Runelords of Khyber Gestalt

Game Master mittean

Feats, Flaws and Traits

Eberron Pathfinder page

Khorvaire

Rogue Genius Major Drawbacks


==Campaign Summary==
Savage tide
Forgotten forge
There is no honor
Salvage operation
Queen with the burning eyes
The distraction
Shadows of the last war

==RUNELORDS OF KHYBER==

Demon:

(Lust) Magus/Summoner/Slayer

Demon
Male Psiforged (Xen'drikkan) Unchained Monk (Flowing monk, Wildcat, Master of Many Styles) 1
LN Medium Monstrous humanoid half-construct (living) 219 years-old
Init +2; Senses Perception +6
xp 0/3,000 to add Gestalt Magus Tier 1
Destiny Points 1 Hero Points 5
Favored class -

"The law is harsh, but it's the law. Sins may be forgiven, but crimes must be punished."

Demon's portrait, Demon's portrait 2

A wildcat is a student of the school of hard knocks, who dedicates himself to learning how to take down foes by any means necessary. A wildcat isn’t afraid to smash a tankard over a foe’s head, stomp an opponent’s foot, gouge an eye, or generally create mayhem to gain any possible advantage.
The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.
The flowing monk is the wind and the river. He knows how the world flows, and forces his enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water.

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==DEFENSE==
--------------------
Defense +3, touch +3, flat-footed +0 (+2 Dex, +1 Dodge)
Hit points 23/23 Vigor 23/23 (1d10) Wound points 26 (Threshold 13)
Disabled from 0 to -1, Unconcious from -2 to -26
FRW 3/4/2
Defensive Abilities
• Construct mind, Construct Resistance, Dodge (Mobility)
Weaknesses
• Composite Body

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OFFENSE
--------------------
Speed 30 ft.
Melee
• Unarmed strike +3 1d8+2, (20/x2)
Unarmed strike w/ Power Attack +2 1d8+4, (20/x2)
Unarmed strike w/ Combat Expertise +2 1d8+2, (20/x2) Defense +2
Unarmed strike w/ fighting defensively -1 1d8+2, (20/x2) Defense +2
Unarmed strike w/ Power Attack & Combat Expertise & fighting defensively -3 1d8+4, (20/x2) Defense +4

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STATISTICS
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Str 14 (+2), Dex 15 (+2), Con 13 (+1), Int 15 (+2), Wis 15 (+2), Cha 10 (+0)
Bab +1; CMB +3 (+5 Grapple); CMD +5 (+7 Grapple)

Feats (6,000 xp)
Agile Maneuvers
Combat Expertise
Deadly Aim
Endurance
Dodge
Panther Style
Power Attack
Unarmed Combatant

Traits (3,000 xp)

Flaws (5,000 xp)

Drawbacks (2,500 xp)

Skills
Acrobatics +6 (+1 SP, +3 trained, +2 Dex)
Appraise (BG) +6 (+1 SP, +3 trained, +2 Int)
Climb +6 (+1 SP, +3 trained, +2 Str)
Knowledge (history) +6 (+1 SP, +3 trained, +2 Int)
Knowledge (religion) (BG) +6 (+1 SP, +3 trained, +2 Int)
Perception +6 (+1 SP, +3 trained, +2 Wis)
Sense motive +6 (+1 SP, +3 trained, +2 Wis)
Stealth +6 (+1 SP, +3 trained, +2 Dex)
Use magic device +0 (+0 SP, +0 untrained, +0 Cha)

Languages
• Common
• Giant

SQ consume, die-hard, finesse weapon attack attribute, fuse style, redirection, warforged immunity

Encumbrance 1

Gear

Other Gear
• Dragons (PP)
• Sovereigns (GP) 50
• Crowns (EP)
• Shillings (SP)
• Coppers (CP)

