what may sect of druids.  Almost like a bunch of hippies, or maybe they are hippies.

Template: Channeling/Essence Hybrid Priest
Prime Stats: As Healer
Possible Base Lists: Animist Base Lists, Aquatic Forms, Ceremonies, Chants, Enchanter Base Lists, Land Forms, Spirit Law, Spirit Mastery, Tree Mastery
Special Skills: Faerie Lore (O), Reality Sense (E), Survival (E), Weather Watching (E)

Child of Winter
Druids of the Children of Winter sect embrace Death and Decay.  They have the ability to cause death and decay where ever they go.

Template: Pure Channeling Priest
Sphere of Influence: Death, Disease (page 121 of the Channeling Companion)


CHURCH OF THE SILVER FLAME
The Church of the Silver Flame is about as Monolithic and Monotheistic as you can get in Eberron. The Church of the Silver Flame is split into different sects: The Orthodox Priests who listen to the Silver Flame, the Gnostic Priests who listen to the Whispers of the Dark Flame, and the Puritans -- who are affected by either flame (but they claim it is the Silver Flame all the way).  Associated Professions: Orthodox Priest, Gnostic Priest, Puritan, Mythic, Exorcist, Crusader, Paladin

The Orthodox Priest
Template: Pure Channeling Priest
Spheres of Influence: Community, Guardianship, Light, Oracles, Redemption

The Gnostic Priest
Template: Pure Channeling Priest
Spheres of Influence: Darkness, Death, Mischief

The Puritan
Template: Pure Channeling Priest
Spheres of Influence: Community, Guardianship, Light, Oracles, Redemption

Exorcist of the Silver Flame
A conversion of the Prestige Class into an actual Rolemaster Profession.  Exorcists of the Silver Flame are dedicated to fighting evil across Khorvaire.  The Exorcists are leading this fight against supernatural evils. They use spells that cast out demons and devils.

Template: Semi-Channeling Priest
Prime Stats: As Paladin
Possible Base Lists: Banishments, Crusade, Divine Aura, Faith's Shield, Holy Defenses, Repulsions
Special Skills: Demon/Devil Lore (O), Diplomacy (E), Leadership (E), Public Speaking (E)


THE SOVEREIGN HOST

Worshipped as a whole, the Soveriegn Host is represented by the Cleric.

Arawai
Template: Pure Channeling Priest
Spheres of Influence: Agriculture

Aureon
Template: Essence/Channeling Priest
Spheres of Influence: Magic, Rulership

Balinor
Template: Channeling Priest
Spheres of Influence:  Hunting

Boldrei
Template: Channeling Priest
Spheres of Influence: Community

Dol Arrah
Template: Channeling Priest
Spheres of Influence:  Redemption
Also served by: Paladins and Crusaders

Dol Dorn
Template: Channeling Priest
Spheres of Influence: Competition

Kol Korran
Template: channeling priest
Sphere of Influence: Prosperity

Olladra
Template: Channeling Priest
Spheres of Influence: Healing

Onatar
Template: Channeling Priest
Sphere of Influence: Crafts

THE DARK SIX

The Devourer
Template: Channeling Priest
Sphere of Influence: Death, Oceans, Thunder
Also served by: Sorcerers

The Fury
Template: Channeling Priest
Sphere of Influence: Passion (Love turned rotten)

The Keeper
Template: Channeling Priest
Sphere of Influence: Death

The Mockery
Template: Channeling Priest
Sphere of Influence: War
Also served by: Evil Charletonian Monks

The Shadow
Template: Channeling Priest
Sphere of Influence: Darkness, Night

The Traveler
Template: Channeling Priest
Sphere of Influence: Fate, Destiny
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Offline Ido Tamir

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Re: Revised Eberron Conversion
« Reply #11 on: June 16, 2009, 09:28:57 AM »
Hi,

Can I (humbly) suggest that all this great conversion material will be available in PDF form to download?

Just an idea ;D

Ido

Offline Elton Robb

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Re: Revised Eberron Conversion, PT 5
« Reply #12 on: June 16, 2009, 09:45:43 AM »
More Religions!!!

