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| + | /* À compléter */ | ||
| + | ====== Guerrier ====== | ||
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| + | Fighter Blade, Bow, and Bone. At the end of the Ninth Century, Galifar was a single united kingdom. Decades of civil war drove each nation to develop unique military strategies and forces that harnessed national traditions and resources. In this unit we study some of the exotic traditions of the elite soldiers of the Cinq Nations, from the Bone Knight to the Silverbow. | ||
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| + | —Talaen Tolaoi Professor of Military Studies | ||
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| + | MA1104: Weapons of Warriors A fighter is more than just adept with arms and armament. With a second wind of determination, | ||
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| + | Military Rank in Eberron La Dernière Guerre was a defining moment in the history of Eberron. Nearly every individual was affected in some way, and most fought, or Perdu friends and family, over the hundred years leading to the Mourning. Though a logical background choice, you don’t have to have been a soldier or mercenary just because you fought in La Dernière Guerre. Outlander could suffice for a former scout. A deserter might be considered a charlatan or criminal. However, the benefit of the soldier background is your Military Rank and service, and it means that you served with such distinction that your former comrades still honor your service, and that you can exert influence over other soldiers from your nation. If you do follow the soldier background, first identify the nation you served, and perhaps all the way down to the type of unit, a glorious | ||
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| + | 34 | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | victory you enjoyed, and several defeats you suffered. The Military Rank benefit only applies to “soldiers loyal to your former military organization” from Thrane, Breland, Karrnath, and Aundair but all are sound choices for established traditions and a concrete hierarchy in Eberron. However, while the nation of Cyre has fallen, it might prove quite useful. Cyran soldiers are spread among the refugees and can be found across Khorvaire and beyond, which means help might never be far away. Furthermore, | ||
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| + | Elite Forces of Khorvaire Martial archetypes reflect specialized training and styles of combat. Champion and Battle Master are flexible archetypes that have a place in any culture. But there are other archetypes that have a narrow focus and more closely reflect the martial traditions of a particular culture. If your backstory involves military service, you might have been selected to one of these elite units during La Dernière Guerre, might still in good standing, and receive ongoing specialized training directly from the source. Otherwise, you might decide that you received instruction of full abilities of an archetype during the Last War, and while you practice them daily in your morning routines, you refuse to put them to work until you have perfected the motions for fear of getting your allies killed. In any case, members of this force will likely recognize your talents and regard you accordingly, | ||
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| + | Optional Rule: The Silverbow The Silverbow is an optional variant of the Arcane Archer martial archetype, drawing on the divine power of the Flamme d' | ||
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| + | Silverbow Lore At 3rd level, you are trained in the rituals and lore of the Flamme d' | ||
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| + | Radiant Arrow You infuse your arrow with the light of the Flamme d' | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | Aside from the backstory potential, these elite forces are still active in the world, and could be potential allies or enemies during your adventures. | ||
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| + | Aundair: Les Chevaliers Arcaniques Wizardry is the lifeblood of the kingdom of Aundair. The smallest of the Cinq Nations, Aundair relied on arcane superiority to hold its own on the battlefield. Aundair was the first nation to field squads of soldiers trained in the use of destructive cantrips, called franc-casteurs. Les Chevaliers Arcaniques are among the finest forces in the Aundairian arsenal and are feared as warriors who can strike down the enemy with steel, spell, or both simultaneously. Les Chevaliers Arcaniques are the predominant Eldritch Knights of Eberron and the pride of Aundair. Their garrison is attached to the Tours Flottantes d' | ||
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| + | Breland: The King’s Shields The most elite soldiers of Brelandeare drawn to the King’s Citadel, and those with arcane talent are assigned to the King’s Wands, while those who work best in L' | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | vanguard, and fighters in this force are typically Champions. However, the finest soldiers in Brelandeare the King’s Shields, entrusted with the defense of the royal family and anyone the nation can’t afford to lose. The Swords are celebrated for their courage, but the Shields are renowned for their skill with sword and shield, whether mounted or on foot. Most Cavaliers aspire to this charge, and a character who learns to use Unwavering Mark and Warding Maneuver to draw attacks and defend their allies will be quickly noticed. Finally, with the longest borders of all the nations, and threats coming from nations and raiding bands of outlaws and monsters, those folk hero types who can’t help but stand against the tide find themselves labeled Vigilante for taking matters into their own hands. These brawlers are rarely concerned with their own personal safety, and years of standing up for their neighbors have made them tough as nails and stalwart in conviction. Vigilantes can even be found on the dark streets of Sharn, with rivulets of temperate rains accented by the glow of magical neon lights drizzling from their weapons or armored trench coats. | ||
