Kingmaker in Eberron
Character Creation Rules
Pathfinder Conversions for the Eberron Campaign Setting
Choose whatever ability scores you feel would be appropriate for your character. Nothing below an 8, and nothing above an 18 at character creation (before racial modifiers – though 8 is still the lowest acceptable number for a stat).
While I strongly encourage players to have two solid character concepts before the campaign starts it is not necessary to have every detail complete on the second concept at the start of the game.
Advancement: Upon hitting 4th level when a player would normally gain a +1 bonus to a stat, the player instead gains a +1 to two separate scores. This is to help make up for the lack of stat-enhancing items in the campaign.
Hit Point Houserule: At first level, all characters use 1.5x their normal Hit Die to calculate their HP at first level, adding their Constitution Modifier as normal. When gaining a new level Players roll their Hit Die as normal. If they are unsatisfied with the result they may spend an Action Point (from their new stock of Action Points – so any player that spends their Action Points to re-roll hit points will begin their new level with less action points) to re-roll the Hit Die and take the new result. As a measure of last resort the player may request the GM rolls against their Hit Die as well – if so the player must take the roll of the GM and no other rolls may be made.
The Birthday Rule: If during the course of the game the birthday of a player comes up, they will be given a Special Action Point that can be used at any time and grants a significant amount of narrative control of a scene or action.
Favored Class: Each character begins play with a favored class of their choosing. Whenever you take a level in your favored class, you receive either +1 hit point or +1 skill point (a player can choose which bonus to receive each level in their favored class). Half-elves can choose two favored classes due to their varied nature. You do not gain this bonus for taking levels in a prestige class, regardless of its theme.
There are some specific alternative Favored Class bonuses based on race in the Advanced Players Guide, Ultimate Combat, and Ultimate Magic as well.
Skill Points and Skills
Skills in the Pathfinder system are different from the standard DnD 3.5 system so I will attempt to describe the changes in a satisfactory manner. Every character gains the listed number of skill points at 1st level as usual, however there is not the typical x4 modifier for first level.
Skill points are now spent on a 1 for 1 basis regarding ranks, eliminating the penalty associated with skills that were cross class. Each class has a number of favored skills, which are class skills. Your character is most proficient in these skills, as they represent part of his professional training and constant practice. If you put a rank into any skill that is a class skill, you gain a +3 bonus to it (as if putting in max ranks at 1st level under the 3.5 rules).
In this way it is an attempt by Paizo to encourage characters to use their skill points across the board to create more effective characters, rather than being limited to ones only class skills. If a Fighter wants to take ranks in Perception? Then it is a simple 1 for 1 basis for skill points. While the Fighter may not gain the +3 bonus for having it as a class skill he can still keep it regularly updated so as not to suck at noticing things. Some class skills were also combined in an attempt to shorten the skill list, and the only one that did not find a new home is Use Rope. Goodbye Use Rope, no one will miss you.
For the purposes of multi-classing, any class skill gained by another class is immediately added permanently to your list of class skills and if you already have a rank in it, it gains the +3 bonus for now becoming a class skill.
Acrobatics (Balance, Tumble, Jump)
Diplomacy (Gather Information)
Disable Device (Open Lock)
Linguistics (Decipher Script, Forgery, Speak Languages)
Stealth (Hide/Move Silently)
Combat Maneuver Bonus
For convenience’s sake the full rules are listed on Page 198 of the Pathfinder Final.
The Combat Maneuver Bonus, or CMB is a new mechanic by Pathfinder in an attempt to solidify many of the special maneuvers in 3.5 and create a universal mechanic for the use of them.
Errata: If a character has the Weapon Finesse feat, they can use their Dex modifier instead of their Str modifier when using the Trip/Sunder/Disarm combat maneuvers.
The Combat Maneuver Bonus is now used to Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip.
An individual’s CMB is equal to his BAB + Str Modifier + Size Modifier.
Size Modifiers – Fine -8, Diminutive -4, Tiny -2, Small -1, Medium 0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Unless a character has a feat or special ability that allows them to make a specific CM without provoking, a CM provokes an attack of opportunity. If struck by this attack of opportunity, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver.
