Eberron

Adaptation of the pulp fantasy setting to True20, material mostly from drobertson on True20 forums.

BACKGROUNDS

HUMAN
Same as True 20 handbook

CHANGELING
• Ability Adjustments: None.
• Bonus Feats: Talented (Bluff and Sense Motive)
• Minor Change Shape: A changeling can assume the shape of any Small or Medium humanoid. A changeling can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a changeling reverts to its natural form when killed. A use of the True Vision supernatural power reveals its 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 and they gain the shapechanger subtype.
• Favored Feats: Choose any two feats as the character’s favored feats. These feats are available to the hero regardless of role.

DWARF
Same as True 20 handbook

ELF
Same as True 20 handbook with the following exception
• Favored Feats: Choose one supernatural power (This power is considered arcane magic).

GNOME
Same as True 20 handbook with the following exception
• Favored Feats: Fascinate and Favored Opponent (goblins or kobolds) or choose one supernatural power (This power is considered arcane magic).

GOBLINOIDS
Goblins:
• Ability Adjustments: -1 Strength, +1 Dexterity, -1 Charisma.
• Size: Small
• Bonus Feats: Improved Speed, Night Vision, Talented (Notice & Search).
• Bonus Skill: Goblins gain Ride as a bonus skill.
• Favored Feats: Favored Opponent (gnomes), Sneak Attack
Hobgoblins:
• Ability Adjustments: +1 Constitution, -1 Wisdom
• Bonus Feats: Night Vision, Weapon Training.
• Bonus Skill: Hobgoblins gain Stealth as a bonus skill.
• Favored Feats: Inspire, Master Plan

HALF-ELF
Same as True 20 handbook

HALF-ORC
Same as True 20 handbook

HALFLING
Same as True 20 handbook

KALASHTAR
• Ability Adjustments: None.
• Bonus Feats: Attractive, Iron Will, Light Sleeper.
• Favored Feats: Choose one supernatural power (kalashtar treat their total level as their adept level for this power. This power is considered psionic magic).

ORC
• Ability Adjustments: +2 Strength, -1 Intelligence, -1 Charisma.
• Bonus Feats: Endurance, Night Vision, and Track.
• Favored Feats: Cleave and Rage.
• Light Sensitivity: Orcs suffer a -1 penalty to attack rolls in bright sunlight or the equivalent.
• Scent: Orcs gain the scent special ability.

SHIFTER
• Ability Adjustments: +1 Dexterity, -1 Intelligence, -1 Charisma.
• Bonus Feats: Night Vision, Talent (Climb and Jump)
• Shifting: Shifters can tap into their lycanthropic heritage to gain short bursts of physical power. This burst of power is superficially similar to a rage. Each shifter has one of several different shifter traits-characteristics that manifest themselves when a character is shifting. Shifting lasts for five rounds, after which the shifter is fatigued for five rounds. A shifter may shift once per day at 1st level, and an additional time per day for every four total levels (twice at 4th level, three times at 8th level, and so on). You may spend a point of Conviction to use shifting an additional time that day.
- Beasthide: +1 Constitution, +1 bonus to Toughness saves.
- Dreamsight: +1 Wisdom, Beast Link power.
- Gorebrute: +1 Strength, Natural Attack (Horns or tusks) +3 damage on a charge.
- Longtooth: +1 Strength, Natural Attack (bite) +2 damage.
- Cliffwalk: +1 Dexterity, Challenge (fast task; climb) feat.
- Razorclaw: +1 Strength, Natural Attack (claw) +1, can be used as light off-hand attack.
- Swiftwing: +1 Dexterity, Fly at normal movement rate, but only if carrying a light load.
- Truedive: +1 Constitution, +8 on swim checks.
- Longstride: +1 Dexterity, Improved Speed feat.
- Wildhunt: +1 Constitution, the Scent special ability.
• Favored Feats: Rage and Evasion

WARFORGED
• Ability Adjustments: +1 Constitution, -1 Wisdom, -1 Charisma.
• Bonus Feats: Improved Strike, Tireless, Tough*
• Living Construct Subtype*: A warforged possesses the living construct subtype.
- A warforged is immune to poison, sleep effects, paralysis, stunning, disease effects, and the Imbue Unlife supernatural power.
- A warforged cannot heal naturally. They must be repaired using the craft (repair) skill.
- Anyone attempting to use the cure power on a warforged, gains a -4 penalty against the attempt.
- The Metal Shaping power
can be used in lieu of the cure power on warforged. (No penalty using this ability).
- A warforged immediately stabilizes when reduced to “dying” status on the damage track.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable powers and supernatural items.
• Favored Feats: Composite Plating, Fortification

  • Warforged are created with metal plating, which is represented by the Tough feat.

** Power located in Worlds of Adventure.
***The living construct subtype should be given enough possitives and negatives that it equals out as a kind of a free be. An elf is a humanoid. A warforged is a living construct.

RACIAL FEATS

Composite Plating (Warrior/Racial)
Prerequisite: Warforged, Can only be taken at 1st level.
Warforged are covered in a hard protective plating from the day they were constructed. Due to the different effects of different types of plating, warforged come in many different varieties.

Composite Plating Types
Body Type Toughness Bonus
Adamantium +6
Ironwood +2
Mythril +4
Psicrystal +0

This composite plating occupies the same space on a body that a suit of armor or a robe does, and thus a warforged cannot gain the benefits of a magical suit of armor or magical robes. Below is a description of the plating types:
• Adamantium: At the cost of mobility, a warforged can be crafted with adamantium plating that provides formidable protective armor.
• Ironwood: This plating is made from hard Ironwood, giving the warforged a natural connection to the world, thus allowing them to use nature magic.
• Mythril: A warforged crafted with mythril plating is provided some protection without hindering gracefulness.
• Psicrystal: The rare warforged crafted with trace amounts of psionically resonant deep crystal, are provided with a pathway to psionic power. This type of composite plating gives a +1 bonus to power checks for the warforged.

Daylight Adaptation (General)
Prerequisite: Light blindness or light sensitivity
You no longer suffer any penalties due to bright lights or sunlight.

Extra Shifter Trait (General/Racial)
Prerequisites: Shifter
Select a second shifter trait from those listed in backgrounds. You manifest all the benefits of the secondary trait except for the temporary bonus to an ability score.

Fortification (Warrior/Racial)
Prerequisite: Warforged or living construct subtype
You have been fortified against unexpected attacks. When a critical hit or sneak attack is scored on a warforged, the warforged makes a Toughness save, with a +4 bonus, against this extra damage (Difficulty 15 + the extra damage). If the save is successful the warforged ignores this extra damage and gets to make his regular Toughness save as normal.

Gestalt Anchor (Adept/Racial)
Prerequisite: Kalashtar, base Will save +3
While with 60 feet of a kalashtar ally, you and all of your kalashtar allies with this range gain a +2 bonus to initiative and Reflex checks.

Improved Fortification (Warrior/Racial)
Prerequisite: Warforged or living construct subtype, Fortification, +6 base combat bonus
You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits. With this feat, you also lose the ability to be healed with cure spells.

Natural Attack (General/Racial)
Prerequisite: Changeling, Shifter, or Warforged
You have some form of improved natural attack, such as horns, claws, bite, or something else like a slam attack. You have a +1 to your unarmed damage when attacking with said item. Increase this by an additional +1 for each additional time you take this feat, up to a maximum of twice your natural damage bonus from Strength.