THE BLOOD OF VOL

The Blood of Vol is a religion dedicated to living beyond the grave.  The worshippers of the Blood of Vol believe that they can extend life eventually. Unsurprising that the Blood of Vol contains a number of Necromancers.  Associated Professions: Necromancer (see Channeling Companion), Knight of the Emerald Claw (Paladin or Fighter with the Secret Society Member or Zealot training packages).


THE PATH OF LIGHT
The Path of the Light is the Kalashtar religion.  It's adherents are trying to pass the Age of Dal Quor; from an Age of Nightmare and Darkness to an Age of Day and Dream.  Most of the officiating priests are Mentalists, Seers, or Mystics.  However, some priests do channel.

Template: Mentalism/Channeling Hybrid
Prime Stats: As Astrologer
Possible Base Lists: Chants, Divine Aura, Holy Discipline, Holy Trances, Mentalist and Seer spell lists
Special Skills: Meditation (O), Cleansing Trance (E), Healing Trance (E), Sleep Trance (E)

THE UNDYING COURT
The Undying Court is also served by Necromancers.  But unlike the Blood of Vol, the Undying Court attracts good Paladins and Crusaders.  See the Channeling Companion for the Necromancer and Crusader templates.

THE PATH OF INSPIRATION

The Quori know that Religion is the opiate of the people.  So they invented a "fake" religion to handle the people of Riedra's spiritual needs. This is the Path of Inspiration, a religion that revolves around Life and reincarnation.

Template: Mentalism/Channeling Hybrid
Prime Stats: As Astrologer
Possible Base Lists: Chants, Divine Aura, Holy Discipline, Holy Trances, Life Mastery, Protections, Mentalist and Seer spell lists
Special Skills: Propaganda (O), Public Speaking (E), Diplomacy (E), Leadership (E)


THE WAY OF THE ANCESTORS
The Valanar are heavily involved in Ancestor Worship.  In fact, the Valanar Elves that came from Arenal during the Last War had a sect of the Undying Court that broke away when the Elves declared their independence from Cyre.

Template: Pure Channeling Priest
Sphere of Influence: Ancestors
-----------------------------
« Last Edit: June 16, 2009, 09:53:51 AM by Elton Robb, Reason: Adding two more!! »
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #13 on: June 16, 2009, 09:46:28 AM »
Hi,

Can I (humbly) suggest that all this great conversion material will be available in PDF form to download?

Just an idea ;D

Ido

I think the only place I can safely store a PDF for download is either the Guild Companion or Keith Baker's website.
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Offline Elton Robb

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Re: Revised Eberron Conversion, PT 6
« Reply #14 on: June 16, 2009, 11:01:53 AM »
ARTES DE MARS!
(Yeah Baby!!)

For as long as there was War in Khorvaire, there will be always new techniques for killing people developed.  This is quite unavoidable, since someone somewhere will develop an Art of Mars.  The Arts of Mars in Khorvaire are varied, but they are either Unarmed or Armed.  The Martial Arts of Khorvaire include: Karrnathi Swordsmanship, Rekkenmark Fencing, Karrnathi Longbowmanship, Cyrian Swordsmanship, Ragewild Fighting (Shifter Unarmed Martial Arts), Dancing with Shadows (Kalashtar Unarmed art), Battleshifter Art (Shifter martial art), Karrnathi Pankration (Karrnathi Unarmed Martial Art), Aundairian Battle Magic (Aundairian Martial Art), Thoughtshifting (Kalashtar Martial Art for Soulknives), Brellish Fencing (Brelander Weapon Art), Thranish Swordsmanship (Thrane Martial Art), Valanar Swordsmanship, Valanar Longbowmanship, Talenti Boomerang Throwing (Halfling Weapon Art).