If a target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds. If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
Combat Manuever Defense
CMD = 10 + Base attack bonus + Str Modifier + Dex Modifier + special size modifier + other bonuses
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creatures AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Other Conditional Modifiers
Charging – +2 bonus on CMB, +2 to attack, -2 to AC
Disarm – Attempting to disarm a foe while unarmed imposes a -4 penalty on the attack. (Monks or characters with Improved Unarmed Strike are considered armed for this purpose)
Grapple – Humanoid creatures without two free hands attempting to grapple take a -4 penalty on the maneuver.
Overrun – +2 DC per additional leg if the Target has more than two legs.
Trip – +2 to the DC for each additional leg if the Target has more than two.
Action points provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level.
You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use.
When you spend an action point, you add the result of a d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare you are spending an action point after you have already rolled the d20, but you must do so before the DM reveals the result of your roll. You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20.
You can only use action points once in a round. If you spend 1 or more action points on a special action, you can’t spend a point in the same round to improve a die roll and vice versa. If your character level is 8th or higher, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th level character, you can roll 3d6 for each action point and take the best result.
At 1st level you have 5 action points. Each time you attain a new level, you gain a fresh supply of actions points equal to 5 + ½ your character level, rounded down. Any action points you didn’t spend at your previous level are lost.
|Level||Action Point Maximum|
|8th-9th||9||2d6 at 8th lvl|
|14th-15th||12||3d6 at 15th lvl|
Special Actions: Instead of altering a d20 roll, you can use action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate special abilities.
Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music (2 extra rounds), ki pool (2 ki points), lay on hands, rage (2 extra rounds), smite evil, stunning fist, channel energy, and wild shape.
Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round even if the infusion’s casting time is normally longer than 1 round.
Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.
Hold Off Death: If there is an attack that would kill your character through Hit Point damage, you may spend 3 action points to have your character reduced to their negative con score and stable. There will likely be a lasting penalty based on the attack that reduced your character to such a sorry state until they are cleansed by an appropriate spell or long term care.
New Base Class
For a full description of the Artificer see the Eberron Campaign Setting, below are just a list of noted changes and clarifications on special abilities.
Hit Die: D8
Class Skills: Appraise, Craft, Disable Device, Knowledge (Arcana), Knowledge (Engineering), Knowledge (The Planes), Profession, Perception, Spellcraft, Use Magic Device.
Skill Points: 4 + Int
Craft Reserve: As XP is no longer a factor in the creation of magic items, to enable a method to portray the ability of Artificers as expert craftsman this will be replaced with the Craft Points system from Unearthed Arcana pg 97-99. Under these rules, the Artificer gains a number of Craft Points that accumulate each level. With each class level gained, he gains a number of craft points equal to his new level x 100. (100 points at 1st level).
|CL||CP Gained||Total Points|
In addition to the Craft Points gained from leveling, an Artificer gains a number of bonus points associated with each crafting feat. These are one time bonuses but these are permanent additions to the crafting pool of the Artificer rather than resetting with each level.
|Feat||Prerequisites||Craft Points Gained|
|Brew Potion||Caster Level 3rd||1500|
|Craft Magic Arms and Armor||Caster Level 5th||2500|
|Craft Rod||Caster Level 9th||4500|
|Craft Staff||Caster Level 11th||6500|
|Craft Wand||Caster Level 5th||2500|
|Craft Wondrous Item||Caster Level 3rd||1500|
|Forge Ring||Caster Level 7th||3500|
|Scribe Scroll||Caster Level 1st||500|
Talented Crafter Any other IC Feat 500
Craft Points are used to create an item “the next day”. This is meant to gloss over the realities of time concerning item creation, overlooking the tool kits, alchemical reagents, laboratories, long hours of toil and the like. Though this makes it appear as if the item was created “instantly”, the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. For instance, an artificer may have been tinkering with his warforged companion’s battle fist for some time but only now has finished improving its enhancement bonus. This system simply assumes that characters are always working on various projects in their spare time. The item in question takes 1/10th the item’s market price in Craft Points, and the usual ½ the item’s market price in Gold Pieces.