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| + | Cyre: Resurgent Cyre’s military was shattered by the Mourning, its leadership was Perdu, and units scattered to the corners of Khorvaire. Prince Oargev has established himself in Nouvelle Cyre, but not all of the loyal soldiers of Cyre believe that the prince is the best hope for a reborn Cyre and some fear that he is too focused on his own narratives of glory rather than what is truly best for the scattered refugees of his crippled nation. To be a Resurgent is to follow an ideal. A soldier still willing to fight for the good of the Cyran people and possessing the determination and charisma to keep the spirit of the nation alive. Not drawn from a single unit, and no true sigillary to bear, the symbol of the movement is the golden Cyran crown wreathed in green flames. It’s fire represents the spirit of the Cyran people and the crucible that will restore the nation. Former rank means little to a Resurgent; a general might follow a foot soldier, if that soldier shows sufficient courage and tact. A Resurgent with the soldier background is respected for their deeds in La Dernière Guerre and | ||
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| + | might have held a high rank but folk heroes are equally Commun, reflecting the Commun soldier who has fought to protect the refugees and earned their respect and love. The Resurgents don’t have a strict hierarchy, and even a Vigilante can be a respected Resurgent while still following their own path as an adventurer, simply by keeping their eyes open for ways to aid and inspire Cyran refugees through action. The Resurgent is an inspiring figure who gives the downtrodden courage and hope. Most Resurgent these days are Vigilantes fighting in the alleys of cities, battling criminals and others who prey on refugees, as well as throughout the countryside. Those who spent more time in service, or exemplified the teachings of their instructors, | ||
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| + | Karrnath: The Ebon Skull Karrnath is renowned for a martial discipline that strikes fear into the hearts of their enemies. Menacing Attack is the signature maneuver for Karrnathi Battle Masters, most Karnns can tell one of their soldiers by the posture and confidence that their extensive training demands. Cavaliers and Champions can be found throughout its army and special forces reflecting the same tenacity and poise of their leadership. No matter how impressive the Karrn’s mundane skills are, Karrnath is infamous for its use of Mort-vivant on the battlefield, | ||
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| + | Bone Knight could turn the tide of a battle. The two most distinguished units were the Order of la Griffe d' | ||
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| + | Thrane: The Silverbows Archery is a devotional practice of the Silver Flame, and many practiced on the rangel daily, regardless of their station on the battlefield. The people of Thrane take pride in their archery, and peasant archers played a major role in the Last War. While such informal Vigilante militias are surprisingly effective, the Church of the Silver Flame also fielded elite units of exceptional archers behind their frontlines. These archers were the envy of every other major power and the magical capabilities they could deliver with a volley of arrows far exceeded that of any other nation. As much of Thrane’s conflict during the war was with the neighboring Karrnath, the training of the Silverbows focused on infusing their arrows with the power of the Flame itself, blasting their Mort-vivant foes with radiant energy or using beguiling arrows to control the battlefield or halt a fight all together. Those with the soldier background are first and foremost aligned with the martial wing of the | ||
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| + | Chapter 1 | CLASSES IN EBERRON | ||
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| + | Silverbows, tied directly to the army, and fought specifically to defend Thrane from the advancing Mort-vivant hordes. The acolyte background would indicate service with the templars, dedicated to the Église de la Flamme d' | ||
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| + | Valénar Warbands The Valénar Elfes devote their long lives to martial excellence, and even the least among the Valénar is a match for the elite warriors of other nations. Each Valénar Elfee is sworn to emulate the life and deeds of a heroic ancestor, a champion of legend. These ancestral heroes embraced every path of war. Cavaliers of the Valénar are the finest cavalry in Khorvaire. Arcane Archers and Eldritch Knights weave magic into their warfare with hypnotic movements, and Valénar Battle Masters overwhelm enemies with Sweeping Attacks and unerring precision. Ancestry and patronage are paramount to each Valénar fighter, as is their equine prowess. An Eldritch Knight might come from a long line of battle mages, and might be excited to join the line or furious their path has been chosen already. The Samurai archetype is a good choice for a Valénar who wants an especially close relationship with their patron ancestor, drawing on his ancestors for guidance in battle as exemplified by their Fighting Spirit. | ||
