You are on page 1of 326

CARTOGRAPHY

D
WOR D

S OR....DEVELQPME

ROB

l"J1 KAlITH LAZZARETTI


PEClAll T

BILL SLAVICSEK
GA"I,u;DESIGN

GR.JU'eUC PRODUCTION

ERIN DORRIES
IMACE TECH ROBEKf
PROD IClAJ.'1

ITH BAKER BILL SLAYTCSEK JAMES WYATI


GAME DEVELOP ffiNT

JORDAl'J M
AC£RS

CTION

JESSE

D,

Jo H ISCHER
RAl"JDALL
INTERTOR

KER DOl"JAI

CREWS
ILLUSTRATION

MICHAEL

Al'"DKEW 1. FIl-I
EDITORS

MlCHELI.: CARTER CHKISTOPHER PERKlt-lS JOH}l RATELIFF


DESIO, MANACER

CHRIsrDPHER
DEVU.OPl>f.ENT

RKfl'oI

DAVE ALLSOp, KALMA~ Al'JDRASOFSZKY, JOHl'-l Avol'J, TEO BEARG .ON, BEET. DAVID BIRCHAM. TOMM COKl:R, RAI-A GARR , FRAZER JRVn-:G, Al'JDREW JOl'JES, DAl'JA Kl'lUTSOl'J. RO}J LEMEl'J, L . MOYER, LUCIO PARRILLO, MARTIl'JA PILCEROYA, STEVE PRESCOTT; Al'Jl.iE STOKES, MARK TEDI~. RA~ YOHLWIl'JKEL, KEY WALKE.R, SAM WOOD, JAMES ZHAl'lG CO PT Iu.uSTRATlON DA~A KNUTSO"'" TEY" PRESCOTI' MARK TtOIN
PUYT£STI NC AN D AoVJCl:E

MANACER

Al"JDREW
MA

J. 'Il'"CH
Enrros

LAGl C

KIM MOHAl'"
DIRECTOR 01" RPC R&D

BILL SLAVICSEK
ART !RECTOR RAP

ROBERT
COVER

ILLl1STRATLO

WAY_~E R Yl'"OLD
SCULPTED COVER D~ DAl"JII.:L HAWKIl"J GRAPHIC DESIGNER IC

DENIS ABBOn: AARO~ ALBERG. PETEH ARCHER, THOMAS CAMERO~, WILL CARSOl'J, MICHELE CARTER, JID-iNlI' R CLARKE WlLKES. JEFFRE COOK, MARTI}I DURHAM, JEFF GRUBB, ROB Hsn-soo, GWEl'IDOLY~ EM. KEsrR ·L. CHRlSTOPHER Ll1"D-AY. SCOIT N ·LSOl'l. SHAY ROCKMAJ-l, ~ORM ROTH. CHARLES RYAN. MARK SEHESTEOT, AM E. IMP ON JR .• ED STARK, BRAD STREET. JOH}I WOODRIlI-F
PEelAJ. THANKS

LISA HAI'.jsOl'J

ELLEN BAKER. MIA BROOK , JOH~ CASEBEER, MARK GoITZ. L·· MOYEN.. KATRIl'JA SvOBODA. JE~N1FER LATHROH PETEK. WHITLE:Y, ThISH YOCHUM

U,S .. CANADA. ASIA. PACIFIC, ,!oJ_ATINAM~RICA W1u..-dJiorl.-h,,:CQl-a\,lne. P.O. B.. 107 R~nlol"ll WA 93057-0'Il'1

B •• ed on I he origin'

Du Thts

'CEONS &_ DltM10NS

I DUNO~ONS &. DRAGONS r-ules crea ted by E. G. ry GygaJl' and Dave Arneson and I he now game designed by Jonathan Tweet, Monte Cook. Skip Willian,". Richer-d Bakel" and

Peter Adkison.
WIZARDS 0.F TilE COAST' g. me product coo1o; n, no Open Game Cement. No port.ion of I h;. "ark mar he r-eproclucecl in any form wjlhollL wr\lIen peern Issten To lear-n more about rbe Open C'nning License and ure d20 Sy""m License, please ,·ish www.wi .. r.ds.com/d20. Thi. product U.Ci. updated maier+al From the ".3,5 revision.

Q".",oo"~ I-BOO-Ul-I,9!

£UROPEAN IiE.AlJQUARTERS W~l;iI d.ofl.l;cCoi._lt. r B~l!mm T Hor .. ld o,J 17{]'!OtOOi~Bfjp_.tdl!ll"ll. Bdg.lum ·322--+61-336Q

Q",""'ao?

~ ~
Vi.l.Lt ow- website "t WwW"_'WJ~8.rd~.canil/d nd

UU"r!iDro A DIit.AOO~'li. WDD~. OW, O\J«:.tO!lr.: ~~. tl.2.0. d2.0 S'ril~ll'i. W[l,r.l!d OFTIll: COAJI, ~u~}1tt,..d!Jool. ~IIMlIIrTl.'I"GvlJ~ a".11I.'f(lm!u .\!Ol'lwol ~[llnd ,ClU' ~;XCd ... tOlD •• te Lndemar-In. 0('\\ i.un:1i: .,.flhJ:' CoII.t U t: IJ"I tbt. U.S.A and olhrrcou.nll"leJ. ~H Waul"Ei. dt. .. .I'llI:I.d":I. di..HrtUlIlImr:t •• ndll1C' d! ..UnC'lI~ Ij.tn~" ~h!:..~r.R II.llide.Mllrb tAl! Cant.ln~ Dillr~but~d to dlr bobb¥. toy. ~nd comic. ..rade in ll,~ Uni,~d Sf.lir.,e:l- nd C;lJ"I.Itd.... rWDnal dhtribtllon. Oll1-nbUlcd ,n the Unued SurC'. '0 the a by bool: r... dl" by l-ioH"tbt'l1uk Pubhlhlflg. Dlt.rrlbuted in Can.d. (0 lhlll book trade by renn lad. DI:ttn!lnu.ed wur-l(iwidc: by Wl.~ crf Ih.~ Cmlli. Inc ULd l'@,!1",nal dUtrtbuton:. P'I.a.IC'r111 p.tOI~(..-=d I1ndH- tht copyrlglu lawl of lht Unll~d Stan:, it Amuu;;!J. Any rqnor.iuc;'lon Qr Ull11011tbal'l:,r.td WEiof i.h~ mli.u:Ii..~or art""'OH..Con.t:a.1rt.1!6 hll!rci.n. tl'Fr~k.lbill!'d wilhut.l'( ,~ Clpn""" pri'ntil.l'lon DF \"hHM olthe Cout. 11'1e. 11...111 prodW::I i.... work Off1,WOIl Any UmUAr'llY tD at:t.:u.al p~opk,Orpn.lUUO'M, pll\.t'j!l. OJ" r~C'nt. i, purel) cOlncldt::l'lul. P.1i01cd. Itltha L~.5...A..C:WQ..J,Wtu:rd. uf Lhl' CO"l. Inlt. 620·86~OO·OOI ~EN 98 51 S 11 Fin' P'I"'I~J'J"n. 200+

me.•

orw.urt!..t or

nu.