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SPECIAL ABILITIES
--------------------
Agile Maneuvers - Use DEX instead of STR for CMB.
Bonus Feat - At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elemental fist feat. A flowing monk replaces the normal monk bonus feats with the following: Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition, Improved Trip, Nimble Moves, and Weapon Finesse. Starting at the 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots. A flowing monk also has the following feats available at his 6th level: Acrobatic Steps, Bodyguard, Improved Disarm, Improved Feint, Ki Throw, Mobility, Second Chance, and Sidestep. At his 10th level, the following feats are added: In Harm’s Way, Repositioning Strike, Snatch Arrows, Spring Attack, and Tripping Strike.
Combat Expertise +/-1 - Bonus to AC in exchange for an equal penalty to attack.
Composite Body - Warforged bodies are composed of stone, metal, and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood and a Rust Monster's rusting touch. Spells that target objects only (such as stone shape) have no effect on a warforged.
Consume - A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as Heroes' Feast and potions.
Construct Metabolism - Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities. A warforged does not heal hit points or attribute damage naturally but can be repaired with the use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can be done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gem-cutting, and sculpting. A conscious warforged can repair itself. All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill. Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down. A warforged is not capable of procreation, having to rely on a Lifeforge to create a new warforged. A warforged does not change size or appearance naturally over time.
Construct Mind - Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance - Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Darkvision - Warforged can see perfectly in the dark up to 60 feet.
Deadly Aim -1/+2 - Trade a penalty to ranged attacks for a bonus to ranged damage.
Die Hard - A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than zero but greater than -26 (his wp value), he is inert. He is unconscious and helpless and cannot perform any actions. However, an inert warforged does not lose any additional hp unless he takes additional damage.
Dodge - You gain a +1 dodge bonus to your Defense. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to Defense also makes you lose the benefits of this feat.
Endurance - You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
Focused Training - Warforged gain one skill of their choice as a class skill (Use magic device).
Fortification 25% (Ex) - When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
Fuse Style (2 styles) (Ex) - At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At the 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.
Once they are 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.
Panther Style - While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
Power Attack -1/+2 - You can subtract from your attack roll to add to your damage.
Psiforged Plating - The composite plating of the warforged was made with dozens of crystals. These crystals act as a cognizance crystal, allowing you to store 1 psionic Power-Point within them at 1st level. Every odd level thereafter, you can store 1 additional PowerPoint into the crystals of your body. These crystals cannot be targeted separately from you and cannot be disenchanted or suppressed. In all other ways, these crystals act as a single cognizance crystal. Warforged with this alternate racial ability can be targeted by spells, powers, and effects that affect crystal, glass, wood, and metal, but not stone. This racial trait replaces natural plating.
Redirection (1/day, DC 12) (Ex) - At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
At his 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack.
At his 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability.
At his 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round.
Tireless - Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
Unarmed Combatant - You are considered to be armed even when unarmed - you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes now deal 1d6 damage if you are medium-sized or 1d4 damage if you are small-sized, and you can deal lethal or nonlethal damage, at your choice. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Trained Fist - The warforged gains Improved Unarmed Strike as a bonus feat. If he already possesses that feat his unarmed strike deals damage as if he were one size category larger, as with the Improved Natural Attack feat. This ability replaces Natural Weapons.

DESCRIPTION
Dark and imposing, Demon is jet black, with markings of blood red and deep purple running over his body, which is almost crystalline. He looks like he was carved from a Khyber Dragonshard. His features are sharp, and his eyes glow red. He is dense, standing 1.8 meters (5 ft. 10 in.) tall, and weighing 100 kg (220 lbs.).

PERSONALITY
Demon is very mission-oriented. He doesn't understand the idea of conflicting morals but is curious about them. Stoic.

BACKGROUND
Demon came from Xen'drik hundreds of years ago.

Ceilidh:

Ceilidh Blackwood
Female Cyrish (displaced) human Dragonmarked sorcerer (Mark of Making) blood of Siberys Cross-blooded/Wild-blooded Arcane/Sage Sorcerer 1
NG Medium humanoid (human Cyrish)
Init +1 (+1 Dex); Senses Perception +0
xp 0/3,000 to add Wizard Tier 1
Destiny points 1 Hero points 5
Favored class -

"I don't need a reason to help people."

Ceilidh's Tattoo on her back, Ceilidh's portrait

You possess greater magical versatility than most of those who share your dragonmark.
You possess a deep bond to Siberys, the Dragon Above, which shapes your sorcerous powers. Many believe the Dragon Above is the source of all arcane magic, and the first dragons were born from the blood that fell when Khyber slew Siberys. Your bond to the Dragon Above enhances your ability to channel magic.
You possess a crossblooded bloodline that combines the powers of two distinct heritages. In most cases, sorcerers with this bloodline are the offspring of two sorcerers from different ancestries, but occasionally a crossblooded sorcerer arises from the conjunction of other powers.
You possess a wildblooded bloodline and have a mutated version of a more common bloodline, with one arcana and at least one bloodline power that is different from those of an unmutated bloodline.
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
You are a scholar of the arcane and are always creating new means to use magic.

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==DEFENSE==
--------------------
Defense +2 (+2 Dex), touch +2, flat-footed +0 (+2 Dex)
DR none
MaxDex - ACP - ASF 0%
Hit points 17/17 (1d6) Vigor 17/17 Wound points 22 (Threshold 11)
Clobbered/Massive damage: 11/22 Stabilization 22%
0 staggered; -1 to -22, unconscious
FRW 0/1/2

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==OFFENSE==
--------------------
Speed 30 ft.
Melee
• Dagger +0 (1d4, 19/x2)
Ranged
• Dagger +1 (1d4, 19/x2) 10 ft.
Space 5 ft. Reach 5 ft.
Sorcerer (CL 1st; concentration +8)
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 1st; concentration +8)
1st (3+2/day)
Magic missile (জাদু ক্ষেপণাস্ত্র)
0-level (at will)
Detect magic (જાદુ શોધો) Concentration, up to 1 minute
Light (Ilûm "আলো")
Read magic
Bloodline Arcane, Sage

------------------------------
==STATISTICS & ABILITIES==
------------------------------
Str 10 (+0) Dex 12 (+1) Con 11 (+0) Int 18 (+4) Wis 11 (+0) Cha 11 (+0)
Base Atk +0; CMB +0; CMD +1

Feats
Agile Maneuvers
Dragonmarked sorcerer (Mark of making)
Eschew Materials
Simple weapons
Spellcasting prodigy

Traits Feats and flaws
Magical Knack (Sorcery & wizardry) - Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
Kin Bonds Twin - Choose a single sibling with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may re-roll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins, you gain a +2 trait bonus on the re-rolled saving throw. Your sibling must be willing to grant you the re-roll. If you fail the saving throw, you and your sibling are dazed for 1 round.
• Hidden Reserve (Su) - Cast any spell the sorcerer could normally cast, but the sorcerer is fatigued after the spell is completed. If the spell is of the highest level that the sorcerer could normally cast, he is instead exhausted. This ability can not be used while fatigued or exhausted. It may be used a number of times per day equal to the sorcerer's Intelligence bonus (6 per day).

Flaws
Insomniac - In order to get a full night of rest you must succeed at a DC 15 Fortitude save. If you are sleeping and a disturbance wakes you during the night, you must make an additional save (at the same DC) to return to sleep. If you fail the Fortitude save you are fatigued when you rise in the morning. If you are fatigued when you try to sleep, you gain a +2 bonus on your save. If you are exhausted, you gain a +6 bonus. Comfortable conditions, such as those found in most inns, grant you a +4 bonus on this save. Poor conditions, such as sleeping on the ground or in armor, give you a -4 penalty on this save. Even if you sleep poorly, you may prepare arcane spells as normal after 8 hours of fitful rest.
Test Subject - Your saving throws made against spells and spell-like abilities from evocation, necromancy, and transmutation suffer a -2 penalty.