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| + | The Valénar nation is one vast army. This roving army is grouped into camps made up of around 500 Elfes, called warclans, which are broken down into independent warbands of 8 to 12 soldiers. What is your relationship with your warclan? What position did you have within your warband? Is your clan assigned to Valénar, or are its members serving as mercenaries across the Cinq Nations? Are you the last survivor of a devastating battle? Work with your DM to establish the story of your past and relationship with your ancestors as a Valénar, no matter your path. | ||
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| + | Martial Heroes As a fighter, you’re a fierce combatant, but you don’t have to be a soldier, and you might not have fought in La Dernière Guerre. Here’s a few additional ideas for fighters in Eberron. | ||
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| + | The Enforcer You grew up on the mean streets of one of the great cities of Khorvaire. You never fought in La Dernière Guerre, and you never gave a damn about nations or who sits on a throne. Your interest was always surviving another day and taking vengeance on your enemies. You had to fight to survive, fell in with a gang, and even worked your way up to working for one of the major criminal organizations. What is it that caused you to leave this life behind to become an adventurer? Did you fall out with your employer? Did a rival gang wipe out your former comrades? Or do you yearn to do something better with your life to redeem your bloody past? The criminal background is a good start for an enforcer, and gives you contacts in the underworld. The Battle Master can give you a few dirty tricks—Disarming Attack, Menacing Attack, Trip Attack—from your back-alley brawls and the Vigilante embodies the archetypical lone wolf. | ||
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| + | The Effondré Paladin You were once a truly devout champion of the light, perhaps a templar of the Flamme d' | ||
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| + | sword and shield are all you can believe in—at least, they’ve never let you down. As a Effondré Paladin, you’re unlikely to be an acolyte or a soldier, because you turned away from the life you once led well before your adventures began. Now you might be a wandering urchin, a sailor, even a criminal. On the other hand, you could be a folk hero who’s seen the ugliness of the world, and though you don’t believe there’s a divine plan or great purpose, you can still bring your own justice to the streets. | ||
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| + | The War Machine A Guerrier de Fer fighter is a living weapon, literally made for battle. As a Guerrier de Fer fighter, your class abilities might be manifestations of your design. Second Wind activates a sElfee-repair routine. If you take the Samurai archetype, the temporary hit points from Fighting Spirit could be temporarily shift your armor for better durability. As a Rune Guard (Xanathar’s Perdu Notes), your spells could be enchantments etched into your plating. Whatever your path, it’s an opportunity to explore the idea that you were built for this purpose, and with that in mind, what drives you now? You were made to be a weapon, but can you stomach the bloodshed or do you hunger for battle? | ||
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| + | Legacy Weapon La Dernière Guerre. Perhaps it was simply the relentless cruelty and suffering you witnessed daily, a massacre, or the Mourning itself. Whatever it was broke your faith so completely that you turned away from the divine and never looked back. This would be a story decision and wouldn’t changel how fighters normally work but is driven by the idea that your shattered faith is the core of your character. It’s not just that you have pragmatic doubts or made a mistake once upon a time, it’s that the things you’ve seen or done have made you bitter, cynical, or pessimistic. In the past, your faith might have produced miraculous victories but that really might have been just steel and muscle. These days, your | ||
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| + | No one becomes a fighter overnight. Many seem carry to on a family tradition learned from a parent or wise mentor, and further honed during years of military service. Perhaps you weren’t a protégé but a prodigy, feeling the length of a blade or the weight of armor as an extension of your own body, and the drive to innovate where the teaching of others lulls them into predictable patterns, and predictable flaws. If you’ve chosen the path of a fighter, whatever battles you’ve fought, your mind, arms and armor are the tools that saw you through it, and your favorite weapon might have a story of its own, forged by your sweat, or handed down through millennia. Perhaps a family sword has innate powers that will only be revealed when the blade tastes | ||
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| + | the blood of a dragon, proving the heir’s mettle. A rescued artificer might offer to enchant the bow left by a dying mentor. By working with your DM to craft a lineage defined by your armor, weapons, or shield, you two might build a narrative bond over that item and might choose to unlock magic properties in this weapon of legacy, rather than placing magical weapons in your path. Pick one of your weapons and use the table below to enhance the history of your weapon. | ||
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| + | Weapon Legacy | ||