"""t'~rr.

or

,Ii

CONTENTS
Introduction The Tone of Eberron 'The World Chapter 1, Character Races Humans Changelings Dwarves Elves Gnomes Half-Elves Half-Orcs 7 7

Chapter 5: Magic Magic in the World Planes of Existence Outsiders in Eberron Spells

89 89 92

Wardens of the Wood The Wayfmder Foundation Chapter 9:

246 247

LOO
103

An Eberron Campaign
Creating a Party Styles of Play Story and Pacing Recurring Villains PIO[ Themes NPC Classes Chapter 10: Magic Items Dragcnshard Items Wal'forged Components Traditional Items Artifacts Wonmous Locations Chapter 11: Monsters The Deathles Type Action Points Damage Reduction Ascendant Oouucrlor Carcass Crab Daelkyr Di nosaur DoLgaunl. Dolgrim Hag. Du k Homunculus Horrid Animal Horse, Valenar Riding Inspired Karr narhi Skeleton Karrnailii Zombie Living Spell Magebred AnimaL Quori Rakshasa. Zakya Symbiont. Undying Councilor Undying Soldier Warfol'ged Titan Iconic Monsters

249
249 250 251 252

11 12 12 13

14 14
15 16 16 16
18

Hal flings Kalashtar


Shifters Warforged Other Races Region ofOrigin Vital tat i tics Chapter 2: Character Cla8ses At·tincer Ba rbarian Bard

20
24 24 27

Chapter 6: Adventuring Equ.ip merrt 119 Weapons 119 Armor 120 Special Substances and Items .. 120 Tools a.nd Skill Kits 121 Clothing , 122 Documents , ' 122 Food, Drink, and Lodging 123 Mounts and Related Gear 123 Transport 124 Services and SpeIJcasting 124New Special Materials 126 Chapter 7, Life in the World The World of Eber'ron .. , Life Across Khorvai.re Khorvaire Au rida.i r " Darguun The Demon Wastes Droaam The Eldeen Reaches Karrnath Lhazaar Principalities The Mourn land The Mror Holds Q'ban3 The Talenta Platns ..

254
256 259 259 267 270 271 272

275
275 276 276 276 277 278 279 281 282 284 284 287 289 290 292 292 293 295

29 29 33 34

Cler ic
Dr-uid Fighte.!: Monk Paladin Psionic Classes Ranger Rogue Sorcerer Wizal·d Chapter 3: Heroic Cha.racterisrics Action Points Skills Feats Dragonrnarks Religion Chapter 4, Prestige Classes Dragonmark Heir Eldeen Ranger Exorcist of the Silver Flame Extreme Explorer Heir of Siberys Mastel' Inquisitive Warforged J uggem3Ul. Werelouched Master

34
, 36 38

38

129 ,. 129 131 134136 152 158 164 170

39 40
.41
41 42 .42

176 184188 192 194'202

Thrane
45 45 46 .47 Valenar Zilargo Beyond Khol'vaire History of the World Chapter 8: Organization The Aurum The Blood of Vol. The Chamber Church ofLhe Silver Flame Cutts of the Dragon Below.. Dragonmarked Houses The Dreaming Dark The Caiekeeper The Library of Konanberg The L01·ds of Dust Morgrave Univer ity Order of the Emerald Claw The Royal Fam il ies The Twelve

206 210
212 216 224 227 227 228 229 229 230 231 240 241 242 242 243 2'14 245 245

296
297 298 301 302 302 303

62 67

73

73 74
77 79 80 82 83 85

Cha.pter 12: The Forgotten Forge 307 Part One: Death in the Upper Oity ..... 307 Part Two: Into the Depths 311 Part Three: The Ruin. of Dorasharn ..... 313 ParI Fow': Endgame Conclusion 317

)NTRODUCT ON
rvpheSied ~ dragons ... tEmpsrcd ~ m(lgic .
kind of campaign setting that would energize they the could

D&D
loot

foT'ged in war ...


Welcome designed especially to the Eberron C(lmpwgn Sellillg, a world action a nd dark fantasy game.

comrnurrit material

y and from

which DMs and players


c,ampaign world

fa" whatever

play in. Keith's

It

was a hold and u n ique idea. thirty ative kernel.

marr ied to the trad irions of cregrew into tbe product

of swashbucklrng

years of DUNCEONS & DRACONS. From the world of Eberron

for the DUNCEONS &

DRAaONS~

Tb is prod uct is Ihe resul t of the u n preceden ted cam pa i gn set t i ng search that Wizards of the Coast undertook jD

you are now reading.

2002.
from

We examined

more

tha

all over the world. and players

submitted

11.000 one-page proposals by professional game


as weU as by Dungeon every submission and

THE

TONE Of EBERRON
ihat most. set Ebe.rron
combines

designers Masters

and game design alike. of judges

studios. reviewed

The features

aparl are its tone and


medi eval fantasy e Ma.ke no m ista ke-th

all itude. The setting selected eleven proposals of their settings

traditional

A committee and had

with pulp action and dark adventure.

ria rrowed the field, TI,e committee

the authors

create Len-pageversions

takes its place among the D&D worlds that have come before. with a ci.nemat ic flair and an
eye reward mind, the best action-adventure story elements movies ever filmed. with this in with the The campaign's introduction were deSigned

world of Eber rcn proudly

for review. Tbe committee no names rbese, sioned were attached purchased Wizal'ds

reviewed only blind submissions; to aoy of the review copies. From three proposals and commis-

and we also built it into the game mechanics

the aut ho rs to create

J 25 -page
TW

story bibles, Using the submission setting. stage.

of action points into the D&D game.


has a rich history buill on heroic adventure, the land~ mysteries the world It ce
1'-

these manuscripts Keith Baker, wrote the three

as the basis. we selected

The world of Eberron deeds, evolving' magic. good.

thaI would becomethe

EllERRON

campaign

and the wounds shades strokes,

of a long, devastat-

Rich Burlew. proposals

and Phi lip N~,than Toomey it to the fmal believed game

ing war. In the wake of tbis Last War, action, evil, and a thousand powerful so that of gray paint and ancient scapI' in broad, await discovery and its people. MagiC is bui it into pc rvades modern the very fabric

that made

Each one bad somet bing' special that the committee would make a greal D&D campaign that none design of the tb ree finalists Is when credentia had any professional their

setting. It's worth noting proposals. muscle of

they too can influence

they submitted

of the setting.

The committee to lead with. Wizards 30 th an and

had to decide wh ic.h one of these proposals to put the creative celebrat Keith's ion .. campaign that and really seHing made had an energy the eommittee still being disa different and ma'l'keling as pan for release of D&D's

a nd in f1 ue nces everyd ay !i.fe. II provides corrven.ie.nces unknown world or any world of medieval fantasy.

ta i n corufo rts and cities where

in eit her the Great aristocthI"Dugh-

of the Coast behind


D ive.rsary

castles scrape families marks.

the sky can be found controls much

In the end,

out t be cont Inant racy of merchant economy and rare thanb dragon

of K horvai re , and a thriving

level of excitement and recognizably

of the world's

take not ice, It was fresh

new. while

to the edge given them by the mysrer ious

rincrly

D&D.

We envisioned

MOVIES TO INSPIRE
Movies Inspired can help Eberron examples put you us as we were creating
In

You
Wolf The Name oJlhe ROSE Pil11te~ afthe Caribbean Rl1ide~ of the Lost Ar!; Sieel!J Hollow

rh is worLd. and Ihey for a rousing lone and 11.1ms are ju~t a few of the

the mood The that

and mindset

BrDlherhoodoIlhe CosablollCll

adventure. of movies

following

have elements this campaign

attit ude we've packed inlo

~etting'

From HelJ The Moile5e Falcon The Nluffl"!!'

Heroes come in all shapes and sizes, all classes and races. They travel the world. battling villains and recovering fabulous treasure, dealingwitb over-fhe-top action, harrow ing challenges, cl iffhanger sit uarions, narrow escapes, and om+nous mysteries that are as likely to shed 1ight on centuries of secrets as they are to threaten the safety of the current day.

rese m.bLing a -magka L telegraph between con.nects two locations. defined routesa Magice,;

provides analog

com

fI! un

ication "egions
fW

An arcane

of the railroad tasks orhe ise

mOElg the more civilized the right

of the world.

isis to accomplish

'irnposstble-e-if you can find


you have enough emerging

spell wielder of Eberron


B

and is of

gold to pay for the privilege. begins. the world war. The nations

As the campaign
the continent dom ofle.gend, Jarot died, Five Nations
to tradition.

The rene provides a portion of what sets this cam.paign apa·;rt from other D&D worlds, and this tone was lhst and
foremost in mind as we built setting. to all the complex tapestry that is of the into with the EBERRON campaign Even so, it is a "same but us 10 make elements

from a long and devastating of Khorvaire

were once part of

great king-

the mighty kingdom


that comprised

of Galifar, When King


of One of the refused to bow vied

his five bei rs, each in command


the kingdom, Instead of allowing

d ifferent ,. approach
new campaign whatever up EBERRON products

I hat allows

attractive campaign

D&D pLayers-you
large pieces

can pick

the eldest scion to take the Over time .. this decades-

and drop

of them

crown. !he sib 1i ngs rallied to take control imagined long confl icr became

the; r vassals a nd individually

D&D

you happen

to be playing

of the kingdom. known

min imal, if any, adjustments.

as the Last War. for everyone the last e for bloodshed than a Cenlu]·y. against

thai when it fmally ended.

THE W'OR(D
The medieval world

and batt le would be wiped from the face of Khorvaire,

of Eber-rcn
energy the great

is a place of magic and


infuses the landscape Thanks and to a mas-

The Last War continued with each of the Five Nations or alongside alliances tuniries one or more

for more
alternately

fighting

monsters, greatly

where arcane arts,

of the others

as an.imosit ies and

influences contain

society and industry. skysc.rapi ng castles, and all manner across The niences

tery of Ihe arcane Khorvaire veniences.

cit ies of the cant ine nt of elemental-powered. of enc.hanted conthe face of Eberron, and trappings wodd.
'ling

ti me. ot her nations presented the leaders to dra ft


11

sh if ted like the wind in the Shargon Straits. In Ior-med as dea Is were made and opporthemselves. After nations

102 years
capital

of fighting.
0

coaches and caITiages. the innovative

of the recognized

of Khorvaire

Magic 15 industry

now n urn bered twelve) met et the ancient peace. With the signing the nations of 1he hold. the Last War carne 10 an end. Today, pTosper of Khorvai.re continue remote method

r Galifar

(wh ich e-

spark that propels

society forward. advances made the D&D


L nat

Treat y of'Thron

conveby magic of a Magic ways that

possible

seek La rebuild the land. bleak


OUL

and While every

augment medieval and effects

as the new peace spreads supremacy. Minor

across

tee h n ically at peace, the nations and polhical so often, tinent especi a lIy in the more are the preferred

to vie for economic sections of the conborders. Espionage since of diplomacy.

the arcane mimic cal

allow for

skirmishes

in

some

technologimarvels

and on the most hotly contested

and sabotage

didn't appear in au r world until the 1800s. Something

the nations engage in trade and discussioll in public while working intrigues and double-crosses in the shadows.

TEN THINGS YOU NEED TO KNOW


Every Dungeon remember Master and player then needs to know and these facts about the world ofEberron.

1. If it exists in D&D,
ro'n, A monster boob lone and attitude,

it has a place in Eberfa" Rerron's in the

or spell or magic item from the core rule-

mighL feature

a twist or two to account


but otherwise everyth;ng

PI!9'~rl

Handbook, Dungeon MGsJer:; Guide, and Monster Manual has a place


sornewhe re in Ebe rron. buill blend ditional entirely from Also. this is the first D& 0 set! ing which enabled us to the v.3.5 rules,

rules and story in brand-n.ewways.

2. Tone and attitude. The campaign combines tramedieval D&D fantasy with swashbuckling action
Alignments viewpoint, are relative gauges of a or creature's and not absolute barom-

and dark adventure. character eters of affiliation evil si.lver dragon aHgned creatures well-known agents

and action , nothing or a good vampire. may wind up opposed of evil might

isexactiy as il seems. TIaditional.ly to the heroes, assistance goodwhile when

Align ments are bl u rred. so th at it's possible to encou nte r a [I

provide

it's least expected. the swordplay

To help capture.

the eineTn.a.tie nature

of

royal orders of masterminds. Eberron

len ig.hts
dragons,

and wiz~j"ds. secret SOcieties, sinister and a.mulurude oforganizations and in the afterglow of the La'lt War.

and speilcasting,

we've added

action points

spendable, Iirnited reSOUTC·eallows players to alter the outcome of dramatic siruat iorrs a nd have
to the rules mix. This their characters accomplish the seemingly impossible. bUL by the

Iact ions jockey for position

3. A world of magic. The serti ng supposes a world that


developed mastery conveniences The bi nding minor creation mages not through of arcane the advance Lnother of science, medieval magic.

teems with ron.fliel and intrigue. 8. Drago lllDarl< d.ynarties. The [rea dragonma rked fa.pl.i.lies are the ba rODS of in dustry and commerce throughOUI Kho rva ire and beyond, Their ill Iluence rra nscends political during nation, boundaries, the matriarchs with.in their and they remained nortechruca m.ostly neutral Uy citizens of a ny live located of com~ each bouse houses the Last War. While

Th.is conceprallows

for certain
rimeframes. makes

un imagined

and ha rnessi ng of eLem·enta1 creatures

and pan-iarchsof enclaves These dynastic manifest

ai rsh ips a nd rail necessities

rranspor t possible.
to provide

A worki.ng
energy

c lass of
item

in splendor throughoul hereditary useful

and emporiums

uses spells

and. other

Khorvaire.
arcane

in towns and cities.


have led to everything to sentient, of adventure.

Advances

in magic

rner ce der ive t heir power from the dragon marks=nmque. sigHs that on certain

from self-prope lled farmfree-willed constructs. of From the steam:ing jungles

inclibut very

ing implements

vidu al s wit h in the farni ly, granting magical

them limited w.ilh the trade legends below, and

4. A world

abi.lir.ies associated
Ancient ranean world

guilds

Aerenal to thecolossal ruins of'Xen'dr'ik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon ¥tastes. Eherron is a world of action and adventure. Adventures can and should dr~w heroes from one exotic location
to another heroes across nations, continents, of the Seventh desert and the entire world. Moon may take the deep below The quest for the Mirror from a hidden Marches the Shadow the Library transportation, diverse which more

the family conr rols.

9.
mytbs ring

DragoDshards. describe the subter of these

c reat ion
parts, the

Ebe r ron as a world


realm Khyber, stones

in three is tied

above.

and the land to a great Each imbued

between. dragon section with


CaD

Each

section.s

of legend~Sibel'ys,

and Eberron. and crystals ''''ith

sh r in e to a r-u i ned casi le in to a d.ungeon Throu.gh the use of magical and thus deal with a of. The Last War. into

of the world produces


power-dragonshards. call marks

and finally

arcane

dragonshards.

of Korranberg.

dragon

be m ade more and har-nessed, and shaped.

powe rFu.l, elementals and These magic. items of all

heroes can reach a wider range of environof a nadve.ntu.re. of monsters and challenges. of Khorvatre

be co.nu-otled

ments over the course assortment plunged than

BOTts can be crafted are rar e and d iffrcult a nd often ch aracrer choose

shards.

however. expensive res.

to come by, mak.ing them quests and adventu

5. The Last War has ended~sort


the conrinent a century ago, ended

the goaJs of great

civil war
of the of Gali-

10. New -races.

with the signing

In addition to the common player races found in t he PI'!J'~r's Handbook, playe rsca n
kalashtar, are
3

T Teary ofTh ronehold and


nized nations ,he campaign

t he establishment

of twelve recog-

to play changelings. of doppelgangers

shifters

.. and giving

WaI"-

occupvi ng what was once t he kingdom begins.

forged in Eberron. the crossing minor lies merged ing powerful shapechanging

C ha ngelings abilities.

race that evolved from

fa r. At least overtly. the peace has held for almost two years as

and humans,
Ka1ashtar

them
ern iutilize

The conflicts,
however,
OJ]

the anger, and the pain and the new nations seek next war

are planar (To fully

of the long war remain, every advantage

with human wielders

JlOSI.S who

are capable of be com-

as they prepare

for the inevitable the cont inenl.

of psion.icpower.

that wi JJ even tually break out

6. The Five Nations.


zations on the the continent the ancient distinct Cyre. present before common kingdom regions. Karrnath., the Slut epithet or nations.

The human-domi of Khorvaire Thesewei-e

nated civiliLa

trace a lineage Aundair, Breland,

the kalashrar and other psionic elements of the world. we strongly recommend the use of the E:rpandei1 Psionics Handbook.) Sh ifters developed from I he m ixlng of humans and lycan·thropes, created desire

of GaHfar.

which was made up of five

union

thar

g"antS them

limited

bestial

abilities

and feral instincts. during to improve

The warforged their position

are sentient

constructs

and Thrane.

day as Independent

Four ofthese survive to the cou ntries: Cyre "'3.$ destroyed The devastated terrias the Mour nland.
U

the Last War who developed

free will and a

in the world.

of the cB"mpaign. i. now known among

tory it onceoccupied Five Nations," to a legendal'y of Khorvaire pe.<:ity.Ancient

And now ..as rhe lighming


Towel". it's time what adventures to explore

Lhe people of Khorva ire is the.reof.

By the back

rail pulls into the station at Ftrst the world of Eberron and see
your sword, gather your ready=for a oyth ing.

or some ve raion

The Five Nations

await us. Grab

refers to the ariciezu k i ngdom 7. A w.orld of intrigue. threats

of Gali.Iar and harkens

compa n ions, and make sure you're

time of peace and prosper-ity, The war is over, and the nations and the world desnow try to build a new age of peace and pros~ .Linger, however.

And Now ...


How you approach the particulars campaign and Chapter the rest of thi~ book depends on y·our own style and interests. setting,

perately needs heroes to tale up the cause. Nations compete on many levals=econornic, polrucal influence, territory.
magical current power-each looki ng to maintain big business or improve its status by any means short of all-out war. Espionage services create houses. churches in certain circles. both pure and corrup!,

If you want to know more about of the world and the Story underlying the
check out Chapter

7,

LHe in the World

and sabotage

8: Organizations. Or, if game mechanics are your First interest. rurn the page and begin with Chapter I : Cha racter Races. if you come across an u nfamil iar na me
or term anywhere in the book, you can use the index to information on the topic.

The dragorunar:ked

crime lords, monster gangs, psionic spies. a rcane unlversirtes.

locate more

CHAPTER ONE

ARACTER ACES
Shifters, the descendants of lycanrhropes. able to man ifest best tal characrer-ist ics for short periods of time. WarJorged. sentient construers bui 1t to figh.t in the Last War. now seeking to find a place in the uneasy peace that infuse. the world.

he people of Eber ron make up II rich tapestry of races, including all the common races detailed in the PI~et's Handbook and four new common races unique to th is world that can be used in any D&D campaign. Each race has its own flavor and style. &lling the various roles fO\lnd in the highly magical societies ofEberron. This chapter offers a brief treatment of how each common race in the PI'9'er's Handbook differs from that description in an EBERRON campaign. If not otherwise indicated here. use the material from the PI'9'er~ Handbook when playing a common race. The four new races presented in rh is chapter are: Changelings. a race that has evolved from the mixing of doppelgangers and humans, granting them a Ii.mit.ed ability to alter their forms. Kalashtal', a blending of alien mind and human flesh who are masters of mental power .

EBERRO
Race

RACIAL ABILITY ADJUSTMENTS·


bil ity Adj uSUnents
one Favored Class

Chlln~ling
Kala htar Shifter

Rogue
Psiori

one
+2 n",,-tedly. -21nlelligence.

Range,'
Fight",·

-2 Chansma Warfo,ged
"1"2 Consrirut -2 Charisma common races, see page 12 of the

ion, -2 Wisdom,

·ror the

PIf!Yer';Handbook.

Hu.mans

HUMANS
Humans,
of Eberron. Hu:man Sarlona's across doms Lands: coast Human cu lt irre was bern of Khorvaire there. en the now conti neru of Sarlona, western called the Lhazaar the continent in their human elvenempi:re Sarlona,
t ion to

a relatively

),oung

race. are the dominanl

race

with the fi rst settl ers sail i ng from to the region From they spread the placid goblin kingin

Principal.ities, of Khorvaire,

disrupting

of Aerenal

and leaVing ruined the arrival

wake. With dominance

of the Inspired

on that conu nent came La an e feel no particular

end. The humans


realize marked Making factu.ring. House House their

of Khorvair

con.neeland.

their ancestral ancestors

homeland.Tndeed, Humans control

most don't even man)' of the dragon-

came from that distant Can.n.ith carries carr-ies of repair

Dragonm.arks, houses.

House

the

Mark

of

and has a lock on the trades

and manu-

House Drien
carries

the Mark of Passage. dorruand transportation

nati ng the courier, Deneirh members rnern bers

shipping,

trades.
allowing protection. making its its

the Mark of Sentinel, the Mark of Handling,

to domi nate rhe field of personal foremost

Vadal.is carries

in the busi ness of Iivestoc k breed ing

and training.

CHANGELINGS
Changeli.ngsare
ing their subtle shapeshifters eventually ancestral disguises capable appearance. from

The)' evolved through


either

of disguisthe union of a sepa-

doppelgangers
rate race distinct possess makes

and humans,

becoming

tree. The), do nOI at wi 11.This abil it)'

the full shapechanging


effective them consummate

ability of a doppelganger.
and man)'

but the), can create changelings cautious. their

spies and criminals.

live up to thai potential.