You can reduce the amount of Craft Points required by increasing the amount of time you spend working on the item. Each 8-hour day spent working on an item reduces the craft cost by 100.
Artificer Knowledge: An Artificer who uses Spellcraft to examine a magical object is considered to have cast Detect Magic or Identify on it if he succeeds on the Spellcraft check (DC 15 + Item’s Caster Level). An Artificer adds half his level to this check.
Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item for which he has the prerequisite item creation feat. At 10th level this bonus increases to +4.
Disable Trap: An artificer can use the Perception skill to locate traps (though all classes can do this now). Artificers can also find magical traps, finding a magic trap has a DC of 25 + the level of the spell used to create the trap. An artificer can similarly use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. An artificer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.
Bonus Feat: Scribe Scroll at 1st, Brew Potion at 2nd, Craft Wondrous Item at 3rd, Craft Magic Arms and Armor at 5th, Craft Wand at 6th (official errata instead of 7th level), Forge Ring at 7th, Craft Rod at 9th, Craft Staff at 11th.
In addition an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Arcane Strike (Pathfinder), Attune Magic Weapon, Craft Construct, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan (Does not exist), Wand Mastery. (add: Magical Aptitude, Skill Focus, Cull Wand Essence (Magic of Eberron pg46) and Improved Homunculus (same book) )
Metamagic Spell Trigger (7th level instead of 6th): An Artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). The artificer must have the appropriate item creation feat for the spell trigger item. Using this ability expends additional charges based on the effect.
For example, an artificer can quicken a spell from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.
An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.
Retain Essence (Su) 5th: Normally, an artificer can suck the creation XP out of a magic item and add it to his Craft Reserve. As the use of XP in item creation is no longer a part of the Pathfinder system, an artificer may instead regain up to half the GP cost of an item to serve as ‘phantom’ GP for the purposes of paying for the raw materials to make magic items. The Artificer must still spend one day with the item, and must also have the prerequisite crafting feat for the item he is salvaging. After one day, the item is destroyed and the artificer gains half the raw material cost of the item to use as he sees fit. These points are lost if the artificer does not use them before gaining his next level.
For example, an artificer wants to retain the essence of a +2 sword. The cost of the magic enhancement to the sword has a market value of 8000gp, and thus the artificer can recover 4000 of this value. The artificer must be at least fifth level to have the Magic Arms and Armor feat which would be required to be able to recover the essence from the sword. After a day the sword crumbles to dust and the artificer may now choose to spend as much of that 4000gp on any other magic item creation.
Character Options (Traits)
At the GMs discretion a list of traits are available for characters to take during their creation, to help further develop their connections with the nations and peoples of Eberron. PCs may choose to instead spend both of their trait options for a single bonus feat they qualify for at first level at the GM’s discretion.
Spellcasting and Metamagic
The Vancian spellcasting system is something I have never been comfortable with, and so I am not using it in my game. The following changes then are going to be made to the spellcasting classes on a trial basis, rules may change during play.
Bard: No change.
Cleric/Druid: A Cleric or Druid is considered to know all the spells in their respective list. The Spells Per Day chart effectively becomes their chosen spells for the day. The spells a cleric chooses become effectively spells known for the purposes of casting, and may cast any combination of those spells until the cleric or druid runs out of spells for the day. For example, a first level Cleric with a 14 Wisdom would be able to cast two 1st level spells per day. After picking his spells from the first level list, he chooses Bless and Protection from Evil. The cleric may cast up to any combination of those two spells until he runs out of his first level spell slots. A Cleric/Druid may change this list everyday during their time of meditation to regain new spells.
Paladin/Ranger: Both the Paladin and Ranger use a similar method to the Cleric/Druid for the purposes of preparation and number of times per day a spell can be cast.
Wizard: See Cleric/Druid though their spells prepared must be from their spellbook.
