Strengthening and Diversifying Aberrant Marks

Post/Author/DateTimePost
#1

howlofmemories

Nov 15, 2009 23:40:08

I've been thinking of running a 4e Eberron campaign with House Tarkanan and aberrant dragonmarks being a major feature (not nessecarily as foes and evils). In fact, I'd like to give the characters free (not taking up a feat choice) aberrant dragonmarks at the beginning of the game. However, I was looking at the aberrant dragonmark feats described so far in the EPG and I was rather disappointed. For aberrant marks being 'on the rise' and 'growing in power', the choices poorly reflected it. Especially when compared to the aberrant marks described in the fiction.

Does anyone know of some homebrewed aberrant marks I could use or guidelines for building them? I've tried hombrewing some by myself, but they were all either overpowered or underpowered/too situational. I have trouble finding the middle ground.


Thanks for any help and advice!

#2

RedRider

Nov 16, 2009 6:33:57
One suggestion, common before the Eberron Player's Guide came out, was to use the Forgotten Realms "Spellscar" rules.

Basically those who choose to be spellscarred have a vulnerability and sensitivity to other spellscarred creatures. Spellscarred characters can opt to take a Multiclass feat for a bonus ability and then take further power swap feats to gain access to spellscarred powers, running from level 1 to 29. (They come in Str/Dex/Con weapon based and Int/Wis/Cha implement based attacks for each possible power level.)

In your case, you could ignore the basic spellscarred condition and players who choose to embrace their aberrant marks could treat the Aberrant mark feat as the basic spellplague multiclass feat and take up power-swap feats as they wished to represent freaky aberrant mark powers.

Of course, it does mean you'll need the Forgotten Realms Player's Guide, but it's got other crunchy content you can bring over, like the Swordmage.
#3

howlofmemories

Nov 16, 2009 12:25:21

Hmm... That sounds promising...
It may just work, but I still feel that more variety to the basic aberrant marks would be essential, if just to add some flavor and simplify things for players wanting to avoid multiclassing.
#4

RedRider

Nov 16, 2009 13:45:40
Well, you could drop the need for multiclass feats and power swap feats if the campaign is going to be based on Aberrant mark powers.

You could also ask that players flavour one or two of their class abilities or feat choices around aberrant marks.
IE: Weapon Focus manifests itself as a surge of malicious energy through the mark's bearer.
Orb of imposition manifests as spectral dragonmark-like lines (usually only visible to the caster) rising from the ground and twining around the target.

You could also reflavour certain classes and say they're drawing on the power of Khyber. The Assassin and Infernal or Dark Pact Warlock are fairly easy changes. The Warden or Barbarian could also be fuelled by dark powers rather than primal spirits. (Do wardens gain Nature as a free skill? If so you could offer to switch it out for Dungeoneering.)
#5

howlofmemories

Nov 16, 2009 17:20:25


Reflavoring sounds like it would work really well, especially with warlocks.
I'm going to give homebrewing dragonmarks another try though. They used to have some really interesting powers in 3.5, and I'd like to capture that from the beginning of the campaign so that in a group of six I don't have characters with the same mechanical benefit from their marks. Variety is really what I want to go for, along with oddity and passive effects.

#6

Omen_of_Peace

Nov 25, 2009 19:27:51
Post the result when you're done : I'll be interested in what you come up with.

I have done homebrew versions of the true marks, perhaps I'll try to tackle aberrant ones at some point.