Paragon Paths with an Eberron Spin (Divine Power)

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#1

soyim

Aug 06, 2009 15:11:19
Continuing the series...

Eberron has its own unique set of Deities, Cosmology, and Religious Beliefs- which make reinterpretation of Divine Paragon Paths necessary before they are introduced. Below are some recommendations and ideas- but they are by no means all of the ideas that could fit a paragon path. Ideas, individual experiences and recommendations are all welcome.

Avenger:


Ardent Champion: Touched with deadly fervor and zealotry, the Ardent Champion is a passionate preacher of the battlefield: leading believers in a charge of holy wrath. Among the Aundarian Zealots of the Silver Flame this path is one of honor and privilege- the sect waits for a proper Champion to lead them on the next holy crusade. The Blood of Vol also takes advantage of these zealous madmen to protect sacred shrines from intruders and hunt down enemies of the faith.

Dervish of the Dawn:
The Dervish of the Dawn is a path that has traveled to Khorvaire from the mountain retreat of Adar. The Kalashtar of Adar have turned dance, hope, and dream like ecstatic trances into a burning rush of light and power: a power that they share willingly with anyone who share their ideals. For them the Path of Light grows closer with each enemy vanquished, each dark deed expunged- symbolized by the rising of the sun and the ecstatic whirling of body and blade.

Dread Imperator: In the days that the 5 nations of Galifar were one- the Dread Imperators wandered Cyre as Magistrates: removing banditry and lawlessness, protecting the weak, keeping monsters at bay. Sadly they were destroyed during the last war: loyal to the hereditary bloodline of Galifar, they sided with Cyre and marched to the deaths against Aundarian Magic, Brellish Might, Thranish Zeal, and Karnathi Tactics. Their chapterhouse was in Metrol- now lost beneath grey mist; but perhaps some of their techniques have survived.

Favored Soul: Among the truly blessed in Thrane there sometimes arise champions with wings of brilliant rainbow hue. They rarely live long; the call to battle evil directly leads many to their deaths. These Favored Souls are like candles lit at both ends; burning brightly for too short a time.

Relentless Slayer: Throughout history men and women of faith have decided that the world must be purged; cleansed of the things that taint it. These men and women become Relentless Slayers- champions using the power of their unwavering faith against a singular foe. Whether that be Lycanthropes, Magicians, or Non-Construct Beings- the titles may change but the killing urge remains.

Serene Initiate:
Among the Valenar Elves there is a desire to not simply emulate ones ancestor, but to become that ancestor. To do that takes more than a veil- it takes concentration, patience, and the willingness to subsume all of ones own identity beneath the mask of Serene Destruction. Only then do the ancestors light shine through: and can your own path of glory be realized.

Watchful Shepherd:
The chosen agents of the Sovereign Host are varied, but they serve the same purpose- the protect the flock. The Watchful Shepherds are an order dedicated to the Host who wander the world; going wherever the faithful are- helping them build and live their lives; only drawing upon their divine powers when evil and destruction threaten the faithful. They keep their affiliation secret, not out of worry or shame, but out of humility and a desire to provide for the community as a whole: rather than seek glory for themselves.

Weapon of Fate:
Although the Traveler is a deity of the Dark Six, occasionally a hero (or at least an adventurer) will dedicate themselves to this god and his strange creed. These heroes become Weapons of Fate- giving themselves up to the whims of chance and luck.
#2

soyim

Aug 06, 2009 15:44:56
Clerics

Anointed Champion: The Clergy of Vol posses many sacred reliquaries, ointments, and the remains of their champions who have gone into death- or who have stripped away their mortal flesh and become something more. These armaments have become a part of the arsenal of the Anointed Champions- warriors clad in the ruins of the faithful.

Astral Savant:
The Ancestor Elves of Aerenal have granted their clergy a shard of their power- the ability to call on the endless font of radiance that sustains them: as well as the chilling cold of Syberis. These Astral Savants serve as the bridge between mortality and immortality for the Aerenal and their Undying Court.

Battle Chaplain: Though most common in the armies of Thrane, Battle Chaplains existed in all the armies of the Last War. With weapon, shield and symbol in hand they supported their armies with faith and steel- often at the cost of their own lives. Many still live though: and these battle hardened veterans may be willing to teach a few special tricks to those who would carry on the good fight.

Compassionate Healer: The Compassionate Healer art began among the Dhakani thousands of years ago. Their regimented and highly organized structure gave birth to the idea that the lives of the many were more important than the lives of the one; and that victory was more important than the lives of the many or the one. The Martyr Priests of the Goblin Nation keep many of their best soldiers alive so that victory can be ensured at any price.

Holy Emissary: The rare Holy Emissary's can be found on the isle of Argonessen; blessed and selected by their Draconic Masters to spread the word of the Prophecy when it suits their purposes. They also serve to rally loyal tribes against beasts from Khyber or Foreigners approaching the holy shores.