Sorcerer: The ability to cast more spells per day than the wizard, as well as having a specific lineage from which the characters abilities originate is the driving power of a sorcerer. While I initially disliked Sorcerer casting progression I have since had enough experience with these casters to appreciate them more. No change.
Metamagic: Rather than preparing metamagic feats at the beginning of the day, a spellcaster may choose to spontaneously apply a metamagic feat that he knows as long as the caster is capable of actually casting the spell (such as needing a 3rd level spell available for empowering a Magic Missile). If a spellcaster draws their spells from a “Known” list (such as Sorcerer and Bard) it takes a full round action to apply and cast a metamagic spell (except Quicken Spell which makes the spell a swift action). Casters that prepare their spells daily may choose to either spontaneously apply metamagic feats or prepare one ahead of time (such as an Empowered Cure Light Wounds as a prepared 3rd level spell).
New Cleric Domain – Exorcism
Available to the Silver Flame and the Path of Light
1st Exorcist (Su): A cleric of the Silver Flame or Path of Light may Channel Energy to force a possessing spirit out of a body or object. This functions as the channeling mechanic and draws from the same pool for the number of times per day it can be used. A creature affected by this ability must make a Charisma check against the Cleric’s channeling DC. A creature forced out cannot possess the same creature for 24 hours.
8th Aura of Faith (Su): For a number of rounds equal to your caster level per day, you can emit a 30 foot aura that wards against the mind affecting spells and spell-like abilities of outsiders as well as possession. In addition those under the protection of the ward may roll twice against other mind affecting effects and take the better result.
Domain Spells – 1st—Protection from Evil, 2nd—Magic Circle against Evil, 3rd—Remove Curse, 4th—Dismissal, 5th—Dispel Evil, 6th—Banishment, 7th—Holy Word, 8th—Holy Aura, 9th—Freedom.
Deities and Domains of Eberron
Religion – In Eberron, most people identify not with a specific patron deity but with the church to which they belong. The faithful of the Sovereign Host, for example, usually revere the nine deities together in a single temple, though shrines devoted to the individual deities appear in major towns and cities across Khorvaire. The faithful may give particular reverence to one deity, usually the one whose sphere of influence coincides most closely with their profession or situation in life, but they collectively view themselves as loyal followers of the Sovereign Host. A paladin devotee of Dol Arrah and a rogue who prays to Kol Korran are members of the same religion. They may differ in many respects, certainly in alignment and ethics, but they do not see religion as one of the lines dividing them.
A paladin who serves Dol Arrrah and a paladin of the Silver Flame however are members of different churches and religions. They are united in their ideals and their devotion to law and good, and they might work together extensively in pursuit of common goals, but they are likely to hold endless discussions or even heated arguments concerning theological issues and fundamental beliefs about the nature of the world.
Race and Religion: The religions of Eberron are not, in general, racially based. Only the elves and the kalashtar have religions that are rarely practiced by members of other races. The other races share a number of religions that welcome clerics and adherents of all races and kinds.
Paladins and Smite Evil – Due to the nature of religion often being tied more to an actual religious organization rather than direct contact with a corresponding deity, Paladins of organized religions, that is, The Silver Flame, The Undying Court, and the Blood of Vol have the ability to declare individuals heretics and heathens in the eyes of their church. This order must come from a member in the higher order of each religion, someone in what would be considered the position of Cardinal or equivalent. Excommunication is also a possibility. People declared to be enemies of the church are subject to the smiting abilities of Paladins of their order regardless of alignment. Some groups are always considered to be at odds due to religious dissent and philosophical differences.
Silver Flame – Always treats members of the Blood of Vol as enemies of the church.
Blood of Vol – Always treats members of the Silver Flame as enemies of the church.
The Undying Court – Always treats members of the Blood of Vol and Dragons as enemies of the faith.
