God | Alignment | General Sphere of Influence | Domains | Favored Weapon |
Sovereign Host | NG | All the world, focused primarily on aspects of civilized life | Air, Animal, Artifice, Charm, Community, Darkness, Earth, Fire, Glory, Good, Healing, Knowledge, Law, Liberation, Luck, Magic, Nobility, Plant, Protection, Repose, Rune, Strength, Sun, Travel, War, Water, Weather | Longsword |
Arawai | NG | Agriculture, fertility, the wilderness as natural resources | Good, Plant, Weather | Morningstar |
Aureon | LN | Knowledge, law, arcane lore and magic | Knowledge, Law, Magic | Quarterstaff |
Balinor | NG | Beasts, the hunt, the cycle of life | Air, Animal, Earth, Repose | Battleaxe |
Boldrei | LG | Community, home, hearth | Community, Good, Law, Protection | Spear |
Dol Arrah | LG | Light (physical and metaphorical, the goodness of the soul), honor, selflessness, military strategy, war | Good, Law, Sun, War, Glory | Halberd |
Dol Dorn | CG | Courage, duty, physical prowess, soldiers and warriors, war | Chaos, Good, Strength, War, Liberation | Longsword |
Kol Korran | NG | Wealth, trade, commerce | Charm, Trickery, Travel | Mace |
Olladra | NG | Fortune, luck, success | Good, Healing, Luck | Sickle |
Onatar | NG | Forges, crafts, industry, fire | Artifice, Fire, Good, Rune, Warforged* | Warhammer |
The Dark Six | NE | All the world, especially the primal wilderness and nature's destructive forces | Air, Animal, Chaos, Charm, Darkness, Death, Destruction, Earth, Evil, Fire, Law, Madness, Magic, Plant, Strength, Travel, Trickery, Void, Water, Weather | Kama |
The Devourer | NE | Storm, flood, famine, other aspects of nature's wrath; also, the sea | Destruction, Evil, Water, Weather | Trident |
The Fury | NE | Wrath, passion, vengeance | Evil, Liberation, Madness | Rapier |
The Keeper | NE | Gluttony, greed, necromancy | Darkneess, Death, Evil | Scythe |
The Mockery | NE | Violence, betrayal, dishonorable victory, love of carnage, war | Destruction, Evil, Trickery, War | Kama |
The Shadow | CE | Ambition, dark magic, corruption | Chaos, Darkness, Evil, Law, Magic | Quarterstaff |
The Traveler | CN | Change, cunning, innovation, deception | Artifice, Chaos, Charm, Liberation, Travel, Trickery | Scimitar |
The Silver Flame | LG | Protection, generosity, destruction of evil and the unnatural | Glory, Good, Law, Protection | Longsword |
The Blood of Vol | LE | Divine power of the blood, immortality, undeath | Death, Evil, Law | Dagger |
Cults of the Dragon Below (Khyber Cult) | NE | Madness, destruction, aberrant creatures, darkness | Darkness, Dragon Below*, Earth, Evil, Madness | Heavy Pick |
"The Path of Light (Il-Yannah)" |
LN | Light, progress, self-improvement, freedom | Knowledge, Law, Liberation, Protection | Unarmed Strike |
"Path of Inspiration (il-Lashtavar)" |
LN | Riedran society, spirits, law, meditation | Law, Community, Repose | Flail |
The Undying Court | NG | Immortality, elven society of Aerenal, history | Good, Luck, Repose, Protection | Scimitar |
The Keepers of the Past | N | Glory, elven history and heroes | Destruction, Noblility, Protection, War | Double Scimitar |
Vulkoor | NE | Vulkoori drow people, the scorpion god, trickery and destruction, arachnids | Arachnids*, Destruction, Evil, Trickery, War | Scimitar |
Resource - Char Gen, Races, Classes
- Vardaen
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Re: Resource - Char Gen, Conversions, Info
Here follows the Pathfinder Converted domains for the major religions in Eberron. Cults, and other smaller organizations may not be properly represented.
Worshipers of the Sovereign Host and the Dark Six have access to a great number of Domains. However they are unable to take the sub domains of any of those listed. On the other hand clerics of individual gods are allowed to take sub-domains, and in some cases only the sub-domains really make sense.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
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Re: Resource - Char Gen, Conversions, Info
Repair Spells
Repair Light Damage
Transmutation
Level: Artificer 1, sorcerer/wizard 1, Artifice Domain 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hands upon a construct that has at least 1 hit point remaining, or a living construct with –9 or more hit points, you transmute its structure to repair damage it has taken. The spell repairs 1d8 points of damage + 1 point per caster level (maximum +5).
Repair Moderate Damage
Transmutation
Level: Artificer 2, sorcerer/wizard 2, Artifice Domain 1
As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (maximum +10).
Repair Serious Damage
Transmutation
Level: Artificer 3, sorcerer/wizard 3, Artifice Domain 1
As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (maximum +15).
Repair Critical Damage
Transmutation
Level: Artificer 4, sorcerer/wizard 4
As repair light damage, except repair critical damage repairs 4d8 points of damage + 1 point per caster level (maximum +20).
Repair Light Damage
Transmutation
Level: Artificer 1, sorcerer/wizard 1, Artifice Domain 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hands upon a construct that has at least 1 hit point remaining, or a living construct with –9 or more hit points, you transmute its structure to repair damage it has taken. The spell repairs 1d8 points of damage + 1 point per caster level (maximum +5).
Repair Moderate Damage
Transmutation
Level: Artificer 2, sorcerer/wizard 2, Artifice Domain 1
As repair light damage, except repair moderate damage repairs 2d8 points of damage + 1 point per caster level (maximum +10).
Repair Serious Damage
Transmutation
Level: Artificer 3, sorcerer/wizard 3, Artifice Domain 1
As repair light damage, except repair serious damage repairs 3d8 points of damage + 1 point per caster level (maximum +15).
Repair Critical Damage
Transmutation
Level: Artificer 4, sorcerer/wizard 4
As repair light damage, except repair critical damage repairs 4d8 points of damage + 1 point per caster level (maximum +20).
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
- Vardaen
- Admin
- Posts: 66394
- Location: Miskatonic University
- Title: Great Old One
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Re: Resource - Char Gen, Conversions, Info
Experience Point Tracking
The Shard of Greed / The Crow Complete
The party levels up to 5th near the end of Book 1: Chapter 4
Fletcher, Oloven, Helion, Zeevan, Jay
The Shard of Greed / The Crow Complete
The party levels up to 5th near the end of Book 1: Chapter 4
Fletcher, Oloven, Helion, Zeevan, Jay
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring