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PGtE 146 147 Optional Rules

The document provides optional rules suggestions to capture the feel of Eberron in a Pathfinder 2e campaign, including: 1) Modifying dragonmarks, NPC spell levels, and black powder to integrate Eberron-specific elements like dragonmarks and magic-infused Siberys powder. 2) Using the Gamemastery Guide's alignment variants to allow for shades of grey rather than strict alignments on the material plane. 3) Giving players trained lore skills in their nation's history and politics to connect them to the world. 4) Considering rules like Free Archetype and Ancestry Paragon to allow characters to specialize and stand out as heroes.

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0% found this document useful (0 votes)
178 views2 pages

PGtE 146 147 Optional Rules

The document provides optional rules suggestions to capture the feel of Eberron in a Pathfinder 2e campaign, including: 1) Modifying dragonmarks, NPC spell levels, and black powder to integrate Eberron-specific elements like dragonmarks and magic-infused Siberys powder. 2) Using the Gamemastery Guide's alignment variants to allow for shades of grey rather than strict alignments on the material plane. 3) Giving players trained lore skills in their nation's history and politics to connect them to the world. 4) Considering rules like Free Archetype and Ancestry Paragon to allow characters to specialize and stand out as heroes.

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WhiteGhost 0048
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Version 1.6.

Pathfinder's Guide to Eberron

Optional Rules
Recommended and suggested rules from the Gamemastery Guide and other sources to
change and capture the feel of Eberron.

Eberron is a world of swashbuckling adventure, noir mysteries, and can fit most other genres with ease. The
following rules help improve both the GM's and the player's experience in Eberron and capture differences from
the assumptions of the world of Golarion.

World Details
Dragonmarks are a unique and magical marking on the flesh of a creature. If you disguise yourself as a
creature with a visible dragonmark, you take a -2 circumstance penalty to your attempts to deceive other
characters. In addition, cosmetic changes fail to capture the true appearance of a dragonmark - or hide its
presence.
World levels on NPCs should be kept relatively low. Cantrips and 1st level spells are common, 2nd-3rd
level spells become uncommon, while 4th-5th spells are rare and primarily on NPCs of note, and beyond
6th should be considered legendary - Unique rarity. Similarly, items become increasingly difficult to obtain,
and the primary source of high-level items may be prototype items, or blueprints developed by Cannith, or
from ancient ruins such as in Xen'drik. See the Services section for more information.
Gunpower plays a large part in the pathfinder 2e core rules - the gunslinger, alchemist bomber, and various
other items depend on black powder. If you keep these items, consider modifying black powder to instead
be a powdered Eberron Shard substance called Siberys Powder. See the Wandslinger entry under classes,
and the Siberys Powder item for more information. It maintains a similar effect but integrates the arcane
nature of Eberron.

Recommended
The optional alignment variants rule of the Gamemastery guide suggests the "Extreme Good and Evil"
modification, which is the primary lore design of Eberron. While creatures of the planes such as Daanvi,
Irian, or Mabar are strongly aligned creatures, on the material plane, things are a shade of grey. On the
material plane, it is strongly suggested you use either the Moral Intentions or the No Alignment major
variants - as to your preference. Many instances of the existing lore fall within these designs: the church of
the silver flame is primarily good, however, it is responsible for the horrors of the Silver Purge; many
dragons are various alignments and not the standard alignment of their colour; most rulers of the nations
are good aligned - desipte waging a brutal hundred year war against each other with countless lives lost. It
is quite possible to meet a good red dragon or an evil gold dragon. If alignment is required for a ruling
consider the creature's general behaviour and motivations. Though a creature might generally be good, they
are not beholden to always be good, and vice-versa. If you do make these changes, modify alignment
damage "Good, Evil, Chaotic, Lawful" to "Radiant, Shadow, Chaos, Order" respectively. All creatures
that are not strongly aligned (such as most creatures of the material plane) take no damage from these types
or consider their general alignment when deciding whether it applies.
PCs are part of the world of Eberron, and they have approximate knowledge of many of the intricacies of
where they come from. Consider giving all players a free starting trained lore skill in the history and politics
of their nation.

Consider the following


Free Archetype is an optional rule available in the Gamemastery Guide. The rule allows characters to
become more diverse, and specialize in a greater selection of options. Eberron is a world in need of heroes,
and this optional rule allows characters to stand out as increasingly special.
Ancestry Paragon is an optional rule available in the Gamemastery Guide. If you have a dragonmarked
character, you could consider adding this rule to enable the full powers of a dragonmark to manifest while
allowing the selection of regular ancestry feats as well. Regular characters can benefit from channelling the
archetype of their ancestry, perhaps as a champion of their people (such as a hero of the Valenar elves).
Version 1.6.6

Pathfinder's Guide to Eberron

Deep backgrounds are an excellent way to increase your player's connection to Eberron. Work with your
players to build out their beginnings, or allow them to roll.
Ley Lines and Magical Terrain help capture the power of manifest zones. While the Planes entry details a
few potential applications of these rules, you can consider enabling all of the features of Ley Lines and
Magical Terrain to apply to manifest zones.
Pervasive magic captures the wide magic feeling of Eberron. It's suggested that you follow the character
creation of pervasive magic, and give NPCs access to the level 0 cantrips detailed in this document or
uncommonly level 1 cantrips from any source. However, though magic is pervasive, it is low level. You
should consider disregarding Creature Adjustments and only apply these widespread cantrips to intelligent
humanoids.
Hero points enable the heroic last-minute changes of luck that are the cornerstone of swashbuckling
adventure. You could consider increasing the frequency with which you award hero points and even
increasing the maximum number of hero points that a player can hold on to.

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