Mourning_in_Khorvaire

=**Mourning in Khorvaire: An Eberron Campaign**=

=**2015 HOUSE RULES**= Most of the lovingly-crafted but fiendishly-complicated crap further down this page will be gone for any new PCs. Old PCs should try to follow the guidelines below. I want to hew as close to Pathfinder as possible, dipping into late-version 3.5 and the Eberron source books only where required.

CLASSES: SKILLS: FEATS (and Flaws): OTHER (Traits, Skill Tricks, etc.):
 * EXISTING PLAYER CHARACTERS:**
 * Convert all your Core Class levels -- Wizard, Fighter, Rogue, etc. -- to Pathfinder.
 * Convert any non-Core classes and/or Prestige Classes that exist in BOTH Pathfinder and 3.5 to the Pathfinder version (Ninja, Knight to Cavalier, etc.).
 * **Keep your Eberron-specific and late-3.5 class levels** (Warlock, Beguiler, Swordsage, Duskblade, etc.) as is.
 * Favored Class bonuses will follow Pathfinder.
 * Convert all your Skills to Pathfinder, regardless of what Class generated the Skill ranks.
 * You no longer get 4x skill ranks for 1st level, but you do get the +3 trained bonus for taking the first rank in any Class Skill.
 * For example, if you maxed out in both Hide and Move Silently, congratulations: You can now max out in Stealth and reapply the extra skill points as you see fit (based on your chosen Classes and so on).
 * Do your best to convert 3.5 class skills for your Prestige Classes or non-Core 3.5 Classes to Pathfinder. Try comparing the Class Skill lists from the 3.5 and Pathfinder versions of the Rogue, Ranger, Druid or Barbarian for hints as to what changes you might need to make.
 * Your base number of Feats is reset to 1 per odd-numbered level (these are the hit die-based Feats). Meaning, if you're 9th level, you get five base Feats, plus whatever you're earned for being a member of your Race or taking levels in your chosen Classes.
 * You may still take a total of two Flaws from the big list elsewhere on this wiki. If you take a Flaw, you may choose a Feat per the 3.5 rules for Flaws.
 * Compare this quantity of Feats (Pathfinder + up to two Flaws) to what's on your character sheet (including your bonus Racial Feats, Gestalt Paragon level Feats, etc.). In the unlikely event you have fewer Feats than basic Pathfinder allows, you can add new Feats that you qualify for. Otherwise, pat yourself on the back for gaming the old House Rules effectively.
 * If you need to change Feats, use the Pathfinder Rules for your new Feat selections. The exception is if you explicitly need an EBERRON-specific Feat (such as ones that improve or enhance your Dragonmark).
 * If you want to pack on some Traits in addition to everything else, go ahead. Use ONLY Traits from the Core Pathfinder hardcover books -- NOT from any of the Adventure Path softcovers.
 * If you bought Skill Tricks (Complete Scoundrel) with Skill Points or earned one as a bonus Racial feature, keep them if you want.

Although every general or Eberron WotC source book is legal*, I will be using the guidelines suggested in the //Players' Guide to Eberron// concerning certain non-standard Races and Classes. This game will have combat (you know me, I killed plenty of PCs in a mere six months back in '04), but I also want to encourage role-playing and intrigue. I would love to see a well-played Inquisitive or someone with the Favored in House feat connecting them to a Dragonmarked house.

**CHARACTER CREATION**

 * As of January 2017, new Player Characters start at 11th level. This means you automatically gain all three Paragon levels for your Race.** Most PCs are Last War veterans. Try to work the Last War into your backstory.

Classes
The 10 Core Classes will use the //Pathfinder// RPG rules for BAB, Saves, Skills, Class Feats, Hit Points/level, Spells/day, Spells Known and class Special Abilities. Non-core classes will use the sourcebook in which they appear; convert Skills to Pathfinder using your best estimates.


 * Favored Class Bonus:** If you take a level in the Favored Class for your Race, gain your choice of either +1 hit point, +1 skill rank or the listed bonus for your Race taking that Class.


 * Racial Substitution Levels**: Remember to take Racial Substitution levels when you can!


 * Artificers = Artisans:** For crafting purposes, all Artificers have the **Exceptional Artisan** (reduce base time by 25%), **Extraordinary Artisan** (reduce base GP price by 25%) and **Legendary Artisan** (reduce base XP cost by 25%) Item Creation feats.


