archmagi1
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So one thing that I've been postulating over the last few months is how/if I could convert Dragonmarks over to something akin to Mythic Paths. As it was in 3.5, the Dragonmarks weren't that powerful in general, and dabbling them in the fringes of Mythic could make them a bit interesting, and actually powerful enough to warrant why the Dragonmarked houses hold such a prominent position in Eberron instead of being folks with some generally out of combat 1/d SPA's.
Anyway, here is what I kinda had for an idea:
Dragonmarks
Least Dragonmark: 1 MP, Gain the "Pick 1 of 3" ability for your House's Path
Lesser Dragonmark: +2 MP, Gain one 1st Tier Mythic Ability of your House's Path
Greater Dragonmark: +3 MP, Gain one 3rd Tier (or lower) Mythic Ability of your House's Path
Syberis Dragonmark: +4 MP, Gain one 6th Tier (or lower) Mythic Ability of your House's Path
Abberant Dragonmarks
Least: 1 MP, Gain the "Pick 1 of 3" ability for any Path
Lesser: +2 MP, Gain one 1st Tier ability for any Path (doesn't have to be previous one)
Greater: +3 MP, Gain one 3rd Tier ability (or lower) for any Path (doesn't have to be a previous one)
Houses
Cannith: Archmage
Lyrandar: Archmage
Orien: Archmage
Deneith: Guardian
Ghallanda: Guardian
Medani: Guardian
Jorasco: Heirophant
Vol: Heirophant
Sivis: Marshall
Tharashk: Marshall
Vadalis: Marshall
Kundarak: Trickster
Pharlain: Trickster
Thuranni: Trickster
Progression
The initial Dragonmark could be gained by a feat, but subsequent levels of the Dragonmark would require similar 'tasks' like a Mythic character needs to progress up tiers. Minimum HD for higher ranks would be 6th, 9th, and 12th, respectively. There will have to be heavy GM/Player coordination in determining what a PC should be doing to advance their Dragonmark. Abberant gets the shaft as they don't get a 6th Tier manifestation, but their benefit is that they can choose any path's abilities.
Additional Rules
Any abilities tying to Surge or Mythic Spellcasting should probably be disallowed. I would even say that Universal abilities might not be appropriate except for Abberant marks.
Any ability that uses your "Tier" as a mechanic should use 1 for Least, 2 for Lesser, 3 for Greater, and 6 for Syberis.
Considerations
Mythicness would be fairly common in this world, as there are a large number of Dragonmarked folks, but without full paths, the limited abilities of the Dragonmarked wouldn't probably push them more than +1 or 2 APL at the Syberis level.
Any feedback would be appreciated.