This section is to show the changes of the deities and domains regarding the Pathfinder system and provide a basic amount of information on each deity or pantheon. The full amount of information regarding the religions can be found in the Eberron books.
|The Sovereign Host|
|Arawai||Neutral Good||Morningstar||Plant, Weather, Water|
|Aureon||Lawful Neutral||Quarterstaff||Knowledge, Law, Magic, Rune|
|Balinor||True Neutral||Battleaxe||Air, Animal, Earth|
|Boldrei||Lawful Good||Spear||Community, Good, Law, Protection|
|Dol Arrah||Lawful Good||Halberd||Good, Law, Sun, War, Nobility|
|Dol Dorn||Chaotic Good||Longsword||Chaos, Good, Strength, War|
|Kol Korran||Lawful Neutral||Mace||Charm, Travel, Community|
|Olladra||Neutral Good||Sickle||Good, Healing, Luck, Plant|
|Onatar||Neutral Good||Warhammer||Artifice, Fire, Good|
|The Dark Six|
|The Devourer||Neutral Evil||Trident||Destruction, Evil, Water, Weather|
|The Fury||Neutral Evil||Rapier||Evil, Madness, Strength, Liberation|
|The Keeper||Neutral Evil||Scythe||Death, Evil, Darkness|
|The Mockery||Neutral Evil||Kama||Destruction, Evil, Trickery, War|
|The Shadow||Chaotic Evil||Quarterstaff||Knowledge, Evil, Magic, Rune|
|The Traveler||Chaotic Neutral||Scimitar||Artifice, Chaos, Travel, Trickery|
|The Silver Flame|
|The Silver Flame||Lawful Good||Longbow||Good, Law, Protection, Exorcism|
|The Blood of Vol|
|The Blood of Vol||Lawful Neutral||Dagger||Death, Law, Repose|
|The Cults of the Dragon Below|
|The Dragon Below||Neutral Evil||Heavy Pick||Earth, Evil, Madness, Destruction|
|The Path of Light|
|The Path of Light||Lawful Neutral||Unarmed Strike||Protection, Liberation, Exorcism|
|The Undying Court|
|The Undying Court||Neutral Good||Scimitar||Repose, Good, Protection, Glory, Nobility|
What it means to have a Dragonmark.
The manifestation of a dragonmark can cement the place of an individual in his or her house for the rest of their life. Some individuals embrace this destiny while others resist their ‘extended family’ and strike out on their own. Power and prestige follow those who embrace their new role while those who seek to reject the hand fate has dealt them find the overbearing power of their house beginning to apply pressure.
What it means to have an Aberrant Dragonmark.
Occasionally, those not of a dragonmarked house or the child of a union between houses (which is forbidden) manifests a unique dragonmark. He or she must still be of a race that can manifest a mark (Human, Dwarf, Half-elf, Elf, Gnome, Halfling, or Half-orc). Aberrant Dragonmarks are latent manifestations of magic that has infused the blood of the older mortal races thousands of years ago. Rumors abound concerning the destructive nature of the Aberrant marks and the common belief that those who bear them are driven by the urge to use their marks, and are slowly driven mad by them.
An Aberrant mark manifests in the form of a spell-like ability similar to the twelve recognized dragonmark houses, however this spell is chosen from the 1st level list of the Cleric or Sorcerer/Wizard spell list. The limiting factor on this spell is that it cannot be a spell already taken by a Dragonmarked House as its recognized mark. Aberrant Marks can be used 3/day with the caster level equaling your character level. The DC for an Aberrant spell is 10 + the level of the spell + the bearer’s Cha modifier.
So, an Aberrant Mark can manifest any first level spell from the Cleric/Sorcerer/Wizard list except the following: Detect Magic, Detect Poison, Identify, Know Direction, Locate Object, Calm Animals, Speak with Animals, Cure Light Wounds, Lesser Restoration, Purify Food/Drink, Prestidigitation, Unseen Servant, Make Whole, Mending, Repair Light Damage, Expeditious Retreat, Mount, Dimension Leap, Arcane Mark, Comprehend Languages, Whispering Wind, Mage Armor, Protection from Arrows, Shield of Faith, Shield Other, Darkness, Disguise Self, Minor Image, Endure Elements, Fog Cloud, Gust of Wind, Alarm, Arcane Lock, Firetrap, Misdirection.