 * Attributes**: Use the "Epic Fantasy" (25-point) build from the //Pathfinder Core Rulebook//. If you must roll, just do the standard 6 sets of 4d6, rerolling 1s, rolled in front of me or another witness at the gaming table. __Before Racial Adjustments and the +1 PCs get every 4th level__, one Attribute must be lower than 10, and none can be higher than 18. This means if you're rolling and all six rolls are higher than 10, change the lowest to a 9 (//this can of course be increased above 10 when racial adjustments and level-based increases occur//). Every character should have some weakness to overcome -- considering all the goodies you're getting, it's not much to ask.


 * PC Races:** Blue Goblin, Bugbear, Changeling, Dwarf, Elf, Gnome, Goblin, Half-Elf, Half-Orc, Halfling, Hobgoblin, Human, Kalashtar, Kobold, Orc, Poison Dusk Lizardfolk, Shifter, Warforged, Warforged Scout and Whisper Gnome. Non-Feat racial bonuses for non-Humans are below; click for Racial and Regional Feats based on Race and Nation/Region of origin.

No other PC Races are allowed. . .20 should be enough!!

//(awarded for attenance, MVP, BRP, snack honor and sweetness/cinematic moments)//
 * ==Racial and Regional Feats==
 * ==Listing of Additional Flaws==
 * ==DM Coupons and Game Session Rewards==
 * ==Goblins, Hobgoblins and Bugbears==
 * ==Bard of Mourning==

Dragonmark House Affiliation Bonuses (Updated with Pathfinder Skills):
Affiliation with a Dragonmark House (use //Dragonmarked// as your guide) at character creation -- whether or not you take the appropriate Dragonmark as a feat, or are a member of that House's dominant Race -- gains you permanent Class Skills.
 * //Cannith:// Appraise, Use Magic Device, any two (2) Craft Skills
 * //Deneith:// Escape Artist, Intimidate
 * //Ghallanda:// Diplomacy, Knowledge (local)
 * //Jorasco:// Heal, Knowledge (Nature)
 * //Kundarak:// Disable Device, Use Magic Device
 * //Lyrandar:// Climb, Swim
 * //Medani:// Perception, Sense Motive
 * //Orien:// Ride, Swim
 * //Phiarlan:// Acrobatics, Perform (any)
 * //Sivis:// Appraise, Linguistics, Use Magic Device
 * //Tharashk:// Perception, Survival
 * //Thuranni:// Stealth, Sleight of Hand
 * //Vadalis:// Handle Animal, Ride


 * FREE Feat:** At 8th Level, you may choose either:
 * 1) The //Favored in House// Feat (which has many additional benefits from //Dragonmarked//), or
 * 2) Take the //Excoriate// Flaw and gain a free Feat in exchange. The new Feat must be one you qualify for. If you already have //Favored in House//, you lose that feat when you take //Excoriate//, and can never get it back (and get nothing to replace it with). You may not take Excoriate as a Flaw at character creation until the level bump reaches 8th level.

**//Note://** Any Dragonmark-granted spell-like ability that emulates a 0-level spell (cantrip or orison) can be used **at will**. This brings Least Dragonmarks in line with the Pathfinder RPG spellcaster classes.
 * Dragonmark Bonuses:** Anyone who takes the //Least Dragonmark// or //Aberrant Dragonmark// Feat may also immediately take a **FREE** Dragonmark-related Feat that you meet the prerequisites for. Note that only PHB races qualify for any form of Dragonmark.

**Gestalt Racial Paragon Classes:**
PCs may incorporate Racial Paragon levels from //Unearthed Arcana// into their existing characters as Gestalt Levels. That is, three times when you level up, you "gestalt" your PC class with the Paragon Class for your Race -- taking the best of both in terms of BAB, Saves, Hit Die, Skill Ranks, Class Skills, and taking all Special Abilities of both (where they're not overlapping). **Paragon Class Gestalt levels occur at 2nd, 5th and 7th character levels.** Note that Paragon Classes for Warforged, Changelings, Shifters, Kalashtar and Kobolds are readily available online.

If you're playing a Half-Orc, only the first three levels of Half-Orc, Orc or Human Paragon that you take may be Gestalted. Only a true Half-Elf (one parent Human, one parent Elf) can freely choose between the Elf, Human and Half-Elf Paragon classes -- and again, only the first three levels selected may be Gestalted.