Reactive Shifting (Expert/Racial)
Prerequisites: Shifter, Improved Initiative
You can activate your racial shifting ability as an immediate action, allowing you to begin shifting even when you are flat-footed or when it’s not your turn.

Shifter Agility (General/Racial)
Prerequisite: Shifter with cliffwalk, longstride, or swiftwing trait, +6 base combat bonus
You gain a +1 bonus to your Dexterity while shifting.

Shifter Dreamsense (General/Racial)
Prerequisite: Shifter with dreamsight trait, +6 base combat bonus
You gain a +1 bonus to your Wisdom while shifting.

Shifter Ferocity (Warrior/Racial)
Prerequisite: Shifter, +2 Wisdom
While shifting, you continue to fight without penalty if you are disabled or dying. This benefit has the following game effects.
When disabled, you act as if you weren’t disabled. You do not fall unconscious and begin dying if you perform a standard action.
If you are dying, you do not fall unconscious. You do not need to make a Constitution check at the beginning of every round. You make a Constitution check if you fail a Toughness save for additional damage. If the check fails, you die. If you are dying and shifting ends, you must make an immediate Constitution check. If it fails, you die. If you succeed, you must make a Constitution check (DC 10) every round, or die.

Shifter Instincts (General/Racial)
Prerequisite: Shifter
Your nonvisual senses improve to such a degree that you gain a +2 bonus to your initiative checks as well as the blindsense ability out to 30 feet while shifting.

Shifter Savagery (General/Racial)
Prerequisite: Shifter with gorebrute, longtooth, or razorclaw trait, +6 base combat bonus
You can a +1 bonus to your Strength while shifting.

Shifter Stamina (General/Racial)
Prerequisite: Shifter with beasthide, truedive, or wildhunt trait, +6 base combat bonus
You can a +1 bonus to your Constitution while shifting.

REGIONS

In a game where it is more important where you are from, than your race, the region in which the character grows up is vitally important. In Eberron, there is no such thing as just an elf. You are a citizen of Breland, who happens to be an elf. You are a citizen of the Mror Holds, who happens to be a dwarf. If a Karrnathi elf is attacked by a dwarf from Thrane, and a dwarf from Karrnath walks upon the scene, he is most likely to come to the elf’s defense, being a fellow Karrnathi. A Shifter from the Eldeen Reaches may have the same background as a shifter from Aundair, but they will differ in cultural ways. In the context of the game, these differences are expressed in different available feats and the most common skills available to learn.
Regional Feats: You may replace one or both of your favored feats from your background for one or both of these.

ADAR
• Regional Feats: Magical Defense (Psionic)*, Mind Over Body.

  • See Powers section later.

AERENAL
• Regional Feats: Benefit (right of council), Magical Defense (arcane).

ARGONNESSEN
• Regional Feats: Magical Defense (Blood)*, Rage.

  • See Powers section later.

AUNDAIR
• Regional Feats: Education, Favored Opponent (Karrnath or Thrane).

BRELAND
• Regional Feats: Education, Skill Mastery.

CYRE, DISPLACED
• Regional Feats: Benefit (favored in house), Imbue Item.

DARGUUN
• Regional Feats: Darguun Marauder, Rage.

DEMON WASTES
• Regional Feats: Favored Opponent (Lords of Dust), Rage.

DROAAM
• Regional Feats: Rage, Magical Defense (arcane magic)*

  • See Powers section later.

ELDEEN REACHES
• Regional Feats: Improved Evasion, Sneak Attack.

KARRNATH
• Regional Feats: Favored Opponent (Aundair, Thrane or Valenar), Smite Opponent

THE LHAZAAR PRINCIPALITIES
• Regional Feats: Acrobatic Bluff, Sneak Attack

THE MOURNLAND
• Regional Feats: Favored Opponent (choose a humanoid race).

THE MROR HOLDS
• Regional Feats: Diehard, Favored Opponent (goblins or giants), Mror Defender

Q’BARRA
• Regional Feats: Benefit (favored in house), Favored Enemy (lizardkin)

RIEDRA
• Regional Feats: True Faith, Mind over Body.

THE SHADOW MARCHES
• Regional Feats: Swampland Warrior and Tough

THE TALENTA PLAINS
• Regional Feats: Dinosaur Hunter, Dinosaur Wrangler, Spirited Charge

THRANE
• Regional Feats: Favored Opponent (Aundair or Karrnath), Smite Opponent, True Faith.

VALENAR
• Regional Feats: Bladebearer of the Valenar, Spirited Charge

ZILARGO
• Regional Feats: Fascinate, Favored Opponent (goblins), Gnomish Deckhand

REGIONAL FEATS

Benefit (General)
• Right of Council: You have the legal and sacral right to seek advice from one of your ancestors, a deathless elf in Aerenal’s city of the dead. You must be an elf or half-elf to select this benefit.
• Favored in House: You wield some influence within your dragonmarked house. You gain a +4 bonus to diplomacy for rolls with your connected feat as long as those you are trying to get help from are within your dragonmarked house. You must be a member of the appropriate dragonmarked race and house to gain this feat.

Bladebearer of the Valenar (Warrior/Racial)
Prerequisite: Elf, Weapon Training, region of origin Valenar
You treat the Valenar double scimitar as a martial weapon. You also gain a +1 bonus to damage when using a scimitar, falchion, or Valenar double scimitar while mounted.

Darguun Mangler (Warrior/Racial)
Prerequisite: Goblinoid, Weapon Training, region of origin Darguun
You treat the dire flail and the spiked chain as martial weapons. You also gain a +1 bonus to damage when using a flail, heavy flail, dire flail, or a spiked chain when if you have not moved during the round of the attack.

Dinosaur Hunter (Expert/Racial)
Prerequisite: Halfling, Knowledge (life sciences) 1 rank, Survival 1 rank, region of origin Talenta Plains.
You gain a +2 bonus on Knowledge (life sciences), Notice, and Survival checks when using these skills against dinosaurs. You also get a +1 damage bonus against them.

Dinosaur Wrangler (Expert/Racial)
Prerequisite: Halfling, Handle Animal 1 rank, region of origin Talenta Plains.
You possess a special bond with dinosaurs. You gain a +4 bonus on Handle Animal and Ride checks when dealing with dinosaurs.

Gnomish Deckhand (Expert/Racial)
Prerequisite: Gnome, Acrobatics 5 ranks, Knowledge (earth sciences) 3 ranks, region of origin Zilargo.
You are a quite at home on a moving ship. As long as you are aboard any sea or air going vessel, you gain a +1 bonus to your base combat bonus.

Mror Defender (Warrior/Racial)
Prerequisite: Dwarf, Weapon Training, region of origin Mror Holds
You treat the dwarven waraxe and the dwarven urgrosh as martial weapons. You also gain a +1 damage bonus when making an attack roll with a battleaxe, warhammer, dwarven waraxe, or dwarven urgrosh when if you have not moved during the round of the attack.

Plains Hunter (Warrior/Racial)
Prerequisite: Halfling, Weapon Training, region of origin Talenta Plains.
You treat the Talenta sharrash, the Talenta tangat, and the Talenta boomerang as martial weapons. You gain a +1 damage bonus to any of these weapons as long as you are mounted.

Swampland Warrior (Warrior/Racial)
Prerequisite: Orc or Half-orc, Weapon Training, region of origin Shadow Marches
You treat the orc double axe as a martial weapon, and you gain a +1 damage bonus when you use a battleaxe, greataxe, or orc double axe as part of a charge.