There are twelve families of dragonmarks, each one associated with a number of closely related manifestations. A thirteenth mark, the Mark of Death, has faded from history, and no living creature on Eberron carries it. To possess a dragonmark a character must take the Least Dragonmark feat. He or she can increase the power of the dragonmark by taking the Lesser and Greater Dragonmark feats, and by taking levels in the Dragonmark Heir prestige class. Also, the Aberrant Mark feat and the Heir of Siberys prestige class grant alternative dragonmark-like abilities. When it is used, a character’s dragonmark grows warm to the touch. It becomes fever hot when its spell-like abilities are used up for the day, and must be allowed to cool before its power can be drawn upon again.
House: Each dragonmark appears among the members of one large extended family (or, in the case of the Mark of Shadow, two families). By no means does every member of a dragonmarked family possess a dragonmark, but it is extremely rare for a person who is not a recognized member of one of these families to develop a dragonmark (and such cases usually result from indiscretions on the part of a lesser scion of the family).
Each house specializes in a trade or service for which its mark gives its members a competitive advantage, and it controls guilds that regulate commerce in its area of specialization. Each family is made up of a mix of marked and unmarked members, since dragonmarks manifest randomly even among those with the ability to possess them. The guilds employ both dragonmarked and unmarked people, who may be family members or unrelated retainers.
The dragonmarked individuals perform their specialized magical functions for the house, and the unmarked handle the more mundane aspects of the trade. For example, both marked and unmarked members of the Windwrights Guild, controlled by House Lyrandar, work aboard ships; the marked heads of the family produce the wind to power the ships, while the unmarked masses fill the other crew roles aboard the vessels.
Dragonmark Spell-like Ability Changes: Each spell-like ability gained from a dragonmark can be used 3/day rather than 1/day. The caster level for each ability is equal to your character level and the DC for the abilities is equal to 10 + the level of the spell + your Cha modifier.
Feat change – Least Dragonmark: In addition to the spell-like ability gained via a dragonmark manifestation, each house has three associated skills with their respective dragonmark. When a character takes the Least Dragonmark feat, a character can choose one of these associated skills to become a Class Skill. If the chosen skill is already a class skill, the character gains a permanent additional +2 bonus to it.
|Dragonmarked House||Race||Associated Guilds||Associated Skills||Dragonmark|
|House Medani||Half-Elf||Warning Guild||Perception, Spellcraft, Sense Motive||Mark of Detection|
|House Tharashk||Human and Half-Orc||Finders Guild||Survival, Perception, Knowledge (Geography)||Mark of Finding|
|House Vadalis||Human||Handlers Guild||Handle Animal, Profession (Veterinarian), Heal||Mark of Handling|
|House Jorasco||Halfling||Healers Guild||Heal, Diplomacy, Sense Motive||Mark of Healing|
|House Ghallanda||Halfling||Hostelers Guild||Profession (Cook), Diplomacy, Perform||Mark of Hospitality|
|House Cannith||Human||Tinkers Guild, Fabricators Guild||Craft, Disable Device, Knowledge (Engineering)||Mark of Making|
|House Orien||Human||Transportation Guild||Survival, Profession (Courier), Knowledge (Geography)||Mark of Passage|
|House Sivis||Gnome||Notaries Guild||Linguistics, Diplomacy, Appraise||Mark of Scribing|
|House Deneith||Human||Blademarks Guild, Defenders Guild||Perception, Sense Motive, Intimidate||Mark of Sentinel|
|House Phiarlan||Elf||Entertainers & Artisans Guild, Shadow Network||Stealth, Sleight of Hand, Perform||Mark of Shadow|
|House Lyrandar||Half-Elf||Windwright Guild, Raincallers Guild||Acrobatics, Knowledge (Sailing/Navigation), Profession (Sailor)||Mark of Storm|
|House Kundarak||Dwarf||Banking Guild, Warding Guild||Perception, Spellcraft, Use Magic Device||Mark of Warding|
|House Thuranni||Elf||Shapers Guild||Stealth, Sleight of Hand, Perform||Mark of Shadow|