Personality,
chances

In generaL, changelings
10

are prudent

and

prefer'ring

take risks only when the), feel that

it, They appreciate pleasure can obtain stealthy

are good 01' tbe payoff is worth the finer things in life and take gl'eat in the com forts of a wealt.hy lifest )'11' when they of success it. They avoid direct confrontation. whenever preferring

possible. In conver-sation , they are soft- spoken bu t have a gi ft fo I' d J'aW~


strikes retreats than ing out more to reveal. Physical their their human information the other part)' intends

and hasry

Description, Changeli ngs st rong])' resemble


lineage, with only a passing nod to the heritage. All changelings fal l within

doppelganger

of Med iu m size, usually stand ing between 5 and 6 feel tall. Un.l ike true doppelgangers. changelings do have gender in their natural form, although the), can adopt an)' shape the), like. Changelings have pale gray boundaries skin. and their ha iris thin and fair. Thei r

lirobs

are

long and 51 ighlly


humanoids. lips, thQugh on a human.

0 ut of proportion

compared

to other

Thei r faces have slighLly more i neluding blank their eyes remain

d ist i.ncr fea-

tures rha n a doppelganger's, rhe.i r Iaci aJ features

a hint of nose and


as those

wh ire arid the rest of

don \ look qui te as fl TI tshed

Re.ia.tioru;, ac.hangeling. business patience though with changeLngs

Nobody them.

with any sense completely .howevev, of other Dwarves

trusts

+2 racial
deception

bonus

on

Bluff,

Intimidate, and though

and Sense
skilled tan, in they can not they with

Many people, with

have ... aso n to do e races treat have little

Motive checks, actua lly detect can intuitively surprising

Change! thoughts

ings are i nherentl)' as doppelgangers

Most members

and intimidation.

ext.re me caution. deceptive

for their

and sub lie mariner. Halllings, shady activities.

read body language ist: Cha_ngelings Shape ability

and. attitude

on the at he r ha nd. enjoy match i ng w its with cha nge lings,


they are often rivals in certain

accuracy. add Speak

Alignment: most gravitate


laws or morals. are also fiercely perfect humans the large

Changeli ngs of all, alignments exist, but toward tile neu! ral alignment. They focu..
without any meaningful Some refuse embrace regal'd to engage for but in Many have their independent. own code of honor

N atu ral Li ngu to their l ist of


Minor though bodies Change supernatural

La Dguwge
have the as their

class skills for a ny class they adopt,

(So): Changel,i"ng~
to alter their that

on theil' own concerns

appearance affects

usi ng a disguise self spell

assassi nat ion, while others Changeling Lands!

that path as the most live wherever them and in

for rn of the cha ngel ing art 0 f deception. Cbangelings blending where do in Khorve ire, cities of Khorvaire, underworld, adventurers. of tbeir Changel they can own. ings never develop a mark's revere fo,'m, form dragonif not in among they form many

but not their possessions. This ability is not effect, but a minor physical alteration of a cha ngel ing's facial featu res, skin color II nd texture, and size. within the limits described for the spelL A
an iJlusory cbangel ing can use t lus abiUty at will. and the alterashape again. Achangellng to her n at u ra] form
II

living in thetr shadow, They are most com monly found bone of the criminal agems, and sometimes homeland though

tion lasts until she changes rever-ts

the back-

when killed. using

find

more

spe II revea Is be r natu rod form, When it)' to create circumstance ability AUTan. Automatic and Tenan. disguise, bonus Languages,
II

A true seeing this abi \II

respects ble work as erue rtainers,

irrqu.isit ives, govern menl Changeling:s have no

changeling

receives Using

+]0

on Disguise action. Common.

checks. Bonus Gnome,

this

established
marks.

is a fu!l~round

DragonD1arks: though its power.

Languages: H:dfJing, rogue

mimic

Dwa rveri , Elven , Giant,

Religion, Many changelings


as the Traveler. sonal philosophy This of the perfect philosophy

the deity known follow a perin wh ich physical amoral, and its

Favored Class, Rogue. class does not count takes an experience

A multiclass changeling's
when poinl determining penalty whether

one of the Da rk Six. Others

sh e

for mult iclaasi ng.

tra nsforrnat ion is a myst ical pract ice symbol izing spiritual
purification. pracrit loners Language, them is curiously include bot h assassins and sai ntly ascetics, which allows of all as Dwarves languages members

DwARVES
Dwarves most are n am ral miners metals and sm ilk s, and t hey control fou nd naturally across the of the precious

Changelings

speak Common. humansand

to move easily among


to

other races. They often learn as many other


they can facilitate a multitude of disguises.

Names- Changeling names are usually monosyllabic and seem to other races more like nicknames than proper
names. In facl. changelings between collect names
nt

and may go by name


s,

enti r e ly d iffe r-en l narnes make no distinction Jin.

in d i ffere

soc ia I ci rc les, The)'

male and female

Male and Female Names: Bin, DOl(, Fie. HaI'5, Lam, Nit, Ot, Pa ik, Ru1., Sim. Toox, Yug.
Adventurers, Cha n gel i ng adve ntu re rs might past crimes, seeking revenge for a or st i-iv j ng for spiritual through or stealth perfeelack from

be neeing

wrong done to them, Others of other are driven palatable

lion th rough the use of thei r shapecha to adventure opportunit toward crime

nging abil iries, a simple often

ies: Changelings

who
have

are not inclined

di fficu 1t y hnd i ng steady work.

CHANGELING RACiAL TRAITS


Shapechanger Medium, Changeling Subtype: Changel ings are humancha.ngelings have oids wii.h the shapechanger At; Medium
01'

subtype.

creatures,

no special bonuses

pena lties due to thei r size. saving throws against

base land speed is 30 fee I" bonus e harm minds. on effec t s:

+2: racial
sleep and slippery

Gba

n ge Iings have

continent coi-nage loans. wield and

of Khorva

ire.

Powerful issue

dwarf letters

famiLies and

mint

accommodate,
and expansion

a nd the elves

0 rValena

r have rejected

many

and. operate
collect

hanks,

of cred.it, hold merchants Khor-

of the 01d ways nf their

kind in order

to lake a more active

debts.

Dwarf

bankers power

ist place in the world.

a great

deal of ecorsorn.ic

throughoul

va ire, andthey are wel1 respected they are also feared, :in collecting unpaid debts. The

as a result.

To an exrezu,

Elf Lands: The elves were bor non the mysterious southern continent of Xe ndr-ik, where they were slaves
of the giant kingdoms. against Tens of t housa rids of yea rs ago,

since dwarves are known to be ruthless dwarven horne Ia rid is the M 1'01"
unconnected in theeast
II

elf slaves
Xen'drik of otherwise

rebelled entirely. e. the

rhe.ir masters and eventually


in the feniJe tropical

left
rain

Dwarf
Holds, dwarf dans

Lands-

They settled

a loose-knit

federation

forest ofAerenal. of of Khorvair Before These

a large island-continent long reign

to thc southeast some and

in the mo urrtai no us terrain The dwarves risen have never had to the prominence though them

Khorvaire. or humans, of mineral

unil':ted empire of the elves their control allies to the from of on car-

of the Oal ifar kings, the nations of KhQrvaire

and thus have never wealth

elves d eci ded to leave Ae "e 11 al and e migrate elves now liv-e among almost have integrated society. These the ancient completely society

to K.h or va ire.

or even the goblinoids, has always made The Mror powers. before

important

into human-dominated

of the greater king ofGalifar unity

clans were subject


the greatest

"civil ieed" elves have little to do, with either


or the newly for med nation

the Last War, but they seceded

AerenaJ

Kar rnat h early in the war, marking and independence Holds

degree starting

the dwarves have ever possessed. in more detail House

of Valenar, though some individuals may have more of a connection to their ancestral cousins than the average
Khorvaire During Cyre lands. elf. the Last War,

The Mror
page 192.

are described The

the beleaguered
from Aererial

rulers into

of

Drago:mnal'ks:

dwar-ven eoabling

Kundarak

brought After

elf mercenaries claimed a portion land been once

their these own.

the house to protect its for businesses and precious goods. House Kundarak worksclosely with the gnomes of Rouse Sivis in the prcduction and verification
ries the Mark of Warding, vast stores of wealth and provide security of import an! documents and the like.

fifty years of ftghtingoD


that this had

Cyre's behal as their

f.

mercenaries declaring trading to trade known

of Cyre belonged

to the eJves-a mainland Land is nOW ng on page and the

colony with

established

on the This

the empire

of the hobgobl ins long before on Khorvail·e.

the arrival

of humans

ELVES
Many

as Vale na r. in more detai I beginni on page The with

Valen ar is described concerned with plans

are regal and aloof, that cover the sweep of centuries,


elves elves are rather more houses

210.

and Aerenal Dragonm,arks,

216.
elve n houses of Phlarlan carry the Last W~J\', together

not the petty The among [or

day-toMark

day affa irs that ace u py the though ts of 0 ther dOwn-lo-earth: have lived dragonmarled other

races. A few elves of the humans


to

Thu ran n i, split during


of Shadow They co 1111'01 the business related
to

its powers

of sCTying and th roughout

illusion.

and and

of espionage mare

Khor-

short- Lived races ha-ve adjusted

centuries

va ire, but t hey also operale the houses. ruthless nance Phiadan competitors in the neld.

legiti mate bus; nesses have become for domi-

their sense of ti me

art and e mer-tal n ment. Since the split of and Thuranni as each str-ives

GNOMES
Gnomes harbor a thirst for knowldescribed that may edge that can onlybe as lust. every no bined superb side librarians. but The bard as well. They piece believe

of information, va [ue , Co:mdiscipline, bards. has that


II
II.

m at re r howrrivial. have
II meticulous

someday with

this love of knowledge accountants. th is attitude same talents can produce alchemists, accomplished and gnome and blackmail ticed gnomes ing.

makes gnomes and an spy, s i n iste r make

skilled

soci ely is fi IIed wi t h we bs of intrigue that often pass completely of empire for diplomacy them to rnainra un nothe and in buildeyes. Like talents the dwarves.

by human hut their

have no history have allowed

espionage

the.i r independence th.roughout the history of Khorvaire. In addition to the.ir skrll as alchemists. gnomes have mastered the art of elemental binding. which Ihey use to power the ships a od other vessels they ccnsrruct in the d,'y clocks and shipyards of Zilargo. Gnolne Lands: TIle gnomes' homeland is ZUa.rgo. Known for its stores oJ kuowleclge and schools of learn ing, Zilargo is also a significant r rad i ng power on the southern seas. The gnomes of Zilargo are expert sh ipw!·ighlS. and the mountains to the north and east hold fine gem mines. Zilargo is descr-ibed in more detail beginning on page 212. Dragonm arks. The gnome House Sivis carries the Mark of Half-elves Scribing, which grants magical abilities re lat i ng to the written word and translation. These abtl it.ies facilitate the bouse's role in diplomacy. communications. and the production of secure documents.

earliest mingling 01" humans and elves. Half-elves can be as haughty as elves. lhough they are mor-e able to work comfortably with humans. A few half-elves. fascinated with death and the

HA.Lf-ELVES
Half-elves are common in Khorva ir e, The race is unique to that continent. where it gt'ew out of t he

practices of their Aer-enalancestors,


.neeromancers. strongly. human society. Others fa"l'oI' their to the poine of blending

become accomplished. human almost beritage invisibly rnore into their

HaH-Orc own,

Lands:

Half-orcs human

do not have lands and ore communi the other nations

of lies of

but live in both


II

in the Shadow Marches, the Eldeen Reaches, and Droaam.


Some have eveai found place among Tharashk

WhHe the majority of half-elves. belong to their own distinct race, elves and hum a ns throughouL Khorvai re still
intermingle Half-Elf common and occasionally La nds. throughout Breland, produce offspring. have no homeland, They are and a few have Half-elves

Khorva ire , especially


Dra.g·onma:rks, orcs and humans, house's business for df"'gonshaTd~.

in the larger House

towns and cities.

and il carries
focuses

is made up of halfthe Mark of Find i ng. The and prospecting

on investigation

but can be found

the

Five Nations.

in Aundair,

and Thrane,

mig.raLed to Va lenar Dragonmarb:

to participate

in the establishment families are

and expansi o n of this new elven nation. Two of the dragonmarked carries

half-elven.
operates ing rain tection. produces human[Q

House Lyrandar farmlands. and offers th.e union

the Mark of'Storrn and


as well as bringcarries
[0

sai Ling ships and flying vessels, House services

1n the; r homel and, h31£1 i ngs are nomads who r ide domesticated dinosaurs across [he wide plai IlS. The heritage of the nomad also serves more u rban ized hal fl i ngs well, and
halflings merchants, nave est." blished politicians, themsel ves across K horvai re healers, and criminals. be found in
3S

HALfliNGS

Medam
related

the Mark
prosometimes among the

of Detection Since

personal

barristers,

of elves and humans can be found marked

The tribal nomads the rest reminder Plains ditions

of the plains

can sometimes

half-elves

that are not part of [he true-breed:ing of half-elves

the cities, but often the ha I{]i ngs of f he ci ties blend in with

race. a smal l number

of the

population Lands:

and display roots.

.only the occasional on the Talents

and elf-controlled

cl ragon

houses.

of their nomadic

HaUling

HaHlings

originated

HAlf-ORCS
Half-orcs the small. Marches, Reaches live much but a far hordes are rare orcs have never on Khorvau-e, Iived in particularly human half-orcs The do: are since humans and close proximity. more comrnon

and still tb r ive Were. cnntinuing


they have practiced to Galifar Plains for thousands before

the nnmadic

tra-

of years. Techni-

cally subject and halflings They bring ever trades described

In
, and

of the Talenta

scattered however, and Droaam,

communities

of the Shadow

the Last We r, many haWings of civilization, are now found in every city in Khorvaire.
spread to the extent glib tongues arid qu ick minds on page 202. House Ghallanda Members carof ils members magical to whatPlains are to follow. The Talenta beginning halfLing

their

they can nun be found as the humans


CI'Y

in the western

paris of the Eldee n Marches barbarian life, to be Sure,

they choose in more detail The to food.

orcs of the Shadow

It is

II

rustic

Dragonmarks: abilities royalty, Talenta related

From their

existence Half-orcs

as ruthless

ries the Mark of Hospital this house operate or conjur-e Plains.

ity, granting
drink,

in the distant human and

past. despite

are just as civil.ized

and shelter. fellow

as Ihe hu mans of l he reg ion, and often Look almost


t hei ,. size

in ns an d resia urants, food for their carries

prepa re food for nomads in the in cities

House jorasco

the Mark of Healing.

strength.

enabl ing its members thrnughout Khorvaire.

to prov ide cu rat ive services

KAIASHTAR
The kalashrar are a compound race: incorporeal the Reginn among entities from the alien plane ofDal merged with human species. L~e native gum'i invaded plane were the fint Material formed Qunr, of Dreams, the guori, bodies and spirits to form a distinct hunted and persecuted They were once a m i noriry race of Dal Quor, beliefs. Plane Eberron Thousands