Drawbacks
Doubt - Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.
Headstrong - Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
[/smaller]

Skills
• Bluff +4 (+1 SP, +3 trained, +0 Cha)
• Craft (calligraphy) (BG)
• Diplomacy +4 (+1 SP, +3 trained, +0 Cha)
• Intimidate +4 (+1 SP, +3 trained, +0 Cha)
• Knowledge (arcana) +10 (+1 SP, +3 trained, +4 Int, +2 Wild-blooded)
• Knowledge (history) (BG) +8 (+1 SP, +3 trained, +4 Int)
• Knowledge (local) +8 (+1 SP, +3 trained, +4 Int)
• Knowledge (the planes) +8 (+1 SP, +3 trained, +4 Int)
• Linguistics (BG) +8 (+1 SP, +3 trained, +4 Int)
• Profession (Book-binding) (BG)
• Spellcraft +10 (+1 SP, +3 trained, +4 Int, +2 Wild-blooded)

Languages
• Arcane
• Common
• Draconic
• Dwarven
• Elven
• Infernal

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==SPECIAL ABILITIES===
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Agile Maneuvers - Use DEX instead of STR for CMB.
Blood of Siberys - In addition, you add +4 to your effective Charisma for purposes of determining bonus sorcerer spells and the maximum level of spells that you can cast. For example, even if your natural Charisma is 14, you can still cast up to 8th-level sorcerer spells. This bonus does not affect saving throw DCs, skill rolls, or provide any of the other benefits that are dependant on Charisma. (Total INT for bonus spells 22).
Bloodline Arcana - Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell’s DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
In addition, unlike most sorcerers, whose innate magic is powered by the force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.
Dragonmarked sorcerer (Mark of making) - Add all sorcerer spells from your dragonmarked house's least, lesser, and greater dragonmarks to your list of known spells, even if you are too low of a level to cast them yet (you cannot cast these spells until you are of the appropriate level to do so). You also gain a physical dragonmark, although this does not provide you with spell-like abilities. Initially, this resembles the least dragonmark of your house. When you gain the ability to cast a spell replicating the power of a lesser or greater dragonmark, your mark changes to the appropriate shape and size.
Eschew Materials - Cast spells without materials if component cost is 1 gp or less.
Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
Heart of the Fields - Humans that are born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day, they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
Spellcasting prodigy - or the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes.

Sin

I think I know a guy...
Engineer #3, Warforged Psion (Shaper) 1
Blythe Astor, female human gunslinger (Mysterious stranger) 2/ Ninja 2
Anail, Male sylph Investigator (Empiricist) 8/ Swashbuckler (Inspired Blade) 1
Jaslthas, Male half-elf Occultist (battle host) 3
Basalte, Male Oread Fighter (Unbreakable) 4/ Bloodrager 2/ Living Monolith 10 / Unchained Monk 1
Hikage Kasai, Male wayang samurai 1 / Wizard
Akaash, Male Sylph Alchemist (Mindchemist) 6/Wizard 1

==GEAR==
Combat gear
Dagger (x1) (1 lb., carried),
Gear worn
• Clothes (worn, 5 lbs.)
Other Gear
• Dragons (PP)
• Sovereigns (GP) 47
• Crowns (EP)
• Shillings (SP)
• Coppers (CP)

Ceilidh's outfit

Encumbrance 6 lbs.
Carrying capacity 33/66/100 100/200/500

Age 26 Height 5 ft. 6 in. Weight 119 lbs.
Hair Coffee brownEyes Stormy blue
Occupation Book-binder
Birthplace Metrol, Cyre

Inspiration Dark Pheonix
Berserk button That she destroys all around her
Belief Sovereign Host
Goal To find out where her magic comes from
Secret
Tropes Red Oni, blue Oni, Messianic Archtype

=========================

Character creation rules:

• Stats
25 point buy.

• Alignments
Lawful - Rules matter more to me than individuals.
Chaotic - Individuals matter more to me than rules.
Good - Other people's well-being is more important than my own.
Evil - My own well-being is more important than other people's.
Neutral - My opinion of what is more important is determined on a case-by-case basis.
LG - I follow the rules because the rules keep society safe, even if they are sometimes inconvenient or harmful to me.
NG - Whether I obey the rules or not is irrelevant. If breaking them helps someone, then I break them. If it hurts someone, I will try to stop it from happening.
CG - The system is set up to suppress the weak. I may not know you, but I will fight for your equity and rights.
LN - The system is more important. It does not matter if it hurts or helps, I follow the rules by the book.
CN - You might have good intentions, you may have killed. The system might favor you or not. But I trust my gut, and I don't judge.
LE - Perhaps if you just worked harder, you could have what I have.
NE - I win. If I have to break a law or enforce it to win, I win.
CE - Screw the rules, and screw you. ALSO: Don't tell me how to live my life, and I won't tell you how to live yours.

• Action points
Gain favor for 1 roll per Tier

• Hitpoints
You start with your constitution score + your max class HD (8 HP for rogues, etc.) +10 unless you are a monster, or a non-hero class i.e. Warrior, etc.). You gain hit points as per normal rules.

• Feats, Flaws, Traits, and Drawbacks.
I allow two Traits, one of which is a campaign-specific trait, if applicable. they may be purchased for 3,000 xp each.
I allow up to two Flaws, from either 3.5 or Paizo, which give you up to two extra Feats. They may be purchased for 5,000 xp each, and the extra Feats for 6,000 xp each.
I allow two Drawbacks, which will give you two extra Traits. They may be purchased for 2,500 xp each, and 3,000 xp each for the extra Traits.

- This is mostly for role-playing flavor -

• Magic systems
Innate (Sorcerers)
Arcane (Wizards)
Prayer (Clerics) (Asked by the person doing the prayer of the Deity)
Divine (Oracles) (This is more Deity to the mouthpiece, rather than mouthpiece to Deity)
Primal (Druids)
Psionic (Psionicists)
Bonded (Witches & Warlocks)
Elemental (Templars)
Ancestral (Wu Jens)
Ki (Monks and Ninja)

Please role-play accordingly. Psions use their mind, a druid may chant lowly, a cleric prays, sorcerers pulse with power just under their skin...play with it, but keep them separate, please. :)

For the most part, this is all stuff you will never bother with, but I'm putting it here so you know how I play.

• Wizards are the item creators and the MetaMagic manipulators. They wring everything they can out of a spell.

Sorcerers are all about their magical energy. They now have a Sorcerer's focus, similar to a psionic focus, that takes a full-round action to gain. They are good at counter-spelling, and absorbing spell energy cast at them, and using it or returning it. They also steal energy from items to fuel their own spells or use their own energy to cast spells in items.

• Wizard spell memorization
If a wizard wishes to change his memorized spells, it takes 15 minutes of meditation and memorization, minus 1 minute per Intelligence bonus.

• Arcane focus items
With a wizard's focus item, wizards get 1 free MM level/ tier (5th, 9th, etc). Without the item, they can cast MM spells only with the known feat.

• Anyone is able to cast a Metamagic feat. You must hit a Spellcraft DC of 10 + double the spell level + quadruple the Spell level cost of the Metamagic feats being used.

If you do not succeed in the DC, you cast the spell normally. If you fail the DC by 10 or more, you lose the spell and your turn, casting nothing. If you miss the DC by 15 you lose the spell levels you would have spent.

• Sorcerers may cast any spell on their spell list...their known spells are ones they have practiced at making their blood obey, bending it to their will. If you want to cast a spell you don't know, it costs double the spell level in Spell levels (a third level spell costs 6 spell levels to cast if it isn't known to you.) It also takes 1 minute/spell level to cast. (3 minutes in the example.) This may be shortened by spending spell levels. If it is a spell above the level they can cast (i.e. a 3rd level spell for a 2nd level sorcerer), its casting time is in hours.

• Counter-spelling
Untrained can counter the exact spell. The Counterspell feat allows you to counter from the school. Improved counterspell feat allows you to Absorb 1/3 spell levels, minimum 1. Greater counterspell feat allows you to absorb, and immediately reflect as well, the basic (non-Metamagic) version of the spell.

Only Clerics may counter cleric prayers, with their deities' faith.

• Scrolls
- Sorcerers may add a spell to their known spells list for 1 hour from a scroll. The process takes 1 minute per spell level. They may then cast it as if it is on their list for the duration.
- Clerics may not cast spells from scrolls.

• Potions
- Sorcerers get a bonus to any spells they have as a learned spell. i.e., if it is in their blood, they cast it stronger with a potion of the same spell. i.e., if a sorcerer knows mage armor, and drinks a potion of mage armor, they get a +5 AC/DR bonus. If it is not known by them, they get a +3, as potions are slightly weaker.
- Wizards can hold on to the potion in their body for 1 minute per wizard level they have. i.e., a 4th level wizard who drinks a potion of mage armor can hold it and cast it four minutes later as a Swift Action.
- Only Alchemists, witches can brew potions.

• Wands
Anyone who wields a wand, or successfully activates a wand with a UMD check, may utilize it with Metamagic feats. Using Metamagic feats increases the UMD check by the number of levels the Metamagic feat requires.

If you want to use your wand of fireball with the maximized, quickened, and silenced Metamagic feats (+3 spell levels, +1 and +4), you pay 1 (for the normal) +9, +3, +12 (each tripled) for a total of 25 charges, and a UMD DC of 26 (DC 18 for fireball, +3 +1 +4 is 26. This means you may use the wand twice before it is burnt out. It is very expensive for just two attacks (or more, depending on how you play it), but you are more likely to use it.

Languages of Eberron:

TRANSLATE.
- Enchantment (Tamil) Charm Person வசீகரமான நபர்
- Evocation (Bengali) Magic Missile যাদু ক্ষেপণাস্ত্র
- Abjuration (Armenian) Endure Elements Հավերժական տարրեր
- Transmutation (Georgian) Enlarge Person გააფართოე ადამიანი
- Divination (Gujarati) True Strike સાચું પ્રહાર
- Necromancy (Arabic) Cause Fear تسبب الخوف
- Conjuration (Kannada) Summon Monster I ಸಮನ್ಸ್ ದೈತ್ಯ I.

"You mortals shall perish if you interfere with our plans."
- Celestial (Khmer) - អ្នកមនុស្សនឹងត្រូវវិនាសប្រសិនបើអ្នកជ្រៀតជ្រែកជាមួយនឹងផែនការរបស់យើង។.
- Abyssal (Telugu) - మీరు మా ప్రణాళికలు జోక్యం ఉంటే మీరు మానవులు నశింతురు.
- Infernal (Thai) - ปุถุชนคุณจะพินาศถ้าคุณยุ่งเกี่ยวกับแผนการของเรา.
- Abaddon (Amharic) - በእቅዳችን ውስጥ ጣልቃ ቢገቡ ሰዎች ትጠፋላችሁ ፡፡