There are a couple of other changes to the existing Paragon classes to make them more "Eberron"-y:

__**Elf Paragon**__ //Weapon and Armor Proficiency:// Khorvaire and Aerenal Elves have the same proficiencies as the PHB. Valenar Elves //instead// are proficient with all simple weapons, as well as falchions, kukris, scimitars, shortbows and composite shortbows. All Elf paragons are proficient with light armor, but not with shields. //Weapon Focus:// At 2nd level an Elf Paragon gains Weapon Focus as a bonus feat. This feat may apply to any weapon Elves are inherently proficient with (see previous paragraph). A Valenar may choose the Valenar double scimitar if already proficient. //Valenar Elf Paragons (only):// Change the Spells per Day column for the 2nd and 3rd Paragon levels from "+1 Wizard" to "+1 Divine." If the level already has divine spell progression, disregard. If the character has no levels in a class that uses divine spells, there is no effect.

__**Gnome Paragon**__ //Spells per Day:// At 2nd and 3rd level, a Gnome Paragon gains new spells per day and spells known as if he had also gained a level in an arcane spellcasting class (i.e. change "+1 level of bard" to "+1 level of arcane"). He does not, however, gain any other benefit a character of that class would have gained (bard class features, wizard bonus feats, warlock special abilities, etc.). If the Gnome has more than one class that casts arcane spells, choose only one (this applies to gestalting as well). If the Gnome has no arcane class levels, this class feature has no effect.

//Aberration Slayer (Ex):// A 2nd level orc paragon heeds his race's sacred mission to protect Khorvaire from aberrations. He gains a +2 bonus to weapon damage rolls and spell damage totals against aberrations. This replaces the 2nd level "Elfslayer" ability of the standard orc paragon, and stacks with a Ranger's Favored Enemy bonus.
 * __Orc Paragon__**