Xen’drik Marauder (Warrior/Racial)
Prerequisite: Dark Elf, region of origin Xen'drik
You treat the dark elf boomerang, the scorpion chain, and the dark elf long knife as martial weapons. You also get a +1 damage bonus when using them after you have moved more than 5 feet.

DRAGONMARKS

Eberron is seeped to its core in magic. Everything is suffused with it. And when it manifests on one of the seven common races of Khorvaire, it is called a dragonmark. Dragonmarks are intricate skin patterns, to elaborate to be a birthmark, that grant it bearer magical powers. The bearers of these marks have formed 12 great merchant houses, each associated with one of the marks.
Each dragonmark appears among the blood relatives of one of the families. No one outside this family, let alone race, can ever bear this mark. Not every member of this family possesses one of these marks, but they pass along their blood to their children, who may one day bear this mark.
Dragonmarks grant the individual powers and have three stages on which they appear on their bearer; Least, Lesser, and Greater. The more in tuned with their dragonmark they become, the more intricate it appears on their body, the more powerful the dragonmark becomes.

Game Effects: The Least Dragonmark, Lesser Dragonmark, and Greater Dragonmark feats grant powers to the characters that have the marks. If more than one power is mentioned in the stat block then the character must choose which ability he is granted and it becomes permanent (the Least Dragonmark feat also grants a skill bonus). The character treats his total level as their adept level for this power up until the maximum rank of the feat is achieved. In order to raise the rank past the maximum rank of the current dragonmark, the character will need to purchase the next most powerful dragonmark feat. All dragonmarks use Charisma as their Key Ability and all power associated with dragonmarks are considered fatiguing.

DRAGONMARK FEATS

LEAST DRAGONMARK [GENERAL]
Prerequisite: Member of the appropriate dragonmarked race and house.
You gain the least dragonmark and the use of one power associated with that mark.
You may use your total level as your adept level for this power until 6th level, at which the power of this mark is reached. Rank 9 is as powerful as this mark may get.
A saving throw against your dragonmark’s power is 10 + 1/2 your total level (maximum level of 6) + your Charisma.
You also gain a skill bonus depending upon the nature of your dragonmark.

LESSER DRAGONMARK [GENERAL]
Prerequisite: Member of the appropriate dragonmarked race and house, Least Dragonmark, 9 ranks in any two skills.
You gain the lesser dragonmark and the use of one power associated with that mark.
You may use your total level as your adept level for this power until 9th level, at which the power of this mark is reached. Rank 12 is as powerful as this mark may get.
A saving throw against your dragonmark’s power is 10 + 1/2 your total level (maximum level of 9) + your Charisma.

GREATER DRAGONMARK [GENERAL]
Prerequisite: Member of the appropriate dragonmarked race and house, Lesser Dragonmark, 12 ranks in any two skills.
You gain the greater dragonmark and the use of one power associated with that mark.
You may use your total level as your adept level for this power until 12th level, at which the power of this mark is reached. Rank 15 is as powerful as this mark may get.
A saving throw against your dragonmark’s power is 10 + 1/2 your total level (maximum level of 12) + your Cha.

Siberys Marks: Even after thousands of years, dragonmarks are not well understood by the people of Khorvaire. Siberys marks are a complete mystery. Siberys marks are the most powerful of dragonmarks. They are clearly related to the other dragonmarks, as their appearance, and they only manifest on members of the appropriate dragonmarked race and house. However, no one who bears any of the other marks (least, lesser, or greater) ever bears this mark. This mark manifests unpredictably and very suddenly. These are the rarest of marks, and the dragonmarked houses keep a very close eye on anyone who possesses one of these marks.

HEIR OF SIBERYS [GENERAL]
Prerequisite: Member of the appropriate dragonmarked race and house, 15 ranks in any two skills, no other dragonmark feat.
You gain the Siberys dragonmark and the use of one power associated with that mark.
You may use your total level as your adept level for this power. Unlike other dragonmarks, the Siberys dragonmark has no rank limits.
A saving throw against your dragonmark’s power is 10 + 1/2 your total level + your Charisma.

Aberrant Marks: Aberrant dragonmarks occasionally appear among the dragonmarked races. This mutation is a result of the intermingling of blood of different dragonmarked families. Aberrant dragonmarks only appear in the weakest form of dragonmark. There are no lesser, greater, or Siberys aberrant dragonmarks. People who possess an aberrant dragonmark exhibit powers different from those of established dragonmark families.

ABERRANT DRAGONMARK [GENERAL]
Prerequisite: Dragonmarked race (human, half-elf, half-orc, halfling).
You gain an aberrant dragonmark and the use of one power not associated with any of the other dragonmarks.
You may use your total level as your adept level for this power until 6th level, at which the power of this mark is reached. Rank 9 is as powerful as this mark may get.
A saving throw against your dragonmark’s power is 10 + 1/2 your total level (maximum level of 6) + your Charisma.

DRAGONMARK FAMILIES

MARK OF DETECTION
The Mark of Detection grants the Half-elves of House Medani the abilities to discern the presence of threats.
The aspects of the Mark of Detection grant the following benefits:
Skill Bonus: +2 bonus to Sense Motive checks.
Powers: Enhance Senses, Second Sight, True Vision, or Visions.

MARK OF FINDING
The Mark of Finding grants the humans and half-orcs of House Tharashk bestows powers related to locating creatures or objects.
The aspects of the Mark of Finding grant the following benefits:
Skill Bonus: +2 bonus to Search checks.
Powers: Object Reading, Scrying, Sense Minds, Wayfinding*.
*Power is located in the Blue Rose Companion.

MARK OF HANDLING
The Mark of Handling grants the humans of House Vadalis powers related to the care and control of animals.
Skill Bonus: +2 Handle Animal checks.
Powers: Beast Link, Calm*, Dominate*, Summon Beast
*Mental Contact through the Beast Link power. Power only affects animals.
Power Description located in the Bestiary.

MARK OF HEALING
The Mark of Healing grants the halflings of House Jorasco healing powers.
Skill Bonus: +2 bonus to Medicine checks.
Powers: Cure, Cure Blindness/Deafness, Cure Disease, Cure Poison.

MARK OF HOSPITALITY*
The Mark of Hospitality grants the halflings of House Ghallanda powers related to rest and relaxation.
Skill Bonus: +2 bonus to Diplomacy checks
Powers: Heart Reading, Heart Shaping, Manipulate Object, Sleep
*I couldn't think of a good power that grants food. So I focused on making people comfortable.

MARK OF MAKING
The Mark of Making grants the humans of House Cannith the power to mend or fabricate material goods.
Skill Bonus: +2 bonus on Craft checks.
Powers: Earth Shaping*,Metal Shaping*, Plant Shaping, Supernatural Weapon.

  • Only the Stonecrafting ability in the Power Description.

** Only the Woodcrafting ability in the Power Description.
*** Power description located in World’s of Adventure.

MARK OF PASSAGE
The Mark of Passage grants the humans of House Orien powers related to teleportation and movement.
Skill Bonus: +2 bonus to Survival checks.
Powers: Apport, Blink, Move Object, Teleport

MARK OF SCRIBING
The Mark of Scribing grants the gnomes of House Sivis powers related to writing and communication.
Skill Bonus: 2 bonus languages.
Powers: Illusion, Mind Touch, Truth Reading

MARK OF SENTINEL
The Mark of Sentinel grants the humans of House Deneith powers related to the defense and protection of others.
Skill Bonus: +2 bonus to Sense Motive checks.
Powers: Combat Sense, Defend Other*, Enhance Self, Enhance Other.