"My people were the victims in the Great War. We did not want this fight; this fight sought us out, and murdered our children."
- Goblin (Icelandic) - Mitt fólk voru fórnarlömb í Great War. Við vildum ekki þessari baráttu; þessi bardagi leitað okkur út, og myrt sonu."
- Hobgoblin (Dutch) - "Mijn mensen waren het slachtoffer in de Grote Oorlog. We wilden niet deze strijd; deze strijd zocht ons uit, en vermoord uit kinderen."
- Valaes (Swahili) - "Watu wangu walikuwa waathirika katika Vita Kuu. Hatukutaka vita hii; vita hii walitaka sisi nje, na aliuawa nje watoto."
- Aereni (Zulu) - "Abantu bami babe izisulu eMpini Enkulu. We wayengafuni le mpi; Kule mpi wafuna us out, futhi wabulala abantwana."
- Zilargo (Malay) - "Rakyatku telah terlibat dalam mangsa dalam Perang Besar. Kami tidak mahu perjuangan ini; perjuangan ini dicari kami keluar, dan dibunuh daripada kanak-kanak."
- Aundair (French) - "Mes gens étaient les victimes de la Grande Guerre. Nous ne voulons pas que cette lutte; ce combat nous a cherché, et assassiné des enfants."
- Cyre (Spanish) - "Mi pueblo fueron las víctimas en la Gran Guerra. No queríamos que esta lucha; esta lucha nos buscó, y asesinó a cabo los niños."
- Breland (English) - That stuff we mutter.
- Dwarven (Basque) - "Nire pertsona Gerra Handiaren ere biktima izan ziren. Guk ez dugu borroka honetan nahi; Borroka honetan bilatzen gurekin, eta hil haur.."
- Q'barra - (Vietnamese) - "Dân ta là nạn nhân trong các cuộc chiến tranh lớn. Chúng tôi không muốn cuộc chiến này; cuộc chiến này đã tìm ra chúng, và giết hại trẻ em ra.."
- Kaarnath (Russian) - "Мои люди были жертвами в Великой войне. Мы не хотим, чтобы эта борьба; эта борьба стремились нас, и убил из детей."
- Thrane (Italian) - "La mia gente sono state le vittime nella Grande Guerra. Non abbiamo voluto questa lotta; questa lotta noi cercato, e ucciso fuori bambini."
- Lhaazar principalities (Traditional chinese) - "我人在第一次世界大戰的受害者。我們不希望這場戰鬥;這場鬥爭中尋求我們出去,並殺害了孩子."
- Shadow marches, humans (Irish) - "Bhí mo mhuintir na n-íospartach sa Chogadh Mór. Ní raibh muid ag iarraidh an troid; iarr an troid dúinn amach, agus dúnmharaíodh amach do leanaí
- Shadow marches, Orc (Welsh) - "Fy mhobl oedd y dioddefwyr yn y Rhyfel Mawr. Doedden ni ddim am i frwydr hon; frwydr hon Ceisiodd ni allan, ac llofruddio allan plant."
- Eldeen Reaches (Gaelician) - "Meu pobo foron vítimas na Gran Guerra. Non queremos esta loita; esta loita nos buscou, e asasinado a nenos."
- Demon wastes (Sinhala) - "මාගේ සෙනඟ මහා යුද්ධයේ දී විපතට පත් වූහ. අපි මේ සටන අවශ්ය නැහැ; මෙම අරගලය අප පිටතට උත්සාහ, හා දරුවන් එළියට ඝාතනය."
- Xen'drik (Japanese) - "わたしの民は、第一次世界大戦での犠牲者でした。私たちは、この戦いを望んでいませんでした。この戦いは、私たちを求めて、子供を殺害しました。."
- Halfling (Yucatec Maya) - "In kaajal j-máaxo'ob le nuxi' k'atun. Ma' Táak k le ba'atelo'; le ba'ate'lo' k kaxantaj ka asesinó le paalalo'obo'."