**OTHER Racial Benefits:**
These are incentives to encourage Players to try races other than Human. Any Attribute adjustments __replace__ the ones provided in the //Player's Handbook//, //Monster Manual// or //Eberron Campaign Setting//. Choices made at Character creation based on these incentives cannot be reversed. For free Skill Tricks, assume they are taken at the current Level Bump (6th level).
 * **//Changelings://** Sleight of Hand and Disguise are always class skills.
 * //**Dwarves**:// Appraise and Knowledge (dungeoneering) are always Class Skills. At 1st level, choose which Attribute gets the -2 penalty (WIS or CHA). The Dwarven Waraxe and Throwing Hammer are martial, not exotic weapons. If affiliated with House Kundarak, you may trade //Stonecunning// for //Trapfinding// and //Trap Sense// (treat as a Rogue of 1/2 the character's level, round down). For //Improved Stonecunning// (Paragon Ability), add +2 to the character's effective Rogue level.
 * //**Elves** (Khorvaire):// Add Beguiler (//PH2//) to Favored Classes. Handle Animal is always a Class Skill//.//
 * //**Elves** (Valenar):// Favored Class is Ranger, not Wizard. The Double Scimitar is a martial, not exotic weapon. Ride is always a Class Skill. Gain +2 to Wild Empathy or Handle Animal checks to affect any Valenar Horse//.//
 * //**Gnomes**:// Add Illusionist (Wizard specialty school) to Favored Classes. Gather Information, Sense Motive and Speak Language are always Class Skills. Gain Martial Weapon Proficiency (Gnome Hooked Hammer). Gain one (1) Manipulation Skill Trick from //Complete Scoundrel// (you must meet the prerequisites)//.// If affiliated with The Trust, gain Bluff and Disguise as class skills. // Spell-Like Abilities :// Gnomes may choose (2+CHA mod, min. 1) spell-like abilities from the following list: //arcane mark, dancing lights, ghost sound, mending, message, prestidigitation, speak with animals (burrowing mammals only)//. Caster level = 1 + Gnome Paragon Level (see above); save DC = 10 + CHA mod + Paragon Level + spell level. A Gnome may use her spell-like abilities up to (3+CHA mod, min. 2) times per day.
 * **//Gnomes, Whisper://** Add Ninja (//Complete Adventurer//) to Favored Classes. Whisper Gnome Ninjas retain all Ninja special abilities when wearing Twist Cloth and/or using a Battle Cloak (if proficient -- encumbrance still applies). Hide, Listen, Move Silently and Spot are always Class Skills. Gain three (3) Gnome-specific Exotic Weapon or Armor Proficiency feats (at least one weapon and one armor) from the following six (6) options: Quickrazor, Swordcatcher, Hooked Hammer, Twist Cloth (L armor), Battle Cloak (shield) and Tumbler's Breastplate (M armor). If affiliated with The Trust (//Zilargo's combination FBI, KGB and MiB//), gain Bluff, Disguise and Gather Information as class skills.
 * //**Goblins** (City, not Darguun):// Add four (4) Skill Ranks at 1st level, which can only be placed in Profession, Craft or Knowledge skills. Skills selected are always Class Skills, as is Sleight of Hand. Gain one (1) Skill Trick from //Complete Scoundrel// (you must meet the prerequisites). Replace +4 racial bonus to Ride checks with a +4 racial bonus to Knowledge (local) checks, with "local" being the city the Goblin is from (Sharn, for example). All are proficient with the Sap, and the Hand Crossbow is a martial, not exotic weapon//.//
 * //**Half-Elves** (Khoravar):// Gain one (1) extra Action Point per level; one (1) additional Bonus language (stacks with INT bonus); and one (1) Interaction Skill Trick from //Complete Scoundrel// (you must meet the prerequisites). Diplomacy, Search and Gather Information are always Class Skills.
 * //**Half-Orcs**:// Add Ranger to Favored Classes. The Double Axe is a martial, not exotic weapon. At 1st level, choose which two mental Attributes get a -2 penalty (INT and WIS, INT and CHA, or WIS and CHA). Survival and Intimidate are always Class Skills; for Intimidate checks, Half-Orcs may use their STR bonus instead of their CHA bonus. If from Shadow Marches, Swim is always a Class Skill, and gain a +2 racial bonus to Swim checks, and to Diplomacy checks involving Orcs and Half-Orcs.
 * //**Halflings**:// Listen, Spot and Profession are always Class Skills. Gain one (1) Manipulation Skill Trick from //Complete Scoundrel// (you must meet the prerequisites).
 * //**Halflings** (Talenta only):// Favored Class is Scout, not Rogue. Ride, Hide and Move Silently are always Class Skills. The Talenta Boomerang is a martial, not exotic, weapon. Gain +2 to Handle Animal or Wild Empathy checks to affect any dinosaur.
 * **//Humans://** When a Human uses an Action Point to modify a d20 roll, they may roll d8s instead of d6s.
 * //**Kalashtar**:// Psicraft, Use Psionic Device and Autohypnosis are always Class Skills. Gain two (2) Power Points; one (1) extra Action Point per level; and one (1) Mental Skill Trick from //Complete Scoundrel// (you must meet the prerequisites).
 * //**Kobolds**:// -4 Strength, +2 Dex, -2 Con, +2 Charisma. Add Dragonfire Adept to Favored Classes. Disable Device, Search, Use Magic Device and Use Rope are always Class Skills. Gain one (1) Movement Skill Trick from //Complete Scoundrel// (you must meet the prerequisites). __Natural Weapons:__ Kobolds have two primary claw attacks (1d3 + STR slashing), and a secondary bite attack (1d3 + 1/2 STR piercing). __Weapon Proficiencies:__ Kobolds are proficient with the Heavy Pick and Light Pick; the War Pick is a martial, not exotic, weapon.
 * **//Orcs://** The Double Axe is a martial, not exotic weapon. Survival and Intimidate are always Class Skills; for Intimidate checks, Orcs may use their STR bonus instead of their CHA bonus. If from Shadow Marches, add Druid to Favored Classes; Swim is always a Class Skill, and gain a +2 racial bonus to Swim and Handle Animal checks. If from Mror Holds, Knowledge (dungeoneering) is always a Class Skill, and gain a +2 racial bonus to Knowledge (dungeoneering) checks and Survival checks while underground.
 * **//Poison Dusk Lizardfolk://** No Paragon Classes. Instead, the first three PC levels are Gestalted with the Poison Dusk Lizardfolk's Special Abilities, as outlined at the bottom of the Racial and Regional Feats page. Add Spirit Shaman (//Complete Divine//) to Favored Classes. Gain Exotic Weapon Proficiency (Bolas, Net).
 * //**Shifters**:// Gain one (1) extra Action Point per level. Survival is always a Class Skill.
 * //**Warforged**:// Add Artificer to Favored Classes//.// Gain four (4) ranks in any Knowledge Skills (these become Class Skills).
 * //**Warforged** **Scouts**:// Favored Classes are Scout and Ranger. Gain one (1) Skill Trick from //Complete Scoundrel// (you must meet the prerequisites). Gain four (4) ranks in any Knowledge Skills (these become Class Skills).

