Pathfinder and Eberron specific rules

Dragonmarks: A dragonmark is a Sorcerer bloodline. A non-sorcerer can get a dragonmark through the Eldritch Heritage feat, with either Skill Focus in the appropriate skill, or the House Member trait.

Action points: Spend an action point to add a d6 to a d20 roll. You may use it after the roll, but before learning the result. Cannot use a point when taking 10 or 20. You may use a point once per round. No ability can reroll an action point. At higher levels, you may roll more than one d6 and add the highest one to the d20. At each new level, you replace any remaining action points with a fresh supply.

You can also spend 2 action points to use a limited class feature again (bardic music, rage, smite, stunning fist, turn undead, wild shape, etc), 1 action point to imbue an artificer infusion in 1 round, or 1 action point to stabilize near death.

Character Level Action Point Dice (d6) Rolled Action Point Maximum
1st 1 5
2nd-3rd 6
4th-5th 7
6th-7th 8
8th-9th 2 9
10th-11th 10
12th-13th 11
14th 12
15th 3 12
16th-17th 13
18th-19th 14
20th 15

Hero Points: Begin with 1 point. Earn a point at each level, by completing a written backstory, painting a miniature, drawing a portrait, completing a major plot arc, serving the group pizza, performing an exceptionally heroic act, returning from the dead with no points remaining. Temporary points (to be spent on the task at hand) for upholding their faith in a grand way. Maximum 3 hero points at any time. Uses for hero points:

  • Act out of turn: take your turn immediately, as a readied action (a move or standard action).
  • Bonus: +8 luck before a d20 roll, or +4 after. This may benefit a different character at half bonus if you can reasonably affect the outcome.
  • Extra action: Gain an additional standard or move action.
  • Inspiration: Petition the GM for a hint.
  • Recall: Recall a spell or gain another use of a limited ability that recharges daily.
  • Reroll: Reroll any one d20 and take the results of the second roll.
  • Special: Attempt something normally almost impossible. Cast a spell one level higher than you could (or a 1st level spell for nonspellcasters), blind a foe with an attack, bypass damage reduction, use Diplomacy to soothe a raging dragon.
  • Cheat death: Use 2 hero points to cheat death, left alive at negative hp, but stable. Hero points may be spent to save a familiar, animal companion, eidolon, or special mount.

Disguise: Impersonating someone with a visible dragonmark takes -10.

Linguistics: Forge an arcane mark by casting for 10 minutes and taking -10

Language Speakers Alphabet
Abyssal Demons of Shavarath Infernal
Argon Barbarians of Argonessen and Seren Common
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Archons of Shavarath Celestial
Common Humans, halflings, half-elves, half-orcs Common
Daan Formians, lawful outsiders of Daanvi Daan
Daelkyr Daelkyr, mind flayers, other aberrations, creatures of Xoriat Daelkyr
Draconic Kobolds, troglodytes, lizardfolk, dragons Draconic
Druidic Druids (only) Druidic
Dwarven Dwarves Dwarven
Elven Elves, drow Elven
Giant Ogres, giants, drow Giant
Gnoll Gnolls Common
Goblin Goblins, hobgoblins, bugbears Goblins
Halfling Halflings Common
Ignan Fire-based creatures Draconic
Infernal Devils of Shavarath Infernal
Irial Ravids, positive energy users of Irian Draconic
Kythric Slaadi, chaotic outsiders of Kythri Daan
Mabran Nightshades, shadows, creatures of Mabar Draconic
Orc Orcs Goblin
Quori Quori, the Inspired, kalashtar Quori
Riedran Lower classes of Sarlona Old Common
Risian Ice-based creatures Dwarven
Sylvan Dryads, eladrins, creatures of Thelanis Elven
Syranian Angels of Syrania Celestial
Terran Xorns and other earth-based creatures Dwarven
Undercommon Chokers, underground denizens Daelkyr

Spellcraft: Identify a dragonmark and the spell-like ability it bestows

Aberrant mark DC 18
Least mark DC 15
Lesser mark DC 20
Greater mark DC 25
Siberys mark DC 30

Combat Maneuvers:

  • Dirty Trick: Hinder a foe in melee as a standard action (kicking sand, pulling pants, hitting a sensitive spot). Impose condition of blinded, dazzled, deafened, entangled, shaken, sickened. Lasts 1 round, +1 for every 5 you exceed opponent’s CMD. Condition may be removed with a move action.
  • Drag: Drag a foe as a standard action, no more than one size larger. Both move back 5 feet, opponent occupying your previous space, and you moving back in a straight line. +5 feet for every 5 you exceed opponent’s CMD, up to your maximum movement. Stability resists Drag.
  • Reposition: Reposition a foe to a different location as a standard action, no more than one size larger. Move 5 feet in a new direction, not anywhere dangerous (a pit, wall of fire). +5 ft for every 5 you exceed opponent’s CMD, always within reach except the final 5 ft.
  • Steal: Take an item as a standard action. Any item not held or hidden in a bag. Items tucked in a belt or loose (brooches, necklaces) are easiest. Fastened items (cloaks, sheathed weapons, pouches) give +5 to CMD. Items closely worn (armor, backpacks, boots, clothing, rings) cannot be taken. You may use a whip at -4. The enemy is immediately aware of this theft.

Pathfinder and Eberron specific rules

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