Sins:

Everyone gets to sin. Enjoy. :) Choose one sin, and one ability from that sin.
  • Pride
    Choose either Dazzling blade (Dazzling blade, mass) or Delusional pride, or Hypnotism. You may use it once per day as a swift action, using your class level as the caster level.
  • Gluttony
    Choose one of the following: Whenever you drink a potion, increase its caster level by one, or all cure potions heal maximum hit points, or cast Goodberry 1/day as a swift action with your Character level acting as the Caster level.
  • Greed
    Choose either or Burning disarm (, Covetous aura), Sticky fingers (Dr323:65) or Certain grip (non-detection, Secret chest). You may use it once per day as a swift action, using your class level as the caster level. Change certain grip to one round per level.
  • Wrath
    Choose either Interrogation (Pain strike, Pain strike, mass), or True strike (Rage), or Rhino's rush (Dr323:65) You may use it once per day as a swift action, using your class level as the caster level.
  • Lust
    Choose either Seducer's eyes, Lock gaze, or Charm person You may use it once per day as a swift action, using your class level as the caster level. Change Seducer's eyes to one round per level.
  • Sloth
    You gain either a +5 to d20 rolls till the beginning of your next turn if you willfully take only one action (move or standard) for your turn, or the ability to auto-confirm a critical, or auto-succeed on a roll once per day if you rest twelve hours rather than eight, or the ability to cast Touch of fatigue as a swift action 1/day using your Class level as the Caster Level.
  • Envy
    Choose either Break (Dispel magic) or Disguise self. You may use it once per day as a swift action, using your class level as the caster level.
  • List of Eberron adventures and levels:

    The Forgotten forge (1st)
    Shadows of the Last War (1st)
    Queen with the Burning Eyes (1st)
    Whisper's of the Vampire's Blade (2nd)
    Fallen angel (3rd)
    Grasp of the Emerald Claw (4th)
    Tension's rising (4th)
    Eyes of the Lich Queen (5th)
    Riding the Rail (5th)
    Chimes at midnight (5th)
    The Aundairan job (5th)
    Murder in Oakbridge (5th)
    Voyage of the Golden Dragon (7th)
    Crypt of the Crimson stars (7th)
    Temple of the Scorpion God (7th)
    Steel shadows (7th)
    Pit of the Fire Lord (8th)
    Quoth the Raven (8th)

    Coin names:

    Platinum
    • Dragons
    Gold
    • Sovereigns (Thrane)
    • Galifars (Older)
    • Monarchs (Aundair)
    • Kings (Karrnath)
    • Towers (Breland)

    Gestalt additional rules:

    • HD Bonus Option: Grants bonus HP at each level. Calculation is higher of the two chosen classes plus bonus based on HD sides of the second class as follows: d6 = +1, d8 = +2, d10 = +3, d12 = +4.
    • Saving Throw Bonus Option: Grants a +1 misc bonus to any save that has a 'Good' rate for both chosen classes. This bonus is only granted for the last chosen class combination. So if you chose Monk(U)/Rogue(U) you would receive a +1 misc bonus to Reflex since both of those classes have 'Good' reflex. However, if you chose Monk(U)/Fighter, you would lose the +1 misc bonus to Reflex and instead gain a +1 misc bonus to Fortitude (since Fighter is 'Poor' Reflex, but both Monk(U) and Fighter share 'Good' Fortitude).
    • Skill Points Bonus Option: Calculates skill points for each level as higher of the two chosen classes plus a bonus of half the second chosen class. Example: Rogue(U) = 8; Monk(U) = 4 therefore total skill points that level would be 10 + INT (8 + .5*4 = 10).
    • Skills Bonus Option: Grants a +1 untyped bonus to any skill that is a class skill from two sources (two chosen classes, feats, traits, etc). This is cumulative. If chosen class A and chosen class B both have Perception as a class skill, then Perception would get a +1 untyped bonus. This would also work if chosen class A had Perception as a class skill and you chose a trait that gave Perception as a class skill.
    • Attribute Bonus Option: Grants +1 to two attributes (instead of one attribute) at 4, 8, 16, and 20. At level 12 grants +1 to all attributes (instead of +1 to one attribute).
    • Starting Wealth Calculation: If enabled, calculate starting money for your first level as higher of the two chosen classes plus half of the second class chosen. Example: Fighter = 5d6, Rogue(U) = 4d6 therefore Starting Cash = 7d6 x 100. This assumes that all classes use Xd6 x 100.