  • New Power located in this description. See Below

MARK OF SHADOW
The Mark of Shadows grants the elves of House Phiarlan and House Thuranni powers of deception.
Skill Bonus: +2 on Gather Information checks
Powers: Cloud Minds*, Light Shaping, Scrying, Shadow Shaping*.

  • Power description located in the Bestiary.

MARK OF STORM
The Mark of Storm grants the half-elves of House Lyrandar powers to manipulate wind, water, and weather.
Skill Bonus: +2 bonus to Acrobatics checks.
Powers: Elemental Resistance, Water Shaping, Weather Shaping, Wind Shaping.

MARK OF WARDING
The Mark of Warding grants the dwarves of House Kundarak the power to protect places from unwanted intrusion and theft.
Skill Bonus: +2 bonus on Search checks.
Powers: Earth Shaping, Rune Shaping*, Severance, Ward

  • New Power located in this description. See Below.

NEW POWERS

The following are new powers for the Eberron Setting.

Wayfinding
This power is located within the Blue Rose Companion.

Rune Shaping
Fatiguing
You can create magical symbols on surfaces or objects. A Rune Shaping check can have one of the following effects:

Arcane Lock (Difficulty 15): When this rune is drawn upon the surface of a chest, door, or portal, this object becomes supernaturally locked. You are able to get in and out of this object freely without affecting your arcane lock. The only way through an object with an arcane lock is to break the object or a successful erase rune check. Add a +2 bonus to the objects toughness save against damage.

Erase Rune: You can attempt to erase runes you encounter. You may always erase your own runes without fail. If the rune was created by another creature, the you can make a Erase Rune check (Difficulty equals their Rune Shaping DC) to erase it. Erasing a rune you created is a move action; otherwise, it takes a full minute. The adept must be within 25 feet of a rune to erase it.

Explosive Runes (Difficulty 20): You write arcane runes upon any object bearing written information. These runes explode when read, dealing damage equal to your adept level. The runes deal damage to everyone within 10 feet of the runes when they are read. Creatures are entitled to a Reflex save for half damage.. You and any characters your specifically instruct may read the protected writing without triggering the rune. Anyone may remove the runes with a successful erase rune check.

Time: Rune shaping a full minute (10 rounds) to create a rune. Erasing a rune your created is a move action, otherwise it takes 10 rounds to remove a rune.

Supernatural Defense
Fatiguing
You create a magical field of protection around another creature that protects them from damage. A Supernatural Defense check grants the target a bonus to their Toughness save. You can select a bonus lower than the result on the table to reduce fatigue Difficulty, which is 10 + the save bonus gained.

Result Toughness Save Bonus
Up to 4 +1
5-14 +2
15-24 +3
25-34 +4
35+ +5

Time: Activating Supernatural Defense is a full action. The bonus lasts for 10 rounds (1 minute) per use.

POWERS

The magic of Eberron is vast and complicated. The world teams with evidence of its influence. The Rings of Siberys glisten in the night sky; the fiends of ancient evil are locked away deep in the depths of the world.
Upon taking a level in Adept, characters must decide what kind of magic they wish to wield. Each is different in its own right; not just in flavor, but in effect as well. The following are the five types of magic available to adepts. Once a choice has been made, it is difficult, if not downright impossible to change it.

ARCANE MAGIC
Adepts who practice arcane magic, also known as wizards and magisters, wield the powers of the cosmos. With a whisper in an ancient tongue, and few subtle motions of their hands, these adepts wield more power than a paladin wielding a greatsword. Though their actions appear simple, arcane adepts have spent years studying ancient tombs of power to learn their craft.
• Key Ability: Intelligence
• Study: Arcane adepts must constantly study to practice their craft. To arcane adepts, magic is not a talent; it is a skill that takes many years to master and control. An arcane adept must spend at least 1 hour a day studying a magical tomb, usually the adepts own spellbook, in order keep the knowledge fresh in their minds. One single mispronounced word, one wrong swipe of the hand can cause a magical spell to fail. An arcane adept suffers a cumulative -1 penalty per day on Power checks, if they have failed to take the time to study. This penalty disappears at a rate of 1 point per hour of study.
• Casting: Arcane adepts manipulate magical energies with special words and movements. Without these components, arcane magic can not be manipulated or controlled. Whenever an arcane adept is unable to speak or make magical gestures, they suffer a -4 penalty to their Power checks. If they are unable to speak and make the proper movements, such as being bound and gagged, their Power checks automatically fail.
• Armor: Because of the movements required to manipulate arcane magic, arcane adepts find that wearing armor is restrictive and hindering. An arcane adept suffers a penalty equal to the armor check penalty to the armor that they are wearing.

BLOOD MAGIC
Known as sorcerers and mystics, wielders of blood magic are unique. They wield magic like a bird flies or a fish swims. Unlike other adepts, blood adepts do not gain their power through study, worship, or contemplation. Magic has suffused the world, and blood adepts are proof of this. Magic has left its mark on blood adepts, and they are more than willing to use it.
• Key Ability: Charisma
• Raw Power: Magic is very much a part of a blood adept. It is easier for a blood adept to channel magic than for other adepts. Blood adepts gain a +2 bonus to fatigue checks as a result of using fatiguing powers.
• Powers Known: Blood adepts channel their magic from themselves; they do not manipulate the energies of magic. Because of their lack of knowledge on manipulating their magical powers, blood adepts cannot the core adept ability to use a supernatural power they do not possess. This ability is beyond them.

DIVINE MAGIC
Faith is a powerful force. Through prayer and devotion, divine adepts wield the divine power of their gods. These clerics and priests are the defenders of the faith. They fight for their religious causes and woe to anyone who stands in the way of these knights of the gods.
• Key Ability: Wisdom
• Prayer: Divine adepts call to their gods for power, and their gods answer. Without their ability to phrase their request, divine adepts are powerless to channel their will to their deities. If they are prevented from speaking, a divine adept is unable to use their supernatural powers.
• Holy Symbol: In order to bring their deities’ powers to bear, divine adepts need their holy symbols to focus their gods’ divine will. Without their holy symbol to focus their gods’ power, divine adepts suffer a -4 penalty to their power checks.

NATURE MAGIC
Nature adepts live in harmony with the world they live in. They are at one with the will of the world, and the world grants them its favor. These druids and shamans take care of the land defend it against those who would harm the natural world.
• Key Ability: Wisdom
• Casting: Nature adepts must draw in the energies of nature to power their supernatural abilities. Metal armor hinders this process and makes it more difficult to channel these energies. A nature adept suffers a penalty equal to twice the armor check penalty of the metal armor they are wearing on their Power checks.

PSIONIC MAGIC
Though practitioners hesitate to call it magic, psionics harness the powers of the mind. Psionic adepts spend years meditating and learning the secrets of their inner self. What these psions have learned is that their own understanding is a powerful force. Through concentration and meditation psionic adepts can master the very fabric of reality.
• Key Ability: Charisma or Intelligence (Characters choice)
• Meditation: Psionic adepts must keep themselves centered. In order to do this they must mediate at least once a day for an hour. If they are prevented from mediating at least once a day, a psionic adept suffers a -4 penalty to their power checks until they are able to center their minds.
• Mental Understanding: Psionic adepts are masters of the mind, but not at manipulating the energies of magic. They may spend a point of Conviction to use a supernatural power they no not possess, but only if that power is a psychic power. The following are a list of the psychic powers: Bliss, Cloud Minds, Calm, Dominate, Heart Reading, Heart Shaping, Illusion, Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Pain, Psychic Blast, Psychic Reflection, Psychic Shield, Psychic Trap, Psychic Weapon, Sense Minds, Sleep, and Suggestion.

