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Races of Eberron

Changelings • Silver-Tongue: Changelings possess a +2


racial bonus to Bluff, Intimidate, and Sense
Motive checks.
• Natural Linguist: Changelings add
Linguistics to their list of class skills for any
class they adopt.
• Minor Change Shape (Su): Changelings
have the supernatural ability to alter their
appearance as though using a disguise self
spell that affects their bodies but not their
possessions. This ability is not an illusory
effect, but a minor physical alteration of a
changeling's facial features, skin color and
texture, and size, within the limits described
for the spell. A changeling can use this
ability at will, and the alteration lasts until
she changes shape again. A changeling
reverts to her natural form when killed. A
true seeing spell reveals her natural form.
When using this ability to create a disguise,
a changeling receives a +10 circumstance
bonus on Disguise checks. Using this ability
Changelings are subtle shapeshifters capable of is a full-round action.
disguising their appearance. They evolved through • Languages: Changelings automatically
the union of doppelgangers and humans, eventually start of with Common. If they have high
becoming a separate race distinct from either enough Intelligence scores, they can also
ancestral tree. They do not possess the full learn Auran, Dwarven, Elven, Giant,
shapechanging ability of a doppelganger, but they Gnome, Halfling, and Terran.
can create effective disguises at will. This ability
makes them consummate spies and criminals, and
many changelings live up to that potential.

CHANGELING RACIAL TRAITS


• +2 to any one ability score: Because of
their human ancestry, changelings are very
adaptable.
• Shapechanger Subtype: Changelings are
humanoids with the shapechanger subtype.
• Medium: As Medium creatures,
changelings have no special bonuses or
penalties due to their size.
• Normal Speed: Changelings have a base
speed of 30 feet.
• Slippery Mind: Changelings possess a +2
racial bonus on saving throws against sleep Kalashtar
and charm effects.
Races of Eberron

oppress the kalashtar.

KALASHTAR RACIAL TRAITS


• +2 to any one ability score: Kalashtar are
very adaptable creatures thanks to their dual
nature.
• Medium: As Medium creatures, kalashtar
have no special bonuses or penalties due to
their size.
• Normal Speed: Kalashtar have a base
speed of 30 feet.
• Strong Mind: Kalashtar receive a +2 racial
bonus on saving throws against mind-
affecting spells and abilities, and
possession.
• Master Socialite: Kalashtar receive a +2
racial bonus on Bluff, Diplomacy, and
Intimidate checks.
• Human Resemblance: Kalashtar receive a
+2 racial bonus on Disguise checks made to
impersonate a human.
The kalashtar are a compound race: incorporeal • Dreamless: Kalashtar sleep but they do not
entities from the alien plane of Dal Quor, the dream. As such, they have immunity to the
Region of Dreams, merged with human bodies and dream an nightmare spells, as well as any
spirits to form a distinct species. They were once a other effect that relies on the target's ability
minority among the quori, the native race of Dal to dream.
Quor, hunted and persecuted for their religious
• Naturally Psionic: Kalashtar gain 1 extra
beliefs. Thousands of years after the quori invaded
power point per character level, regardless
Eberron and the connection between their plane
of whether they choose a psionic class.
and the Material Plane was severed, the kalashtar
were the first of the quori to discover a means to • Psi-Like Abilities: Mindlink (1/day). This
reach the Material Plane once more. Fleeing ability is like the power manifested by a
persecution, they transformed their physical forms wilder of ½ the kalashtar's Hit Dice
into psychic projections that allowed them to enter (minimum 1st level).
the Material Plane and possess willing humans. • Languages: Kalashtar automatically start
Today, new kalashtar are born, not possessed; with Common and Quor. If they have high
neither spirit nor human, they are a new race that Intelligence scores, they can also learn
breeds true. Draconic and Riedran.
It took three hundred years for the other
quori to discover a similar means to physical
project their spirits out of Dal Quor and possess
human bodies, forming the Inspired, while leaving
their own bodies behind-much as mortals project
their minds to Dal Quor when they dream. For
fifteen hundred years now, the Inspired in their vast Shifters
kingdom of Riedra have continued to persecute and
Races of Eberron

of the character's physical ability scores


(Strength, Dexterity, or Constitution) and
grants some other advantage as well.
Shifters traits are described in the following
section. Shifting is a free action and lasts
for a number of rounds equal to 3 + the
shifter's Con modifier. (If a shifter trait or
other effect increases the character's Con
modifier, use the newly improved modifier.)
A shifter can take feats to improve this
ability. These shifter feats are described in
Chapter 3 of the Eberron Campaign Setting
Guide. Every shifter feat a character takes
increases the duration of shifting by 1
round. For every two shifter feats a
character takes, the number of times per day
she can tap into the ability increases by one.
Shifters, sometimes called “the weretouched,” are So, a character with two shifter feats can
descended from humans and natural lycanthropes, shift two times per day (instead of the usual
now nearly extinct on Khorvaire. Shifters cannot one), and each use of the ability lasts for a
fully change shape but can take on animalistic number of rounds equal to 5 (instead of 3) +
features-a state they cal shifting. Shifters have the shifter's Con modifier. Shifting, though
evolved into a unique race that breeds true. They related to and developed from lycanthropy,
have a distinct culture with its own traditions and is neither an affliction nor a curse. It is not
identity. passed on by bite or claw attack, and a
shifter can't be cured-shifting is a natural
SHIFTER RACIAL TRAITS ability for the race.
• +2 Dexterity, +2 Wisdom, -2 • Low-Light Vision: Shifters can see twice
Constitution: Shifters are lithe, agile, and as far as a human in starlight, moonlight,
instinctual, but rely more on speed then torchlight, and similar conditions.
stamina. • Athletic: Shifters receive a +2 racial bonus
• Shapechanger Subtype: Shifters are on Acrobatics and Climb checks.
humanoids with the shapechanger subtype. • Languages: Shifters start out knowing
• Medium: As Medium creatures, shifters Common. If they have a high enough
have no special bonuses or penalties due to Intelligence score, they can also learn
their size. Elven, Gnome, Halfling, and Sylvan.
• Normal Speed Shifters have a base speed
of 30 feet.
• Shifting (Su): A shifter can tap into her
lycanthropic heritage to gain short bursts of
physical power. Once per day, a shifter can
enter a state that is superficially similar to a
barbarian's rage. Each shifter has one of six
shifter traits-characteristics that manifest
themselves when a character is shifting. Warforged
Each shifter trait provides a +2 bonus to one
Races of Eberron