For thetr religious

of years after the


between their the th at the kalashtar to reach

and the connecrion was severed,

and the Material

of the quor i to discover

a means

Pia rre once more. Fleeing persecut ion" th ey transthei r physical them nnt
to

Form s i nco psychic projections


enter the Material Today, neither Plane spirit new ka lashtar nor

allowed

and possess are born, human. the true. means out of bod ies,

will ing humans.

possessed:

they ar-e a new race that breeds


[t tOOk th ree hundred

years for a similar

other Dal

quor i to discover project possess Quor and

to psychically

their spirits human

16

forming the Inspired (see page 290), while Ieavi ng heir own bodies behind-much as mortals project their minds La Dal Quor when they dream. FOI' fifteen hundred years now. the Inspired in their vast kingdom of Riedra have continued to persecute and oppress the kalashrar. Personality, As a true hybrid of human hosts and quod spirits. t.he kalashtar possess keen intellects but are not ruled by logic. They seek the perfection of their minds and pir its, often to the exclusion of any physical pursuits. They are generally warm and compassionate. but their manner and ways of thinking are alien 0 the native races of Eberron , They are more i nte rested in psion ics than in the magic [hat pervades Khorvaire. and often lace their discourse with esoteric terms such as "matter," "kinetics." and "ectoplasm." The kalashtar are outcasts from their home plane and can never return there---not even in dream. The combination of life in exi le and a d rea rn less exlsten ce makes the kalashtar slightly inclined toward madness, and some have speculated thai the kalashta r devote t.hemelves to p ychic and physical discipline in order 10 keep themselves safely sane. Physice l Description: Kalashtar appear very similar to humans. but they have a grace and elegance that makes them seem almost too beautiful. They are sbghtly taller than the average human, and their faces have a sLght angularity that sets them apart from the human norm, but these deviat ions only make them seem more attractive. Relations: Kalashtar are born diplomats and relate fairly well LO individuals of all races=except, of course, the Inspired. They rem e best to humans. with whom they share the greatest physical Similarity. but some kalashrar find themselves strongly drawn [0 other races instead. They oppose the Inspired in all ways. both within Riedra and beyond its borders, and likewise oppose any group or force that cor-rupts or degrades mortal souls. Ali gnTIlent: Kalashtar are generally lawful good. They com hi ne a sense of se 1f-discipline the t borde rs on the ascetic with a genuine concern fOJ" the welfare of all livi ng thi ngs. or at least their souls. Kalashtar Lands: The ka lasht ar homeland is a region of Sal'Ions called Adar. a land offorbidclingm.ountains and hidden fortresses in the southeastern portion of the continent. Even in Adar their numbers are small. and the number of kalashtar found in Khorvaire is much smaller still. However, they can be found in many of the largest human cities. The largest kalashtar population in Khorvaire is in the city of Sham. Dragon=arks: Kalashtar never possess dragonmarb. Religion: Kalashtar do not follow gods, but tbey have their own religion. called the Path of Light. The center of this belief system is a universal force of positive energy the kalashiar call il-Yannah, or "the Great Light." Through meditation and communion with this force. the kala htar eek to strengthen their bodies and minds f01" the struggle against the force of darkness that threaten all life on Eber ron . Though il-Yannah is not a deity, its few clerics draw power from the Path of Light. A greater number of devout followers of the Path are psions and psych ic wa rr ior-s.

Language: Kal ashrar speak Quor. the language of the quori, and the common longue of thei.r homeland (Gammon in Khorvaire, or Riedran in Adar), Quor is a hissing. guttural tongue more suited to the alien forms of the quori than their humanoid ho IS_ It has its own written form, a flowing. elegant script with many circular letters. am.es: Kalashtar names have much in corn mori with the name of their people: They are three [0 five syllables long, with a combination of hard and hissing consonants. Male names end with ODeof the masculine name suffixes -harath, -khad, -roelk. or -tash. Female names use the feminine suffixes -kasbtai, -shana. -tari, or =vak r i. Male a rnes , Halkhad. Kanatash, Lanameik, Miaharath, Nevirash, Parmelk, Thakakhad, Thinharath. Female Names- Ganitari, Khashana, Lakashrar i, Mevalri, Novakr i. Panitar i, Thakashtai, Tharar-i. Aclventftrers: Every kalashtar enters adulthood facing a fundamental choice, Try to live a normal life as a persecuted exile in Adar, or take up a more active role in combating the Inspired in the world. Not slUprisingly. many kalashrar choose the latter option a nd live a life at least bordering on that of the adventurer. Most kalashtar adverrtur-e rs are motivated primarily by their hatred of the Inspired. but a few-primarily those advanced along the Path of Light-are driven by their compassion for a 11 Uving beings and their desire to fight darkness in whatever form it takes.

KA.lASHTA.R RACIAL TRAITS


Medium: As Medium creatures. ka Iasht a r have no special bonuses or penalties due to their size.

Kalashrar base land speed is 30 FeeL +2 racial bonus on saving throws against mind~ affecting spells and abilities, and possesaion : The kalashtars dual spirits help them resist spells that target their minds. +2 racial bonus on Bluff, Diplomacy, and Lnrim.idate checks Kalashtar are masters of social interaction, influencing others through their commanding pres~ ence and subtle psychic powers. +2 racial bonus on Disguise checks made. ro imperso n ate a hu man: Kalashtar have II dose physical resemblance to humans. Ka lashrar sleep but they do not dream. As such, they have immunity to the dream and nightmare spells, as well as any other effect thai relies on the target's ahility to dream. Naturally Psionic: Kalashrar gain 1 extra power point per character level, "egal'dless of whether they choose II psionic cl ass. Psi-Like Ab ilities. Mi"dlink (lIday). This ability is like the power manifested by a wilder of 112 the kalashtar's Hit Dice (minimum l st level), If you are n o t u s i n g the Expanded Psicmics Handbook in your game. U5e this descl'iption of 1he mindlink power: You forge a telepachic bond with a not her creature withf n 30 feet. wh'ich must have an r n relligence score of3 or higher. The bond can he established only with a willing subject, who ther-efore receives no saving throw and gajn, no benefit from spell resistance. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as II result of the bond. Once the bond is formed, it works over any distance (aJthough not from one plane to another). but only lasts for I round per character level. This is a mind-affecting ability. Automatic Languages: Common and Quor. Bonus Languages, Draconic and Riedran. Favored Class: Esion. A mulricl ass kalashcar 's psion class does not count when determining whether he Lakesan experience point penalty for mulriclassing.

SHifTERS
Shifters. sometimes called "the we.retouc hed ," are descended Fr-om humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on an irnal ist ic features-a state t hey call sh Ht iug. Sh ifters ha ve evolved i.nto a u niq ue race that breeds true. They have a distinct culture with its own tradition s and identity. Pe rsonali ty: The personality a n d behavior of sh ifters are i nflue.nced by their animal natures. Many are Morisb a nd crude. while others are quiet, shifty. and sol ira ry. Just as most Iycanthropesare carnivores, sh i Ft ers have a predatory personality a.od think of mOSI activities in terms of huntjng and prey. They view survival as a challenge, striving to be self-reliant, adaptable, and resourceful.