POWER FEATS

Armored Caster (Adept)
Prerequisite: Arcane Adept, Armor Training, Power rank 12+
You can subtract 2 points from your penalty from wearing armor while casting.

Education (General)
You can use any knowledge skill untrained. You get an additional +1 bonus on all checks with any two Knowledge skill checks of your choice.

Empowered Faith (Adept)
Prerequisites: Divine Adept, Power rank 12+
You no longer need your holy symbol as a focus. You no longer receive a penalty without your holy symbol.

Magical Defense (Adept)
Prerequisites: +1 in key ability of magic to be defended against
You gain a +3 bonus on saving throws against powers of one of the particular types of magic. Powers include many spell-like abilities from monsters such as mind flayers (Psionic) and fey (nature). This benefit does not effect any power that uses another form of supernatural power.

Subdual Power (Adept)
Prerequisite: Knowledge (supernatural) rank 5
You may select one Power that you know that deals lethal damage. You are able to deal nonlethal damage with that Power.

Throw Psychic Weapon (Adept)
Prerequisite: Psychic Weapon Power rank 6
You may throw your Psychic Weapon with a range increment of 30 feet. The Psychic Weapon disappears whether it hits or not.

True Faith (General)*

  • See True20 Sourcebook, in Caliphate Nights section.

THE FAITHFUL

Druid/Shaman Sects. Nature adepts are the guardians of nature. They maintain the balance between the wood and the world. However, not every nature adept agrees on the best way to do this. The following feats represent the steps necessary to have joined one of these sects.

Ashbound Initiate (Adept)
Prerequisite: Ability to cast Nature Magic
You have joined a druidic order dedicated to protecting nature from the vile use of arcane magic. Animals you summon gain a +2 bonus to their attack rolls.
Favored Opponent (Arcane Adepts) is now one of your favored feats.

Child of Winter Initiate (Adept)
Prerequisite: Ability to cast Nature Magic
You have joined a druidic order that has embraced death and decay. The Supernatural Powers of Beast Link, Beast Shape*, and Summon Beasts are now able to affect vermin as well as animals.

  • New Power located later in this section.

Gatekeeper Initiate (Adept)
Prerequisite: Ability to cast Nature Magic
You are a member of an ancient druidic order dedicated to protecting the world from the aberration invasion from Xoriat. Your creature ward ability is now able to affect aberrations.
Favored Opponent (aberrations) is now one of your favored feats.

Greensinger Initiate (Adept)
Prerequisite: Ability to cast Nature Magic
You are a member of a druidic sect allied with the fey of Thelanis. You gain a +4 bonus to all saves against the supernatural abilities of the fey.

Warden of the Wood Initiate (Adept)
Prerequisite: Ability to cast Nature Magic
You are a member of an ancient druidic sect dedicated to protecting the Eldeen Reaches. Favored Terrain (Forest)* and Sneak Attack now favored feats.
*New feat located later in this section.

Champions of the Faith
Paladins. Paladin is a generic term used to describe a holy warrior who fights for the cause of his church and religion. However, there are a few divinely chosen individuals that become true knights of the churches. These rare few must hold themselves true to the purest tenets of their religion, even more-so than priest or clerics. Any violation of their code of conduct and they suffer severe consequences.

Holy Champion (Warrior/Adept)
Prerequisite: Ability to cast Divine Magic, +6 Base Combat Bonus
You are one of the chosen few with the devotion and purity to walk the path of a true paladin. You are the final hope who will never back down from the tenets of good and the power to extinguish evil. By taking this feat you gain the virtue subtype. If for any reason you violate your oath of conduct, you lose the benefits of this feat, as well as all supernatural powers until you atone.

Blackguard. The essence of mortal evil. The brutal monster hold only the most vile and debased emotions to heart. As the paladin is the warrior of virtue, the blackguard is the warrior of vice.

Unholy Champion (Warrior/Adept)
Prerequisite: Ability to cast Divine Magic, +6 Base Combat Bonus
You have devoted yourself to the path of the blackguard; few are as dedicated as you are to evil and vile darkness. By taking this feat you gain the vice subtype. If for any reason you violate your vile oath of conduct, you lose the benefits of this feat, as well as all supernatural powers until you atone.

POWERS

Beast Shape
You have the ability to assume the form of a specific animal. This power is identical to the alternate form trait.

FEATS

Blight (Adept)
Prerequisite: Arcane Adept or Ex-Nature Adept
You have turned your back on the natural world and have learned to use the life force of nature to power your magic. Any time you use one of your fatiguing supernatural powers, 20 feet per adept level of nonsantient plantlife begins to die. Within one day the plants begin to wither away. Any time you use a fatiguing power, you gain a +4 bonus to your Fatigue save.

Chastise Creature (Adept)
Prerequisite: Supernatural Power Ward rank 8
You are able to use your Ward power to damage hostile creatures instead of keeping them at bay. You deal damage equal to your adept level to any creature normally affected by your Ward.

Defensive Stance (Warrior)
You can become an unmovable bastion of defense, gaining +1 Strength, +2 Constitution, +2 on all your saves, and a +2 dodge bonus to Defense. While in this stance you cannot move from the spot you are defending. While in your defensive stance, you cannot use skills or abilities that would require you to move from your spot, and you cannot take 10 or 20 on checks. Your defense lasts for 5 rounds, though you may end your defensive stance voluntarily. After you stance you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Defensive Stance once per day at 1st level and an additional time per day for every four warrior levels (twice at 4th level, three times at 8th level, and so on). You can spend a point of Conviction to use Defensive Stance an additional time that day. You can take this feat multiple times. Each time, you gain an additional +1 Strength and +1 Constitution to a maximum of +4 Strength and +4 Constitution (the +2 dodge bonus to Defense and other effects remain the same). Instead of increasing your Defensive Stance benefits, taking the Defensive Stance feat an additional time can extend the duration of your defensive stance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-stance fatigue by the same amount.

Favored Terrain (Warrior)
You have a particular type of terrain you’ve studied and trained within. It may be a type of terrain, like forest or desert; a specific place, like the spired streets of Sharn; or any other category the Narrator approves. Especially broad categories, like “Eberron” are not permitted. You get a +2 bonus on Notice, Search, Stealth, and Survival checks when dealing with your favored terrain, as well as +1 bonus on all attacks against them. You may take this feat multiple times, either choosing a different favored terrain or stacking with your existing bonus to a maximum of +6 on skills checks and +3 on attack rolls.

Slippery Mind (Adept)
You are exceptionally good at maintaining control of your mind. If you fail a saving throw against a Power or trait that affects your mind, you gain another saving throw with the same Difficulty the following round. You only gain this one extra chance to resist the affect.

Eberron Adventure Paths

The following are some adventure paths I’ve written up for my players. I have gotten rid of the Core Abilities for the roles, and I have made corresponding feats for them. This allows for more adaptability and more versatility with characters. I also use the alternate rule on Charisma and Conviction. Also, I’ve stuck with Eberron’s theme that very few people ever advance to beyond 10th level; therefore, these write-ups only go to 10th.

Artificer
Character Role Feats/Supernatural Powers
Level
1 Adept - Heroic Power, Imbue Charm, Power Expertise, Wild Talent
2 Expert- Challenge (Fast Craft)
3 Adept - Imbue Item
4 Adept - Familiar
5 Expert - Skill Focus (Craft)
6 Adept - Supernatural Weapon
7 Adept - Ghost Touch
8 Adept - Challenge (Masterwork)
9 Adept - Object Reading
10 Adept - Empower

Heroic Power (Adept)
You can spend a Conviction point to make one use of a supernatural power they do not possess. This works much like spending a Conviction point to emulate a feat. You must be capable of acquiring the Power normally, meaning you must meet all the prerequisites.

Imbue Charm (Adept)
Prerequisite: The Power that will be placed in the charm
You can create a supernatural charm. A charm is a small item containing a single use of a supernatural power. Common charms include potions, candles, small pouches of herbs, crystals, and similar items. When a charm is activated (a standard action), it discharges the power it contains and then is rendered useless.

Power Expertise (Adept)
You can spend a point of Conviction to gain 4 temporary ranks in any power, including powers in which you are not currently trained. These temporary skill ranks last for the duration of the scene and grant their normal benefits.

Wild Talent (Adept)
Prerequisite: Intelligence as your key ability score
You have a natural gift with supernatural powers. You are able to use 3 supernatural powers untrained.

Dragonmark Heir
Character Role Feats/Supernatural Powers
Level
1 Expert - Benefit (status), Least Dragonmark, Skill Focus, Skill Training
2 Adept - Supernatural Focus (dragonmark power)
3 Expert - Rousing Conviction
4 Expert - Fascinate
5 Expert - Inspire
6 Expert - Lesser Dragonmark
7 Expert - Suggestion
8 Expert - Skill Mastery (Bluff, Diplomacy, Intimidate, & Perform)
9 Expert - Greater Dragonmark
10 Expert - Mass Suggestion

Rousing Conviction (Expert)
Your maximum allotment of Conviction is raised by 1 point.
You may take this feat multiple times, each time your Conviction is raised by 1 additional point to a maximum of 5 points of Conviction.

Eldeen Ranger
Character Role Feats/Supernatural Powers
Level
1 Warrior - Armor Training (light), Track, Weapon Training, Wild Empathy
2 Warrior - Favored Opponent
3 Warrior - Sect Feat I (See Below)*
4 Warrior - Point Blank Shot
5 Warrior - Smite
6 Warrior - Sect Feat II (See Below)*
7 Warrior - Endurance
8 Warrior - Attack Focus (bow)
9 War/Ade - Sect Feat III (See Below)*
10 Warrior - Quick Draw

Sect Feat I
The feats learned is dependant upon what sect you are a member of.
Ashbound: Resistance (arcane magic)
Children of Winter: Resistance (poison)
Gatekeepers: Resistance (aberration powers)
Greensingers: Resistance (fey powers)
Wardens of the Wood: Talented (Knowledge: life sciences & Survival)

Sect Feat II
Ashbound: Ferocity
Children of Winter: Iron Will
[b]Gatekeepers: Night Vision
Greensingers:[/b] Lucky
Wardens of the Wood: Improved Critical

Sect Feat III
Ashbound: Psychic Shield
Children of Winter: Infect (Power)
Gatekeepers: Second Chance
Greensingers: Tough
Wardens of the Wood: Smite

Ferocity (Warrior)
You are able to make a Toughness check (Difficulty = 10 + Character level) to avoid having your condition change from disabled to dying when you take a standard action. You accumulate an additional +1 penalty to you difficulty for every round you continue to take a standard action while disabled.

Resistance (General)
You gain a +4 bonus to a one of your saving throws against a particular attack (poison, disease, supernatural powers used by fey). This feat only applies to either your Fortitude, Reflex, or Will saves.

Extreme Explorer
Character Role Feats/Supernatural Powers
Level
1 Expert - Armor Training (light), Expertise, Rousing Conviction, Skill Focus (Search)
2 Expert - Second Chance (trigger traps)
3 Expert - Rousing Conviction
4 Expert - Dodge Focus
5 Expert - Rousing Conviction
6 Expert - Evasion
7 Expert - Rousing Conviction
8 Expert - Improvised Tools
9 Expert - Rousing Conviction
10 Expert - Improved Evasion

Exorcist of the Silver Flame
Character Role Feats/Supernatural Powers
Level
1 Adept - Purifying Light, Resilience, Supernatural Weapon, Ward (Outsider with vice subtype)
2 Warrior - Favored Opponent (Outsider with vice subtype)
3 Adept - Night Vision
4 Warrior - Smite
5 Adept - Psychic Shield
6 Adept - Fire Shaping
7 Adept - Mind Touch
8 Adept - Mind Reading
9 Adept - Banish
10 Adept - Elemental Aura

Resilience (Adept)
You can spend a Conviction point to eliminate any accumulated modifiers to fatigue saving throws for using powers.

Master Inquisitive
Character Role Feats/Supernatural Powers
Level
1 Expert - Armor Training (light), Expertise, Investigate, Weapons Training
2 Expert - Track
3 Adept - Truth-Reading
4 Expert - Contacts
5 Expert - Talented (Diplomacy & Gather Information)
6 Adept - True Vision
7 Expert - Improved Initiative
8 Expert - Connected
9 Adept - Object Reading
10 Expert - Skill Focus (Search)

Investigate (Expert)
Prerequisite: Trained in the Search skill
You may use your search skill in order to find clues. Finding a clue has a base difficulty of 10. The Difficulty is modified by the nature of the scene that is being investigated.

Undisturbed +0
Disturbed +5
Greatly Disturbed +10

When a successful Search check turns up a clue, you may make a secondary Search check to discern patterns, analyze evidence, and draw conclusions from the scene. The difficulty of the secondary check is also modified by the time that has elapsed since the event occurred and how significant the clue is.

Each day past since event +2
Minor Clue +0
Moderate Clue +2
Major Clue +5

Warforged Juggernaut
Character Role Feats/Supernatural Powers
Level
1 Warrior - Stamina, Body Composition(Adamantium), Shield Training, Weapon Training
2 Warrior - All-out Attack
3 Warrior - Improved Charge
4 Warrior - Armored Spikes
5 Warrior - Fortification
6 Warrior - Construct Mind
7 Warrior - Improved Fortification
8 Warrior - Deny Spirit
9 Warrior - Construct Perfection
10 Warrior - Brutal Attack

Armored Spikes (Warrior)
Prerequisites: Body Composition (Adamantium)
You are able to grow spikes on your body and you are proficient in their use. Whenever you successfully grapple an opponent, you deal +2 damage to them.

Brutal Attack (Warrior)
Prerequisite: Strength +2
You gain a +4 bonus on rolls to confirm a critical hit.

Construct Mind (General)
Prerequisite: Warforged
You gain immunity to all mind-influencing effects (including Heart Reading, Heart Shaping, and any supernatural powers requiring mental contact).
By taking this feat, you distance yourself from other living creatures. Due to this change in thinking and nature, you suffer a -4 penalty to all Bluff, Diplomacy, Gather Information, and Sense Motive checks.

Construct Perfection (General)
Prerequisite: Warforged, Deny Spirit.
You are no longer subject to subject to ability damage or ability drain.