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| + | Bone Knight Features Fighter Level | ||
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| + | Feature | ||
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| + | 3rd | ||
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| + | Spellcasting, | ||
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| + | 7th | ||
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| + | Bonecraft | ||
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| + | 10th | ||
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| + | Master of the Ivory Banner | ||
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| + | 15th | ||
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| + | Marrow Strike | ||
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| + | 18th | ||
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| + | Grim Conscription | ||
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| + | d8 | ||
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| + | Story | ||
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| + | 1 | ||
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| + | The weapon has been handed down in your family for generations. | ||
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| + | Spellcasting | ||
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| + | 2 | ||
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| + | You took the weapon from a dangelrous enemy. | ||
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| + | 3 | ||
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| + | Your dying mentor entrusted you with the weapon. | ||
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| + | 4 | ||
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| + | You received the weapon when you joined the army, and carried it through the war. | ||
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| + | When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list. | ||
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| + | 5 | ||
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| + | The weapon was a mysterious gift, supposedly from a secret admirer. | ||
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| + | 6 | ||
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| + | You received the weapon as a prize in a grand tournament. | ||
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| + | 7 | ||
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| + | You made the weapon yourself. It’s not pretty, but it works. | ||
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| + | 8 | ||
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| + | You stumbled upon a forgotten ruin as a child, and found the weapon there. | ||
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| + | ====== Dragonmarks: | ||
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| + | Posted on [[http:// | ||
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| + | It’s 2018, and what better way to start the new year than by continuing the series of articles I began in 2017? I’m currently running a 5E Eberron campaign, and that means I’m digging more deeply into 5E and how it works with Eberron. As a result, I’m going through each class and considering how it fits into the setting, along with the new options from // | ||
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| + | Let’s start with a basic point: just as most priests aren’t clerics, most soldiers aren’t fighters. Eberron is based on the idea that PC classes represent exceptional skill – that even at low levels, a player character is remarkable because of that. In the original 3.5 Campaign Setting, most soldiers were // | ||
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| + | So what are the unique aspects of the Fighter – the traits //not //possessed by the common warrior? | ||
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| + | * **Second Wind. **You can regain hit points in the middle of battle. Is this sheer physical toughness? Mental discipline that lets you ignore pain? Or something else? | ||
| + | * **Action Surge. **You can take an extra action when you need it most. Is this due to remarkable reflexes? Combination moves tied to your particular style? A surge of morale? | ||
| + | * **Martial Archetype. **Each archetype provides its own set of unique skills, each supporting a different story. | ||
| + | * **Feats and Ability Scores. **A warrior might get a single feat to reflect specialization, | ||
| + | So: You’re a fighter, someone possessing exceptional martial skills. Where did you acquire these skills? What did you do with them before you became an adventurer? This is especially important in Eberron because as of 998 AR, the world is barely out of a bitter, all-consuming war. What was your role in the conflict? Consider the following questions. | ||
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| + | * **Did you fight in the Last War? ** | ||
| + | * **If so, **in what capacity? Did you serve in the army of one of the Five Nations, and if so, which one? Were you a mercenary, and if so did you serve House Deneith directly or work with a smaller independent company? | ||
| + | * **If so, **why are you no longer serving? If you take the //Soldier //or //Noble // | ||
| + | * **If you didn’t fight in the Last War**, why didn’t you put your remarkable skills to good use? Perhaps you were fighting your own war on the mean streets of Sharn as an enforcer for a gang or as a member of the city watch. Maybe you ignored the war, pursuing opportunities as a settler in Q’barra or Stormreach. Or maybe your duty took you in a different direction, as you trained for a specific mission. | ||