Tome of Battle Disciplines
//Crusader, Swordsage, Warblade//: The Nine Disciplines are keyed to different regions, much like the Regional Feats.
 * "//Desert Wind//" is a recent term -- linking it to the Blade Desert -- for an ancient discipline practiced by elite members of the //Valaes Tairn// (Valenar Elves), and dating back to when Elves lived on Xen'drik. Some unconfirmed rumors from Xen'drik report that the Sulatar Drow are specialists in the fire-based aspects of Desert Wind, and that the disciplne may have originated among the ancient Fire Giants.
 * The //Devoted Spirit// discipline has wildly variant groups of adherents. The best-known are the Crusaders of Thrane, a holy order that stands beside the Knights and Paladins that nation already produces in abundance. "Crusaders go where Paladins cannot" is an old folk phrase, dating from the time of the inquisition against Khorvaire's lycanthropes, in which Crusaders -- not bound by the Paladins' strict rules of engagement -- led some of the bloodiest raids on lycanthrope lairs and strongholds. Oddly, Devoted Spirit followers can also be found in the Blood of Vol and its military arm, the Order of the Emerald Claw, and perhaps most disturbingly, among the Zakya Rakshasas worshipping the Lords of Dust.
 * //Iron Heart// is considered by most to be a recent form, introduced a century ago by champion duelists at Rekkenmark Academy in Karrnath and quickly adopted by the Sentinel Marshals of House Deneith. Since then, small schools teaching Iron Heart have emerged throughout the Five Nations, and in the Lhazaar Principalities, usually under Deneith's auspices. Ask any Hobgoblin //duur'kala// or chainmaster, however, and they'll say the stances and strikes of Iron Heart were practiced by elite warriors in the days of the Dhakaani Empire.
 * The //Tiger Claw// discipline developed among Lycanthropes prior to the Silver Flame's crusade to exterminate them. In fact, even now Tiger Claw followers hold the Devoted Spirit school in contempt for their role in the Inquisition (and most Thrane Crusaders feel the same way about the "savages" who practice Tiger Claw). Today, Shifters are the most likely to learn the Tiger Claw maneuvers -- although a nearly identical style has been seen among Lizardfolk tribes in Q'Barra.
 * The //White Raven// School was a joint enterprise established in 889 YK by Houses Deneith and Medani, to teach a new generation of military leaders the principles of foresight and cooperative effort. The school, located near the border where Aundair, Breland and Thrane meet, was overrun and destroyed by unknown forces in 992 YK. The surviving teachers have returned to various House enclaves, where they continue to teach the discipline to a select few students.
 * The //Aineas Sol// (Setting Sun) discipline is Elven, and ancient. Elite guards in Aerenal (including some Undying Soldiers) are instructed in this school. It has also spread to House Phiarlan, and thus to House Thuranni after the Schism. Like Desert Wind, Giants may have originated the form.
 * "//Shadow Hand//" is a catch-all term for several obscure fighting styles revolving around stealth. Some Gnomes claim that agents of The Trust have the greatest Shadow Hand masters in their secret ranks. This belief is scoffed at by many who know what House Phiarlan and House Thuranni really do. "'Tis nae called the Mark o' Shadow for nothing," some might say. Practitioners among the Silent Clans of Darguun have no comment.
 * The power of the //Stone Dragon// can be felt among the Dwarves of the Mror Holds, and in Droaam where it is popular among more intelligent Minotaurs, Ogres and other monstrous races that rely on brute strength.
 * Some Kalashtar warriors practice a martial form they call //Diamond Mind//, and claim that its techniques are also known by the Riedrans on Sarlona. In the 980s, two Kalashtar joined the faculty of the White Raven School, introducing the form to certain PCs and NPCs....

Original "Mourning in Khorvaire" material and specific House Rules -- © 2007-2017 Herb Helzer. All Rights Reserved. "Eberron," "Dungeons & Dragons," "d20 system," etc. -- ©1995-2017 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.