Source: RoE, pg. Death's Blood [General] Prerequisite: Elf or Half-Elf, must not possess a true dragonmark Benefit: Being descended from the forgotten House of Death and the dragonmark of the same name, you still have some of that bloodline's resistance to its effects.
Domain Spontaneity [General] Prerequisite: Have access to at least one domain, Have access to spontaneous casting class feature. Benefit: Choose one domain that you have access to. You can now spontaneously cast spells from that domain by swapping out other spells of the same level, in the same fashion as a cleric swapping out for cure or inflict spells or a druid swapping out for Summon Nature Ally spells.
You can take this feat multiple times. Each time, choose a different domain that you have access to. Source: FoE, pg. Otherwise, choose a true dragon that uses either acid, cold, electricity or fire as the energy type of it's breath weapon.
If you already possess energy resistance of the appropriate type or later gain it from a class ability, racial ability or feat, that resistance is increased by 5. Otherwise, you gain energy resistance 5 of the appropriate type for your dragon totem. This feat also counts a dragon totem rage power for the benefits of those rage powers. You must be wielding one wand or dorje in each hand. The wand or dorje in your off hand takes twice the normal number of charges after any modification to their their normal option.
All other aspects of activating a wand or dorje remains the same provoking, UMD checks, etc. If the effect of either wand or dorje requires an attack roll, they are considered light weapons for the purposes of two-weapon fighting.
Source: Personally created. Ecclesiarch [General] Prerequisite: Knowledge religion : 3 ranks, Worshiper of some deity, pantheon or church Benefit: Add Diplomacy and Knowledge local to your list of class skills.
This benefit represents your ability to learn details about any community from the clergy of its churches. Education [General] Prerequisite: 1st level only Benefit: Add all Knowledge skills to your class skill list. Once this choice has been made, it cannot be changed. If an intelligent magical item or collection of items that have their Ego score combined into a single source would normally cause negative levels, subtract your modified Wisdom score from the Ego score before determining.
An effective Ego score of 0 or less does not apply a negative level, regardless of alignment differences. Extra Ingenuity [General] Prerequisite: Ingenuity class feature Benefit: You gain two additional uses of your ingenuity pool per day. Special: You can take Extra Ingenuity multiple times. Its effects stack Source: Personally created. Favored In House [General] Benefit: When you choose this feat, choose one organization that you qualify to belong to, as per the Prestige Awards rules.
For churches, cults and other religious factions, this means that you must be a follower that particular faith. For dragonmarked houses, this means you must be of the appropriate race for that dragonmarked house and not part of another dragonmarked house.
For all other organizations, this means you must be a promising applicant for that organization as per GM's discretion. You also add Knowledge planes to your list of class skills and use Knowledge planes instead of Knowledge dungeoneering when dealing with aberrations. You also add the following spells to your druid spell list at the indicated level: 1st: Charm Person, 2nd: Daze.
Also, you can attempt any check to identify a clue untrained. See the Investigations rules for more details. Master Linguist [General] Prerequisite: Know four or more languages Benefit: Each time you gain a level, you learn another language, as if you placed a rank in Linguistics.
This stacks with other sources of languages known. This bonus is immediately lost if the creature is more than 30' from you or is unable to hear your performance, but is immediately regained once it returns to within 30' of you and can hear your performance again.
You can choose to not provide this bonus to any number of creatures that would otherwise be affected. Making this decision is done as a swift action each round. Mysterious Magic [General] Prerequisite: Spellcraft 5 ranks, ability to cast spells. Benefit: The DC to correctly identify your spells or magical items that you create is increased by one half of your caster level, round down, to a minimum of one. Let our professional writers handle your assignments and submit them to you no matter how close the deadline seems to be.
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Eyes Unclouded is a full-colour page digital PDF that includes 11 original adventures for players of level 1 — Murder on the Eberron Express Murder on the Eberron Express is a character driven murder mystery, confined on a moving lightning rail, where the murderer changes each time you run it.
Eberron Confidential Everyone's hiding something! What's a secret you've never shared? Are you hiding an aberrant dragonmark? Were you kicked out of Arcanix? Were you actually raised by gnolls? Each secret provides a unique connection to the world Returning students, faculty, and those pondering admissions!
The halls are once again open as we have completed University referbishment. With that, we're proud to say we've also been rated the 1 party school on Eberron. The brokers of Salvation pay good coin for artifacts scavenged from the haunted battlefields of the Mournland. In this nest of cutthroats, daring explorers gather to carve their destinies from the ruins of Cyre.
This Tier Encounters in Sharn Welcome to the City of Towers! The mini-adventures are made for characters of levels 1 - 10 and focus on the intrigue, excitement, and noir of Sharn! This supplement is meant to be used with the Wayfinder's Guide to Eberron! The encouters: The Callestan Dino World Explore an abandoned dinosaur theme park in search of your quarry…but beware!
Predators of all sorts stalk the crumbling ruins and toppled tourist attractions of Dino World. Dino World is an Eberron: Oracle of War salvage mission for Tier 2 characters that can be completed in hours. It is Adventurers League legal if used in conjunction with the Salvage Bases A paying job in Sharn to find out what happened to a missing The adventurers head deep into the Mournland to rescue a missing salvage team.
In the heat of battle, they unearth a strange device from the ruins: the Oracle of War. This machine knows all the secrets they need to overcome their enemies—if only the adventurers can figure out how to operate it!
This Tier 1 adventure is optimized for If you upgrade your base to On their way back to Salvation, the adventurers are ambushed by a large force of undead and forced to seek shelter in a ruined cottage. As the dead close in from all sides, the survivors turn to the Oracle of War for a lifeline. This Tier 1 adventure is optimized for APL 3, and is the third adventure Red Talon's Lair Its previous name lost in the mists of time, Red Talon is the head of one of the innumerable Cults of the Dragon Below, one especially dedicated to the physical transformation of its own members into reflections of Khyber the Underdark dragon.
Culprit of countless crimes, like thefts, smuggling of dragon parts and dozen of killings, Talon and its Dragonflesh Grafters must be confronted in their subterranean Its creators respond by activating the third protocol, an instruction to recover the device and eliminate all who know of its existence.
As night falls, a posse of assassins step off the lightning rail with orders to raze Salvation to the ground and retrieve the Oracle. This Tier 1 adventure Thank you all for your feedback and to our new editor, Ashley Michaela "Navigator" Lawson. On a dark and stormy night, the characters discover a dead body Sharn: City of Blood It's arcanopulp intrigue in this Eberron mystery!
A pulp adventure designed for characters of 3rd to 5th level. This city was called Ja'Shaarat. This metropolis didn't rise toward the skies, like Sharn does. Instead, the architects of the Dhakaani built a vast number of chambers and tunnels into and under the ground.
As the city grew in size, the Dhakaani eventually built great monolithic buildings on the plateaus above the Dagger River that would later serve as the foundations for Sharn. When the daelkyr invaded Eberron , the city was devastated, and the goblins never had a chance to restore it to its greater glory. Thousands of years later, when human settlers from Sarlona began to explore Khorvaire, they stumbled upon the Dagger River.
The river led Malleon the Reaver and his explorers to the site where Ja'Shaarat once stood. There he enslaved what goblins still resided in the ruins and erected a fortress there. He sealed off the lower wards of the ancient goblinoid city and named the city Shaarat , as a result of stories told by the goblins he enslaved.
For years, Shaarat prospered and grew into a powerful metropolis once again. Breggor Firstking , the first ruler of what would become Breland, eventually conquered Shaarat and renamed it Sharn. Over the course of the next years, Sharn's towers began to rise and the city developed into something resembling Sharn today.
Around this time, the dragonmarked houses began to prosper and this helped cultivate Sharn into an economic power. But the dragonmarked houses also brought with them War of the Mark. The leader of those who bore the aberrant dragonmark , Halas Tarkanan , took control of Sharn and turned it into a home for all who wore the destructive marks. Tarkanan couldn't hold the city for long, but in the end he used his terrible powers to destroy much of the city.
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