THE KAARNATHI MARTIAL ARTS

KARRNATHI PANKRATION
Basic Martial Arts Style [25 Style Points]
Description --- Originally developed in Sarlona, and further refined when the humans came to Khorvaire; Karrnathi Pankration is a no holds barred, dynamic martial art that is similar to certain aspects of Kung-fu and Grecco-Roman Wrestling.  It's very detailed, and is often taught to new Karrnathi swordsmen as part of their training in the Arts of War.  It's no holds barred: so you can do anything except gouge one's eyes out.

Recommended Skills -- Martial Arts Striking, Martial Arts Sweeping, Boxing, Wrestling, Adrenal Defense

Martial Arts Abilities [Core] --- Lesser Adrenal Defense [10 points], Martial Arts Striking -- Rank 2, Martial Arts Sweeps -- Rank 2, Martial Arts Locking Holds -- Rank 3 [10 points]; +1 to initiative rolls [5 points]


KARRNATHI SWORDSMANSHIP
Advanced Weapon Style [50 style points]
Description --- Human Swordsmanship was first developed in Sarlona thousands of years ago.  From the time that it came to the Lhaazar Principalities and into Karrnathi it was developed into a dynamic, fluid, energetic art where a Karrn depended on his sword to protect him and his family from invaders.  When Karrnathi was finally established, the art lived and thrived and took on a life of it's own during the War of the Mark.  When the Kingdom of Galifar was established, Karrnathi Swordsmanship became the ancestor of all modern human Khorvairese weapon arts.

Recommended Skills --- War Mattock, Halberd, Broadsword, Dagger, Longsword, Short Sword, Falchion, Bastard Sword, Two-Handed Sword, Great Sword, Wrestling, Boxing, Adrenal Defense, Feinting, Disarm Foe [1h weapons and 2h weapons]

Weapon Style Abilities [Core] --- All bladed weapons [10 points], War Mattock [5 points], Halberd [5 points], Adrenal Defense, Lesser [10 points], Shield Training [20 points]

Special Ability ---
     Half Swording --- A person trained in this art may use his sword as a Hammer or a Staff by holding the blade to defend himself or attack.  Half-swording allows one to use Krush as an alternate critical at a -5 penalty (if one is using 2003 edition of Arms Law).

REKKENMARK FENCING
Advanced Weapon Style [35 Style Points]
Description --- Rekkenmark Fencing was developed at the Rekkenmark Academy as a gentleman's martial art.  Meaning that the fencing art is taught to nobles of the 5 nations and the Dragonmark Houses.  There are several styles of Rekkenmark Fencing, and the style is used in Gang Warfare as well as personal duels of honor.  People taught can be dashing rogues or rough and tumble fighters.  The art has spread to all of Khorvaire, except for the Demon Wastes and Breland; where they have developed their own style of fencing.

Existing Styles from the Martial Arts Companion: Use Classic Fencing, page 41 of the Martial Arts Companion.

KARRNATHI LONGBOWMANSHIP
Advanced Weapon Style [45 style points]
Description --- The best wood for the longbow actually comes from the Eldeen Reaches far to the west of Karrnathi.  However, ranged fighting was redeveloped and refined in Karrnathi.  The Longbow techniques are taught all around Khorvaire, although the Khoravar Elves have recently been learning Valenar Longbowmanship as of late.  The primary weapon used in Longbowmanship is the Eldeen Longbow.

Recommended Skills -- Longbow weapon skill, Longsword Weapon Skill, Dagger Weapon Skill, Feinting, Adrenal Concentration
Weapon Style Abilities [Core] --- Longbow Attack [ 5 points], Longsword attack [5 points], Dagger attack [5 points], Movement [10 points], Reloading, Greater [20 points]
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #15 on: June 16, 2009, 01:16:04 PM »
More Artes de Mars!!

BRELLISH FENCING
Basic Weapon Style [20 Style Points]
Description -- During the Last War, while Breland was advancing the ideas of Democracy and Personal Freedom; it would trade alliances with Karrnath every ten years or so.  Sometimes Breland would be allied with Cyre, other times Thrane or Aundair.  During those times, Breland was unable to send its nobles to study at the Rekkenmark Academy.  As a result, Breland developed it's own Fencing art that reflected personal freedom and democracy.