Messenger of Peace: Birthed in the fires of the last war; a sect of holy men and women now travel the 5 nations begging the powerful and influential to keep the peace and stop the march towards war. They have received great support from the foreigners known as "Inspired" who tell tales of similar folk in their own history- a band of forward thinking visionaries who united a continent broken by war.

Miracle Worker: The Legends of the Sovereign Host speak of the coming of one who could not only heal the afflictions of the body, but also the afflictions of the mind and soul. This Miracle Workers would help to lead the community of the faithful towards reconciliation with the world: healing the wounds of Eberron, Khyber, and Syberis until all things would be well.

Seldarine Dedicate: The weapon of Choice among the devotee's of the Silver Flame is the Longbow- and the Seldarine Dedicate has taken this dedication to the next level. These Holy Archers can pluck a beam of Moonlight from the sky to illuminate their foes, garb themselves in the illumination of the flame and be hidden from sight behind radiance, and even pull forth holy fire to let loose and burn away evil.
*This is assuming you let anyone take the Seldarine Dedicate path.

Stone Keeper: Before the Mror Dwarves became civilized they held great grudges, made ancient oaths, and enacted terrible vengeance on those that wronged them. Obviously they no longer do- it would be best if you didn't bring it up really. Some Dwarven Priests turn to Onatar- god of the Forge- and ask for help remembering these ancient ways: For the world shall be as the weapon on the forge: and they the hammer that will beat away these impurities.

Truthseeker: Not ever Inquisitive is equipped with a blade or a spell. Some are men of faith who solve crimes and serve justice in the name of their deity. These Inquisitives will sometimes become Truthseekers: divine agents of revelation. But in the civilized world of Khorvaire the truth does not always set you free- sometimes it places you into even more danger: some secrets are worth killing for after all.
#3

soyim

Aug 06, 2009 16:22:58
Invoker

Adept of Whispers: Words have meanings. You know this because you have seen a part of the Prophecy: and when you channel your power it becomes more clear to you. Speaking is important: you choose each word carefully but mostly you say nothing at all. When you do finally do speak the roar of ages comes with you and the world is transformed by your power.

Crimson Arbiter
: Justice is your gift to the world: perhaps you saw the crimes of the last war all too clearly and were powerless to stop them. Or perhaps you were a part of those crimes and now seek atonement. Either way you know that justice, not law, is what matters: and those that must atone for their crimes will pay.

Devoted Orator
: You know the scriptures, you know the tales and the parables. You speak: and when you speak the weight of ages speaks with you: the might and the vision and the faith of all those who have previously spoken the words of faith speak through you. How can anyone remain ignorant of your faith- when you speak: they shall see the light of the Flame.

Divine Hand
:So many no longer believe after the war; but you do- you see the signs and the portents; the end is coming. They must believe, as you believe, before the end comes- otherwise how will the righteous stand up against the vast evils in the world? You show the wicked that the end is near; you will put the fear into them; you will lead them back to the Host so that they may yet build a perfect world.

Divine Philosopher: You've almost figured out this whole "Divinity" thing- the puzzle is just about completed. Already you've learned to tap into the power of faith: and not through obedience or prayer, but through knowledge! All you need to do is test out a few more theories, see what you can do with this power- after all: You know the path to divinity is within.

Keeper of the Nine: You weren't sure why the Gatekeepers took you deep into their Forrest until you saw the broken pattern, the shattered ruins, and the familiar yet alien symbols on the gate: with your help they banished the creature of madness, sealed back the tomb, and empowered you with the knowledge of a war far more important than the one you left. Now you use your divine power to fortify the world against the forces of madness: a new ally in the battle against the Daelkyre.

Speaker of the Word
: As the lore-keepers of Sivis told you during your quest: unleashing the power of the original language would be dangerous. But you have done it, with the help of the Gnomes you have learned a single word in the primal tongue: and it has empowered all that you are. You whisper it to yourself constantly, you think about its untold millions of meanings, you draw strength from it in dark times: and when you speak it- the shattering power you let loose sends your enemies away, unable to grasp its perfection.

Stonecaller: To you a Dragonshard is more than just a pretty treasure or the key to economic power- a Dragonshard is a fragment of the Beginning, the World, and the End. Eberron holds many secrets, above and below, and you know that the Dragonshard has something to do with them- and you're are right. You have learned to channel its power, mixed with the divine compact you have forged; you are certain that soon you will unlock the secret of stone.

Theurge of the Compact: In the age of Demons the Rajah's made many deals and compacts with their mortal slaves so that they could entertain themselves with the misery that would inevitably result: you discovered one such compact and spoke it aloud- binding yourself to a terrible bound power. Sometimes the creature whose power you unleash is aware of you- sometimes not- but the symbol that you see in your nightmares is the same one that cultists of the Lords of Dust use to mark their property...

Vessel of Ichor : The Battle for Life requires many sacrifices: you were ready to sacrifice your own life and join the armies of the Dead- but the Church of Vol had other plans for you. They gave you a draught: a powerful mixture drawn from the immortal servants of the Gods. It transformed you; now the power of immortality is within you: your blood is truly divine!