construct subtype. A living construct is a


created being given sentience and free will
through powerful and complex creation
enchantments. Warforged are living
constructs that combine aspects of both
constructs and living creatures, as detailed
below.
◦ Features: As a living construct, a
warforged has the following features.
▪ A warforged derives its Hit Dice,
base attack bonus progression,
saving throws, and skill points from
the class it selects.
▪ Traits: A warforged possesses the
following traits.
• Unlike other constructs, a
warforged has a constitution
score.
• Unlike other constructs, a
warforged does not have low-
light vision or darkvision.
• Unlike other constructs, a
warforged is not immune to
Built as mindless machines to fight in the Last War, mind-affecting spells and
the warforged developed sentience as a side effect abilities.
of the arcane experiments that sought to make them • Unlike other constructs,
the ultimate weapons of destruction. With each warforged are subject to critical
successive model that emerged from the creation hits, nonlethal damage, stunning,
forges of House Cannith, the warforged evolved ability damage, ability drain, and
until they became a new kind of creature-living death effects or necromancy
constructs. effects.
Warforged are renowned for their combat • As living constructs, warforged
prowess, their size, and their single-minded focus. can be affected by spells that
They make steadfast allies and fearsome enemies. target living creatures as well as
Earlier warforged models are true constructs: some by those that target constructs.
of these remnants of the Last War appear in Damage dealt to a warforged can
monstrous varieties, such as the warforged titan. be healed by a cure light wounds
spell or a repair light damage
WARFORGED RACIAL TRAITS spell, for example, and a
• +2 Constitution, +2 Intelligence, -2 warforged is vulnerable to
Charisma: Warforged are resilient, disable construct and harm.
powerful, and bright, but their difficulty in However, spells from the healing
relating to other creatures makes them seem subschool and supernatural
aloof or even hostile. abilities that cure hit point
• Living Construct Subtype (Ex): damage or ability damage
Warforged are constructs with the living provide only half their normal
Races of Eberron

effect to a warforged. creature that is stable.


• The unusual physical • As a living construct, a
construction of warforged makes warforged can be raised or
them vulnerable to certain spells resurrected.
and effects that normally don't • A warforged does not need to
affect living creatures. A eat, sleep, or breathe, but he can
warforged takes damage from still benefit from the effects of
heat metal and chill metal as if consumable spells and magic
he were wearing metal armor. items such as heroes' feast and
Likewise, a warforged is potions.
affected by repel metal or stone • Although living constructs do
as if he were wearing metal not need to sleep, a warforged
armor. A warforged is repelled wizard must rest for 8 hours
by repel wood. The iron in the before preparing spells.
body of a warforged makes him • Medium: As Medium constructs, warforged
vulnerable to rusting grasp. The have no special bonuses or penalties due to
creature takes 2d6 points of their size.
damage from the spell (Reflex • Normal Speed: Warforged have a base
half; save DC 14 + caster's speed of 30 feet.
ability modifier). A warforged • Composite Plating: The plating used to
takes the same damage from a build a warforged provides a +2 armor
rust monster's touch (Reflex DC bonus. This plating is not natural armor and
17 half). Spells such as stone to does not stack with other effects that give
flesh, stone shape, warp wood, an armor bonus (other than natural armor).
and wood shape affects objects This composite plating occupies the same
only, and thus cannot be used on space on the body as a suit of armor or a
the stone and wood parts of a robe, and thus a warforged cannot wear
warforged. armor or magic robes. Warforged can be
• A warforged responds slightly enchanted just as armor can be. The
differently from other living character must be present for the entire time
creatures when reduced to 0 hit it takes to enchant him. Composite plating
points. A warforged with 0 hit also provides a warforged with a 5% arcane
points is disabled, just like a spell failure chance, similar to the penalty
living creature. He can only take for wearing light armor. Any class ability
a single move action or standard that allows a warforged to ignore the arcane
action in each round, but spell failure chance for light armor lets him
strenuous activity does not risk ignore this penalty as well.
further injury. When his hit • Light Fortification (Ex): When a critical
points are less than 0 and greater hit or sneak attack is scored on a warforged,
than -10, a warforged is inert. He there is 25% chance that the critical hit or
is unconscious and helpless, and sneak attack is negated and damage is
he cannot perform any actions. instead rolled normally.
However, an inert warforged
• Slam: A warforged has a natural weapon in
does not lose additional hit
the form of a slam attack that deals 1d4
points unless more damage is
points of damage.
dealt to him, as with a living
• Languages: Warforged automatically start
Races of Eberron

of with Common.

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