Exsiting Martial Art Styles --  Use Italian Fencing for Brellish Fencing.


CYRAN SWORDSMANSHIP
Advanced Weapon Art [60 style points]
Description ---  During the Last War, battles with the Karrnathi skeletons and zombies had forced the Cyran military to develop new martial arts for its human and Warforged armies.  The new weapon art devised was Cyran Swordsmanship, and it was mainly developed to be used with the broadsword, longsword, or dagger.  The style is one that allows a Cyran Swordsman to avoid blows with the Undead and deliver devastating blows against their unliving opponents.  Whereas Karrnathi Swordsmanship is brutal and dynamic, Cyran Swordsmanship is very fluid with a lot of Adrenal Defense moves built in.  Comparing the two arts is like comparing an elegant, high quality Italian gellato with American ice-cream.

Recommended Skills --- Longsword skill, Broadsword Skill, Dagger Skill, Adrenal Balance, Adrenal Defense, Feinting, Disarm Foe (1H foe).
Weapon Art Abilities [Core] --- Longsword Attack [5 points], Broadsword attack [5 points]. Dagger attack [5 points], +1 to Critical Rolls [15 points], Adrenal Defense, Greater [30 points]

Special Abilities
   Half Swording --- A person trained in this art may use his sword as a Hammer or a Staff by holding the blade to defend himself or attack.  Half-swording allows one to use Krush as an alternate critical at a -5 penalty (if one is using 2003 edition of Arms Law).


DANCING WITH SHADOWS
Advanced Martial Art [50 style points]
Description --- Dancing with Shadows is a Kalashtar martial art devised in Adar.  It is fully described in Races of Eberron.
Recommended Skills --- Martial Arts Striking, Martial Arts Sweeping, Nerve Strikes, Adrenal Defense, Feint, Meditation, Stunned Maneuvering
Martial art Abilities --- Martial Arts Striking rank 3, Martial Arts Sweeps rank 3, Nerve Strikes rank 4 [10 points]; Adrenal Defense, Greater [20 points], All Around Attack [10 points], All Around Defense [10 points]

Special Maneuvers --
     Flowing Motion, Still Mind --- After fighting defensively for one round, the Dancer with Shadows gains a +6 bonus to his Stunned Maneuvering skill that continues as long as he fights defensively.
     Graceful Lunge --- After fighting defensively for one round, the Dancer with Shadows gain an OB bonus equal to his Defensive Bonus in the previous round.
     Lingering Defense -- After fighting defensively for one round, the Dancer with Shadows that uses this option gains a +10 bonus to his Adrenal Defense skill.


BATTLESHIFTER STYLE
Basic Martial Arts Style [30 style points]
Description --  Battleshifter training is an unarmed martial art.  It looks like the Tiger style, except it takes advantage of the Shifter's natural weapons (if any).  It is fully described in Races of Eberron.
Recommended Skills --- Adrenal Toughness, Adrenal Strength, Martial Arts Striking, Martial Arts Sweeps, Adrenal Defense, Feinting, Claw attack (if applicable), Horn Attack (if applicable)
Martial Arts Abilities [Core]--- Lesser Adrenal Defense [10 points]; Degree 3 martial arts striking attack and Degree 2 martial arts Sweeping attack [5 points]; +10 bonus to Adrenal Strength maneuvers [5 points], +10 bonus to Disarm Foe (1h-edged) maneuvers [10 points]

Special Maneuvers
     Tiring Defense -- The Battleshifter stylist must fight defensively for two consecutive rounds.  Any creature that attempts to strike against you in both defense becomes fatigued, provided you striked it at least once during those two rounds.  The enemy will become exhausted after an additional two rounds of fighting.  Also, if the person fighting you is already fatigued, he becomes exhausted instead.  See the RMSR or RMFRP for rules on fatigue and exhaustion.
     Exploit Weakness -- To use this maneuver, the Battleshifter stylist's opponent must be fatigued, exhausted, dazed, or dazzled.  If the stylist strikes, he can cause an Extra Critical of 1 lesser severity.
     Reposte -- The Battleshifter stylist must be fighting defensively when using this maneuver.  When your opponent uses a full attack option against you but fails to hit you, You can spend 1 fate point to put all your DB into your OB to make a full attack immediately afterwords.