| + | Essentially, | ||
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| + | Now, let’s take a look at the different Martial Archetypes and different ways you could take them. If you’re starting at first level, of course, you won’t have a Martial Archetype right away. But if you //know //the archetype you want to take, you can still develop your backstory with that archetype in mind. | ||
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| + | ====== | ||
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| + | In many ways Champion is the simplest archetype: it simply makes you //good at fighting//. Combine //Soldier //and //Champion //and you might have been an elite warrior on the front lines of the Last War. Blend //Criminal //and //Champion //if you want to be a gang enforcer who’s looking to do more with your life. | ||
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| + | Generally speaking, the Champion reflects martial skill. But consider a few alternatives. | ||
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| + | * **Revenant Blade. **If you’re playing a Valenar fighter, your abilities can reflect martial excellence… but they could also reflect the guidance of your patron ancestor. When you take your Second Wind it’s your ancestor giving you strength and encouragement. Your Action Surge is your ancestor guiding you in a perfect action. Your Improved Critical likewise reflects this guidance. This idea could apply to any archetype, and there’s no // | ||
| + | * **Warforged Champion. **Your abilities could be the result of design as opposed to training. When you engage Second Wind, you are triggering swift healing enchantments. Action Surge is a form of overdrive, temporarily pushing beyond your limits. If you take the //Heavy Armor Master //feat, that could reflect your actually growing thicker armor plates. Again, // | ||
| + | ====== Battle Master ====== | ||
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| + | The flavor of //Battle Master //really depends on the maneuvers you choose. Combine the //Noble //or //Soldier // | ||
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| + | ====== | ||
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| + | Arcane magic forms the foundation of Aundair’s military strategy, and this is an easy path for the Knights Phantom of Aundair. But they weren’t the only Eldritch Knights in the war. In Karrnath, the knights of the Ebon Skull blended swordplay with necromantic magic. And House Bombardier could easily have experimented with warforged designed to supplement martial skill with arcane power. I could also imagine a Greensinger champion who studies the arts of war in Thelanis. For me, a critical question with an Eldritch Knight is //who teaches you//. Do you suddenly learn the arts of magic spontaneously? | ||
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| + | ====== Arcane Archer ====== | ||
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| + | // | ||
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| + | The // | ||
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| + | What about Aundair? // | ||
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| + | ====== | ||
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| + | The Cavalier is an easy path for the Valenar, who are known as the finest cavalry forces in Khorvaire. But there’s other cavaliers of note. Talenta halflings may not fit the typical image of the knight, but a bold warrior with a close bond with his clawfoot could definitely follow this path. Within the Five Nations I personally see the Karrns as having the strongest chivalric tradition, but I could see cavaliers tied to any of the Five Nations. Setting aside the cavalry aspect and focusing on the Cavalier’s talent for defending others, this is also a plausible path for a champion of House Deneith. | ||
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| + | ====== | ||
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| + | There’s no culture in Eberron that is a simple match to feudal Japan. But here again the issue is to ignore the //name //and look at the mechanical elements that define the archetype: a talent for Persuasion and courtly manners; proficiency with Wisdom saving throws; and most notably, //Fighting Spirit// – a surge of temporary hit points accompanied by advantage on an attack role. Here’s a few ways I could interpret those abilities… | ||
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| + | * A Karrnathi chivalric order. The “fighting spirit” is a literal spirit conjured to guide and protect the knight. | ||
| + | * The gift of an Archfey of Thelanis; the warrior who swears allegiance to the Prince of Swords can call on his favor on the battlefield or in the court. | ||
| + | * As suggested above, a Tairnadal could call on their patron ancestor for guidance and strength. | ||
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| + | ====== Random Ideas ====== | ||
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| + | Setting aside specific archetypes, here’s a few ideas for fighters I might play… | ||
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| + | * **The Fallen Paladin. **//Once I believed in the righteousness of the Sovereigns// | ||
| + | * **The Survivor. **//You used to be the sheriff of a small town… a town that was wiped out by war criminals/ | ||
| + | That’s all I have time for now, but share your ideas and questions below! As always, thanks to my **[[https:// | ||
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| + | {{url> | ||
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