Deny Spirit (General)
Prerequisite: Warforged, Construct Mind, Improved Fortification
You gain immunity to any effect requiring a Fortitude save (unless the effect also works on objects, or is harmless).

Fortification (Warrior)
Prerequisite: Warforged
You have been fortified against unexpected attacks. When a critical hit or sneak attack is scored on a warforged, the warforged makes a Toughness save, with a +4 bonus, against this extra damage (Difficulty 15 + the extra damage). If the save is successful the warforged ignores this extra damage and gets to make his regular Toughness save as normal.

Improved Charge (Warrior)
You do not suffer the normal -2 penalty to defense while making a Charge attack.

Improved Fortification (Warrior)
Prerequisite: Warforged, Fortification, +6 base combat bonus
You improve your warforged fortification, gaining immunity to sneak attacks and extra damage from critical hits. With this feat, you also lose the ability to be healed with cure spells.

Stamina (Warrior)
You can spend a point of Conviction to immediately erase all bruised and hurt damage conditions (and their associated penalties).

Weretouched Master
Character Role Feats/Supernatural Powers
Level
1 Warrior - Improved Strike, Evasion, Stamina, Tough
2 Warrior - Wild Empathy
3 Warrior - Weretouched I* (See Below)
4 Warrior - Natural Attack
5 Warrior - Extra Shifter Trait
6 Warrior - Weretouched II* (See Below)
7 Warrior - Improved Initiative
8 Warrior - Reactive Shifting
9 Adept - Beast Shape
10 Warrior - Rage

Born Climber (General)
Prerequisite: Shifter
You gain a Climb speed of 20 feet. If you already have a Climb speed, it increases by +10 feet.

Fierce Combat (Warrior)
If you start encounter (or enter one) by a successful charge attack at opponent, you gain and additional +1 bonus on all damage rolls with the weapon you charged with, until the end of that encounter.

Weretouched I
You must choose one animal from which your lycanthropic heritage comes from. This heritage dictates the future abilities for you to learn.
Bear: Improved Grab
Boar: Iron Will
Rat: Born Climber
Tiger: Fierce Combat
Wolf: Improved Trip
Wolverine: Rage

Weretouched II
Bear or Tiger: Shifter Savagery
Boar or Wolverine: Shifter Stamina
Rat or Wolf: Shifter Agility

Alchemist Savant
Character Role Feats/Supernatural Powers
Level
1 Adept - Heroic Power, Imbue Charm, Least Dragonmark (mark of making), Wild Talent
2 Adept - Power Expertise
3 Expert - Challenge (Fast Craft)
4 Expert - Skill Focus (craft: alchemy)
5 Adept - Craft Detonation
6 Expert - Benefit (status)
7 Adept - Challenge (masterwork)
8 Expert - Skill Focus (craft: poison making)
9 Adept - Charm Fusion
10 Adept - Craft Universal Charm

Charm Fusion (Adept)
Prerequisite: Craft 10 ranks
You have learned how to craft a charm that contains 2 supernatural powers. Both effects happen simultaneously when the charm is triggered. This feat may be used on conjunction with Craft Detonations as well.

Craft Detonation (Adept)
Prerequisite: Imbue Charm
You may craft detonations, which are charms that can be used like thrown weapons. You create the detonation, just as you would any charm. The power stored within the detonation must be able to affect another creature; An Earth Shaping (Move Dirt) detonation would have no effect on an individual, whereas a Harm detonation would. Detonations have a range increment of 10 feet. If the detonation misses the target, the effect does not happen and the detonation is not consumed. However, if the detonation hits, the target is treated as though the spell hit it and the detonation is consumed.

Craft Universal Charm (Adept)
Prerequisite: Craft 12 ranks
You have mastered the ability to craft charms. You may create a charm that you can add a power to later. You may place any Power (no Fatigue save) that you may cast into the item as a standard action with a Difficulty 10 Power check. You may then use the item at your discretion.

Deadgrim
Character Role Feats/Supernatural Powers
Level
1 Adept - Benefit (Pact), Resilience, Ward (Undead), Weapon Training
2 Adept - Armor Training (light)
3 Warrior - Favored Opponent (undead)
4 Expert - Inspire (fear)
5 Adept - Touch of Death
6 Warrior - Smite
7 Adept - Transformation (Dead Living Subtype)
8 Adept - Slayer
9 Adept - Improved Slayer
10 Adept - Greater Slayer

Benefit (Pact) (General)
• Pact: You have been marked forever as a servant of a powerful otherworldly entity or ideal. You are recognized by other followers of the same entity or belief as a prophet and they treat you as such.

Greater Slayer (Adept)
Prerequisite: Improved Slayer
Whenever you kill a favored opponent, you gain a +2 bonus to your Dexterity and Charisma for a number of rounds equal to the slain creature’s level.

Improved Slayer (Adept)
Prerequisite: Slayer
Whenever you kill a favored opponent, you gain a +2 bonus on your Fortitude, Reflex, and Will saves for a number of rounds equal to the slain creature’s level.

Slayer (Adept)
Prerequisite: Benefit (Pact) with an entity with the vice subtype, Favored Opponent, Smite Opponent
Whenever you kill a favored opponent, you gain a +2 bonus to Strength and Wisdom for a number of rounds equal to the slain creature’s level.

Touch of Death (Power)*
You touch can cause people you touch to weaken and tire under the effects of death.
Touch of Fatigue, DC 10: Your channel negative energy through your touch, fatiguing the target if it fails a Fortitude saving throw equal to your power check result. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect lasts for 1 round per adept level while maintained or until dismissed.
Chill Touch, DC 13: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals +2 damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw against your power check result. You can use this melee touch attack up to one time per adept level while maintained.
Touch of the Ghoul, DC 15: Your hand blackens and with a touch you paralyze a single living humanoid with a successful melee touch attack for 1 round per adept level while maintained. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude save against power check result negates). Cure poison removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Touch of the Vampire, DC 18: Your touch deals +2 damage per two adept levels (maximum +10). If the target takes any damage from this attack, you gain a temporary Toughness bonus equal to +1 damage level inflicted. The temporary Toughness is useful for one toughness save and lasts no longer than 1 hour after it is gained.

Time: Touch of Death is a standard action.

*Created by Ketjack. I kind of swiped his/her Lesser and Greater touch of death and combined them into one from another post.

Transformation (Adept)
Prerequisite: Special (DM’s Discretion of part of the story)
Somehow you’ve learned to transcend your normal form and become something else. You may either change your type or subtype. If you already have a subtype, you may change it.

Dead Living Subtype: Though still a living, breathing being, your soul has become tainted with the essence of death. You gain the following benefits and penalties:
- The Harm power heals dead living creatures (treat this situation as if the Cure power were being used on a normal living creature).
- The Cure power damages dead living creatures as if it were Harm used on a normal living creature.
- The Ward (Undead) power can be used on you to keep you at bay.
- Immunity to poison, sleep effects, paralysis, stunning, and disease effects.

Dragon Prophet
Character Role Feats/Supernatural Powers
Level
1 Adept - Benefit (pact), Constellation Attunement, Prophetic Favor, Second Sight
2 Adept - Scrying
3 Adept - Constellation Attunement
4 Adept - Resilience
5 Adept - Constellation Attunement
6 Adept - Prophecy’s Mind
7 Adept - Constellation Attunement
8 Adept - Visions
9 Adept - Constellation Attunement
10 Adept - Ageless

Constellation Attunement (Adept)
Prerequisite: Prophetic Favor
You attune yourself to the draconic constellations, gaining new abilities based on the deities they represent. You may take this feat multiple times. Each time, you attune yourself to a new constellation. You gain a marking on your body in the shape of the constellation you attune yourself to.
Aasterinian. This is the dragon deity of invention and trade. You gain a +2 bonus on all Craft checks.
Astilabor. This is the dragon deity of wealth. Your dragon mentor sends you a supernatural item from its hoard.
Bahamut. This is the dragon deity of protection and good fortune. While in the prophetic favor stance, you may reroll one check or saving throw that you have failed. This ability immediately ends your prophetic favor.
Chronepsis. This is the dragon deity of fate and prophesy. You gain a +2 bonus to Sense Motive checks. In additions, while in a prophetic favor stance, you gain a +2 bonus to initiative checks.
Falazure. This is the dragon deity of death and decay. While in a prophetic favor stance, you can force a creature that has confirmed a critical hit against you to re-roll the confirmation roll. Further, you gain a +2 bonus to saves against disease and poison.
Garyx. This is the dragon deity of chaos and destruction. While in a prophetic favor stance, you may cast a single Quickened power as a free action, with no fatigue roll.
Hlal. This is the dragon deity of humor. The Difficulty against your Illusion saves increases by +1. In addition, you gain a +2 bonus to your Bluff checks.
Io. This is the dragon deity of magic and knowledge. While in a prophetic favor stance, you gain a bonus to Knowledge checks equal to half your adept level.
Lendys. This is the dragon deity of justice and law. While in a prophetic favor stance, if you are dealt damage by another creature, you may use a single power in response as a reaction action. This power must only target that creature. Using this ability ends your prophetic favor.
Tamara. This is the dragon deity of life. While in a prophetic favor stance, you gain the Fast Healing trait.
Tiamat. This is the dragon deity of greed and power. While in a prophetic favor stance, you can attempt to steal a power as it is being used by another adept. You must ready an action in order to use this ability. The adept must be within a distance of 10 feet per your adept levels, and you must have a line of effect of the adept. You must succeed on an opposed power check in order to steal the power. If successful, the adept is not able to use this supernatural power again until an hour has passed or until you use the supernatural power. You use the original adept’s power level when you use this power, however, you do not need to make a fatigue save if the power is fatiguing. Using this ability ends your prophetic favor. If you do not use the Power within 1 hour, it disappears and you may not use it.

Prophetic Favor (Adept)
You seek to untangle and perceive the record of everything that has been, and more important, what will be. While in this stance you gain a +1 bonus on saves. Your prophetic favor lasts five rounds, after which you are fatigued for five rounds (see Fatigue in Chapter 6). You can use Prophetic Favor once per day at 1st level and an additional time per day for every four adept levels (twice at 4th level, three times at 8th level and so on). You can spend a point of Conviction to use Prophetic Favor an additional time that day.
You can take this feat multiple times. Each time, you gain an additional +1 bonus on saves to a maximum bonus of +3. Instead of increasing your Prophetic Favor benefits, taking the Prophetic Favor feat an additional time can extend the duration of your stance by 5 rounds (to a maximum of 20 rounds). This extends the duration of your post-prophetic favor fatigue by the same amount.

Prophecy’s Mind (Adept)
Prerequisite: Prophetic Favor
Any time you are in prophetic favor, you can lessen the damage dealt by a potentially lethal attack. Any time an attack would reduce you to dead or dying, you can spend a Conviction point and lessen the damage track to disabled. Doing this also ends your prophetic favor.

Quari Mindhunter
Character Role Feats/Supernatural Powers
Level
1 Warrior - Armor Training (light), Conquered Possessor, Iron Will, Weapon Training
2 Adept - Sleep Immunity
3 Adept - Psychic Shield
4 Adept - Banish
5 Warrior - Favored Opponent (quari)
6 Warrior - Second Chance
7 Adept - Supernatural Focus (Psychic Shield)
8 Adept - Psychic Trap
9 Adept - Psychic Reflection
10 Adept - Plane Shift

Conquered Possessor
Prerequisite: Special (DM’s Discretion)
Due to being possessed by another otherworldly entity, you are immune to the Dominate power. Though you are possessed you have learned to trap and lock away your possessor into the darkest ressesses of your mind.

Sleep Immunity (Adept)
Prerequisite: Special (DM’s Discretion)
You do not require sleep and you are immune to the Sleep power.

Renegade Mastermaker
Character Role Feats/Supernatural Powers
Level
1 Adept - Heroic Power, Imbue Charm, Light Armor Proficiency, Wild Talent
2 Adept - Imbue Item
3 Adept - Skill Focus (Craft)
4 Adept - Metal Shaping
5 Adept - Natural Attack
6 Warrior - Tough
7 Adept - Curing Power (Metal Shaping)
8 Adept - Transformation (Living Construct)
9 Warrior - Tough
10 Warrior - Fortification

Curing Power (Adept)
Prerequisite: Proper subtype for shaping power
You treat a particular shaping power like the Cure power.

Vigilant Sentinel of Aerenal
Character Role Feats/Supernatural Powers
Level
1 Expert - Armor Training (light), Expertise, Shield Training, Weapons Training
2 Expert - Skill Focus (Disguise)
3 Adept - Psychic Shield
4 Expert - Sneak Attack
5 Expert - Skill Focus (Sense Motive)
6 Expert - Sneak Attack
7 Adept - Supernatural Focus (Psychic Shield)
8 Expert - Sneak Attack
9 Expert - Skill Mastery (Bluff, Diplomacy, Intimidate, and Sense Motive)
10 Adept - Blink

Champion (Warrior/Adept)
Prerequisite: Ability to cast Divine Magic, +6 Base Combat Bonus.
You are one of the chosen few with the devotion and purity of faith to walk the path of a true knight of your faith. If for any reason you violate your oath of conduct, you lose the benefits of this feat, as well as all supernatural powers until you atone.You may choose to be a Holy Champion or an Unholy one. Holy champions, or paladins, gain the Virtue subtype. Unholy champions, or blackguards, gain the Vice subtype instead.

Initiate (Adept)
Prerequisite: Ability to cast Nature Magic.
You have become an initiate of a sect of druids or shamans, and dedicated yourself to protecting nature. Choose one of the following sects:

Ashbound: You have joined a druidic order dedicated to protecting nature from the vile use of arcane magic. Animals you summon gain a +2 bonus to their attack rolls. Favoured Opponent (Arcane Adepts) is now one of your favoured feats.

Child of Winter: You have joined a druidic order that has embraced death and decay. The Supernatural Powers of Beast Link, Beast Shape (new power), and Summon Beasts are now able to affect vermin as well as animals.

Gatekeeper: You are a member of an ancient druidic order dedicated to protecting the world from the aberration invasion from Xoriat. Your creature ward ability is now able to affect aberrations. Favoured Opponent (aberrations) is now one of your favoured feats.

Greensinger: You are a member of a druidic sect allied with the fey of Thelanis. You gain a +4 bonus to all saves against the supernatural abilities of the fey.

Warden of the Wood: You are a member of an ancient druidic sect dedicated to protecting the Eldeen Reaches. Favored Terrain (Forest) (new feat) and Sneak Attack are now favoured feats.

REFERENCES

Original thread on True20 forums

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