BRUTE FIGHTING
Advanced Weapon Art [60 points]
Description --- A weapon art designed especially for Warforged by Warforged.  During the Last War, with the brutal attacks made by the Karrnathi and Thrane armies, the Warforged barbarians and fighters developed this martial art to counter them.  It is a brutal style, more brutal than Karrnathi swordsmanship.  Designed for use with two-handed weapons, a Warforged trained in this weapon style is furious.

Recommend Skills --- All two handed weapon skills, Adrenal Strength, Adrenal Toughness, Feint, Disarm Foe
Weapon Style Abilities [Core] --- 2 Handed weapon category attack [20 points], +10 bonus to Adrenal Strength [15 points], +5 bonus to Adrenal Toughness [10 points], Weapon-breaker [10 points], -1 to fumble range [5 points]

Special Abilities -- The Brute Fighting stylist has a couple of special maneuvers.
       Combat Momentum -- If you deal damage to a foe with a charge attack (i.e. sacrifice all DB to OB), and the opponent then fails to hit you before your next turn, then you gain a +5 OB bonus against that opponent on your next turn.
        Dispatch the Fallen --- If you sucessfully bullrush or overrun a foe, any melee attack against that foe with a two-handed weapon on your next turn allows you do to an additional Critical Strike of 1 lesser severity.
        Frenzied Attack --- If you successfully hit a foe with 1/4th of your OB allocated to DB, you gain a +10 bonus to OB on all attacks you make against that foe with the same weapon for the rest of the round.


DISTURBING VISAGE
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Offline Elton Robb

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Re: Revised Eberron Conversion, PT 7
« Reply #16 on: June 16, 2009, 11:52:09 PM »
THE WAY OF THE DISTURBING VISAGE
Basic Weapon Art [25 style points]
Description ---  A martial art that includes banter and scary changes; this is a Changeling Martial Art.  After all, it incorporates much shapechanging.  The Martial Art was first made during the War of the Mark, and then perfected during the years afterwards.  The Art is about misdirection than about war; but the changeling that uses it can save his life.  The martial art involves changing your features or your body many times to get an advantage against your opponent.  A picture of a Changeling using the Way of the Disturbing Visage is found here.

Recommended Skills --- Short Sword, Dagger, Broadsword, Ambush, Bribery, Duping, Disguise, Begging
Weapon Art Abilities [Core] --- all blade weapons attack [10 points]; +5 bonus to Ambush [5 points]; +5 bonus to Duping [5 points]; +5 bonus to Begging [5 points]

Special Abilities
        Cringe --- The Disturbing Visage stylist can change his features to appear weak and unworthy of his foe's best efforts.  To use this manuever, one must use his minor change shape ability and take a full defensive stance.  He then uses his begging skill.  If the begging skill does succeed, then the opponent takes a -15 penalty to his OB for one minute.
        Taunt ---  The Disturbing Visage stylist may change himself into an image that can mock an opponent.  You then can make a duping skill maneuver against your opponent.  If you are successful, then your foe takes a -5 OB penalty for one minute.
        Unnerve --- A Disturbing Visage stylist may change himself into a terrifying foe.  to use this maneuver, one must hit the target creature with an attack and use the minor shapechange ability in the same round.  You then make a Duping skill maneuver, if the maneuver is successful then your foe takes a -10 penalty to DB for one minute.


THOUGHTSHIFTING
Advanced Weapon Art [60 Style Points]
Description --- Designed for soulknives (Kalashtar paladins or magents who take the Soulknife training package), this Martial Art was developed by the Atavists, who lead the fight against the Dreaming Dark.  The Art is designed for Kalashtar soulknives to learn how to control their mindblades for maximum impact.  As it is continues to be refined, the Thoughtshifting weapon art shows to be fast, fluid, and brutal.

Recommended Skills --- Mind blade attack skill, Feint, Disarm Foe (1h bladed), Adrenal Defense, Meditation
Weapon Art Abilities [Core] ---- Mindblade attack [5 points], +2 to Initiative Rolls [10 points], Adrenal Defense, Lesser [10 points], All Around Attack [15 points], All Around Defense [15], +10 bonus to Disarm Foe (1-handed Bladed) [5 points]

Weapon Art Maneuvers
         Burrowing Blade --- To use this maneuver you must make a full attack with your mindblade against an opponent using a shield.  In the following round, you may expend a power point to allow your next mind blade attack to ignore your foe's Shield DB bonus.
         Nemesis --- This maneuver allows the Thoughtshifter to adapt his mind blade to his opponent.  He must make at least one attack against the same foe for two consecutive rounds.  In the next round,  you can spend one power point to adapt your weapon to your foe, recieving a +2 bonus to your Mind Blade's OB.  However, you take a -2 penalty to your mind blade's OB against another foe.  This effect lasts until you restore the balance of your blade.
         Shifting Blade --- To use this maneuver, the thoughtshifter makes a melee attack with his mind blade against a specific foe.  On a melee attack against the same foe in the next round, you can spend a power point to change the shape of your mind blade to deliver an alternate critical (Puncture, Krush, Raking, Plasma, or Slash) until the start of your next turn.


Ragewild Fighting
Advanced Martial Art [35 Style Points]
Description --- This martial art was the first to be developed by Shifters in Sarlona about 200 to 300 years after they came into being.  The art is merciless, designed to allow the Shifter to completely call his animal side during fighting.  An unarmed martial art, it relies on brute strength to shatter your foes.  Ragewild fighting is given a more exacting description in Races of Eberron.

Recommended Skills ---- Martial Arts Striking, Claw Attack [if Applicable], Bash attack [if Applicable], Martial Arts Sweeps, Nerve Strikes, Adrenal Strength, Frenzy
Martial Art Abilities [Core] ---  Martial Arts Striking Attack rank 4, Martial Arts Sweeps Rank 2, Nerve Strikes rank 1 [10 points], +1 initiative bonus [5 points], +15 bonus to Frenzy [10 points], All Around attack [10 points]

Special Maneuvers
        Instinctive Strike --- Ragewild stylists know that the magic wielded by many of the planet's powerful creatures can confuse the mind and cloud a warrior's judgement.  Whenever you fail a resistance roll against a spell, you can make a single attack immediately before the spell takes effect.
        Rattle the Weakling --- Ragewild stylists can use a technique to hit the target creature with a melee attack.  Any creature of your size or smaller hit by this attack must make a Resistance Roll or be dazed for a round.
         Brutal Charge ---  To use this maneuver, the Ragewild fighter must charge a foe and successfully hit him.  If the charge attack hits, you can modify your critical strike by your Strength bonus.
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #17 on: June 17, 2009, 12:48:49 AM »
VALANAR CAVALRY TRAINING
Advanced Weapon Art [35 style points]
Description --- The Valanar elves have developed the scimitar and the double bladed scimitar; and developed a weapon art in order to be the unparalleled masters of this beautiful weapon.  The art was first developed in Arenal, on horses.  And Valanar Cavalry training was refined until its ultimate test in Cyre during the Last War.  The Valanar elves ride the steppes of Valanar using this weapon and training with this weapon in Cavalry drills.

Recommended Skills ---- Scimitar skill, Double bladed Scimitar skill, Mounted Combat, Two-Weapon Fighting, Feint, Riding
Weapon Art Abilities [Core] --- Scimitar [5 points]; Double Bladed Scimitar [5 points]; -2 to fumble range [10 points]; +10 bonus to Feint (armed) [5 points]; +10 bonus to Mounted Combat [10 points]


VALANAR SHORTBOWMANSHIP
Advanced Weapon Art [45 Style Points]
Description --- Designed to be used in cavalry, the Valanar Short Bow is a recurve bow similar in design to that of Ghengis Khan's cavalry bow.  Made of bone, wood, and sinew, the Valanar Shortbow had proved deadly against a number of armies.  Valanar elvish cavalry archers support the Valanar cavalry during battle by releasing a hail of arrows.  Unlike the Longbowmen of Karrnath who have to stand still or walk during battle, the Shortbowmen of Valanar are trained to shoot on horseback.

Recommended Skills --- Shortbow attack, Mounted Combat, Meditation, Riding
Weapon Style Abilities --- Short Bow attack [5 points]; +2 to initiative rolls [10 points]; -1 to fumble range [10 points]; Movement [10 points]; Reloading, Lesser [10 points]

AUNDAIR SPELLSWORDSMANSHIP
Advanced Weapon Art [40 style points]
Description --- Aundair is the home of the Arcane Congress, and while ruled by a mundane Queen, it is also the home to many of Khorvaire's Essence and Arcane users.  During the Last War, soldiers who knew magic were trained and sent towards the frontlines.  The first battles combining magic with weaponry was very sloppy on Aundair's part.  However, as the Last War dragged on, Aundair's magic using soldiers developed their own weapon art combining Spell and Sword.  Battles were being won by these "Warrior Mages" that combined magic with steel. Now, after the Last War, the weapon art is still being taught and refined.  As new "Warrior Mages" are trained, so too grows this new art of Spellswordsmanship.

Recommended Skills --- 1-handed edged Weapon Category skills, Directed Spells, Feint, Transcend Armor

Weapon Art Abilities [Core] --- 1 handed Edged Weapon Category attack [20 points]; -1 to fumble range (melee) [5 points]; +5 bonus to Directed Spells [5 points]; +5 bonus to Transcend Armor [10 points]


THRANISH SWORDSMANSHIP
Basic Weapon Style [20 points]
Description -- Thranish Swordsmanship is learned by every Crusader and Paladin in the field.  Descended from Karrnathi Swordsmanship, the weapon art is necessarily simplified with religious dogma added.  The sword is seen as a spiritual weapon by the Thranish Paladin, and as such as a holy aspect of their religion.  Thranish swordsmanship is simplified to a cutting style and is restricted to Two-handed Swords and Broadswords.

Recommended Skills --- Two-handed Sword, Broadsword, Feint, Meditation, Religion lore
Weapon Style Abilities [Core] --- Two-handed Sword Attack [5 points], Broadsword attack [5 points], +2 bonus to Initiative [10 points]


TALENTI BOOMERANG THROW
Basic Weapon Art [25 style points]
Description --- A weapon art developed by the Halflings of the Talenta Plains, there is an art to throwing the war boomerang.  The halflings, while hunting and domesticating dinosaurs for riding, developed the boomerang for hunting their prey.  Its an effective weapon designed to be thrown and to return to the thrower.  But as conflicts with enemies such as humans, undead, and Valanar elves has shown; the Talenta Halflings had developed the war boomerang.  First they applied their hunting techniques, but they had refined their techniques over the many years until they are feared masters of this weapon.

Recommended Skills --- Boomerang, Adrenal Balance, Adrenal Deflecting
Weapon Style Abilities [Core] --- Boomerang attack [5 points]; +5 bonus to Adrenal Deflecting [10 points]; +5 bonus to Adrenal Balance [10 points]
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #18 on: June 17, 2009, 01:03:07 AM »
Okay that's probably not all the Artes de Mars of Khorvaire.  But, it's a good start. ;)
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Offline Elton Robb

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Re: Revised Eberron Conversion
« Reply #19 on: June 17, 2009, 07:55:59 AM »
Oopsie, forgot the Dragon Below...

Dragon Below Cultist
Template: Channeling/Mentalism
Prime Stats: As Astrologer
Possible Base Lists: Chants, Solid Manipulation, Land Forms, Mind Death, Mind Destruction, Mind Disease
Special Skills: Survival (Underground) (O), Caving (E), Propaganda (E), Seduction (E)

--------------------------------------------------------------

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