Phy rica l Descr-ipt ion . Shifter are hasically humanoid in shave. but t he i r- bodies a re exceptionally lilhe. They often move in a crouched posture. springing and leaping while rhe ir companions walk normally alongside, Their faces have iI bestial cast, with wide, flat noses. large eyes and heavy eyebrows. pointed ell rs. and long sideburns (i n both sexes). Their forearms and lower legs grow long hat r, and the hair of their heads is thick and worn long. Relations: Many races feeJ uncomfortable around snifters. the same way they feel around any large predator. Of course. some grow to appreciate individual h ifre rs de pite their natural aver 'ion, and haHlings in general get along well with tbern , or thei 1- part, sh ifters are accustomed to distrust and don't expect better treatment from member-s of the other races, a lLhough some shifters try to earn respect and companionship through acts and deeds. Al ign:numt: Sh i Ice.rs are usua Ily neut raj, viewing the stt'uggle to survive as more important than mor-al or ethical concerns about how su.r-vival is maintained. Shifler Lands: Shifter have no land of their own. Being descended from human stock. they live in human lands. Unlike changelings. however. shifters often live in rural areas a\~ayfrom the crowded spaces of the cities. They are mo t common ly encountered in the Eldeen Reaches and other remote areas that can be found in all the nations. Many shifters earn {heir way as trappers. hunters, fishers, trackers. guides. and military scouts. Dragonmarks: The fact tbat none of the dragonmarked houses includes shifters cements their place outside tbe rna instrearn of society. Religion: Most shifter incline toward the dr-uidbased religion of the Eldeen Reaches, believing in the divine power of the ear-th itself. the elements. and the creatures of the earth. Those shifters who revere the pantheon of lb.e ave reign Host are drawn toward the deities Balinor and Boldrei, while other shifters follow the Traveler. ShifterS rarely worship the Silver Flame. Language: Shifters speak Common and rarely learn other languages_ Names: Shifters use the same names as humans, often ones that sound rustic to city-dwellers. Adventurers: Moving from the rugged, self-reliant life of a shifter trapper or hunter to an adventuring life is not a big step. Many shifters lind them elves embarking on adventuring careers after something happens La disrupt their everyday routines-a monstrous incursion into their village or forest. for example, or a guide job gone sour.

Shifting (Su): A shifter can tap into her lycaruhropic heritage to gain short bursts of physical power. Once pel' day. a shifter can enter a state (hat is superficially sUnilar to a barbar ian's rage, Each shifter has one of six shifter trails-characteristic that manifest themelves when aeharacter is shiftin:g. Each sh.ifrer trait provides a +2 bonus to one of tile character's physical abil ity scores (StrengLh, Dexteruy, OJ' Constu.ution) and grants some other advantage as well. Shifter traits are described in t he following sect iori. Shifting is II free action and [asrs for a number of rounds equal to 3 + the sh ifters Con modifier. (1f a shifter trait or 01 her effect Increases the character's Can modifier. use the newly improved modifier.) A shifter can take feats to improve this ability. These shifter feats are described in Chapter 3: Heroic Cha racter istics. Every shifter feal a character takes increases the duration of shilling by 1 round. For every two shifter feats II character takes, the number of limes per day she can lap into the ability increases by one, So, a character

SHifTER RACIAL TRA.ITS


Shapechanger Subtype: Shifters are humanoids witb the shapechanger subtype. +2 Dexterity. -2 Intelligence. -2 Charisma: Shifter are lithe and agile. but thei r fundamenlal bestial natur-e detracts from both their rea oning ability and rhei r social tnteractlon. Medium: As Medium c.rearu res. shifters have no special bonuses or penalties due to their size. Shifter base land speed is 30 feet.

with two shifter feats can shift two t.i mes per day (in"tead of the u ual one), and each use of lhe ability lasts for a number of rounds equal to 5 (in~tead of 3) + the shifter's Con modifier. Shifting. though related to and developed [rom lycanthropy, is neit her a n affliction nor auu rse. 1t is not passed on by bite or claw attacks, and a sh ifrer call'[ be cured-shifting is a natural ability for the race. Low-Light Vision: Shifter can see twice as far a a human in starHghl, moonlight. torchlight. and similar co nd.h ion s of poor illumination. They retain [he ability to distinguish color and detail under these cond it.io ns . ..2 racial bonus on Balance, Climb, andJump checks, Ashifter's a.TImal isric heritage enhances many of her i physica I sk ills. Automatic Languages: Common. Bonus Languages: Elven, Gnome, HaUling, and Sylvan. Favo ed Cla5S: Ranger. A mult iclass sh ifter's ranger class does not count when determining whether he takes an experience point penalty for multidassing.

Shifter Traits
Each shifter has one of the following speclal tr aits, which is selected when a character is created and cannot be changed thereafter. B easthide (Su): WbiJ e shift in g. a beast hide shifter gains a +2 bonus to Constitution and natural arrnor that provides a +2 bonus to AC. Longtooth (Su): Wh.i.le shifting, a longtooth shifter gains a +2 bonus to Strength and g-t'Owsfangs t hat can be used as a natural weapon, dealing Id6 points of damage (plus an additional .. l or every four character levels she has) with a succes fu l bite attack. She cannot arrack more than once per round with her bite, even if her base attack bonus is high enough 10 give her multiple attacks. She can use her bite as a secondary attack (taking a -5 penalty on her attack roll) while wielding a weapon. Cliffwalk (Su): WhiJe shifting. a cl iffwa lk sh ifter gains a +2 bonus to Dexterity and has a cIi mb speed of 20 feel. Razor-claw (Su): While shifting, a razorclaw shifter ga.ins a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal Id4 points of damage (plus an additional + 1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She cannot attack more than once per round with a. su.gle claw. even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her prim.ary hand, but all her attacks in that round take a ~2 penalty. l..ongstride (Su): Wb.ile shifting. a longstride shiftel' gains a +2 bonus to Dexter u y and a bonus of + 10 feet to her base land speed. Wil([hun..t{Su) i 'N'h ile s h.i.Ft.i g, a wi ld hum sh i fre r n ga.ins a +2 bonus to Con HtuLion and the seem ability. This ability allows the shifter to detec: approaching

en.em.ies, miff out h.idd n foes, and track by e nse of smell. A wildhunt shifter call identify familiar odors just as a human does familiar sights. A wildhuru sh i Fter can detect oppone.nts within 30 feet by sense of smell. If the oppon ent is up'" ind, Ihe I·angei.ncreases to 60 feet; if downwind. it drops to 15 feel. Strong scents, such as smoke or rotting garbage. can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. These stronger scents block other scents, 50 they can omet imes be used to confu e Or hamper [his hifter trail. When a wildhunt shifter detects a scent, the exact location of the source isn't "evealed-only its presence somewhere within ,·ange. The shifter can take a move action to note the d i rect ion of the scent. Whenever rhe sh i fter comes wit biD 5 feet of the source, she pi npoi nts the sou t-ee's local ion. While shifting, a wild hum shifter who has the Track feat can follow tracks by smell, making Survival check to find 0" follow a trail. The typical DC for a resh trail is 10 {regardless of the u.rFace that holds I he scent}, This DC increases or decrea e depending on how slrong the quar-ry's odor is, the number of creatures producing the odor, and the age of rhe trail. For each hour thai the trail grows cold. the DC increases by 2. This ability otherwise follows the rules for the Track feat. Shifters tracking by scent ignore the effects of surface conditions and poor visibility. When not shifting, a w ild hu nt shifter gaIns a +2 bonus on Survival checks due to the lingering effects of the scent ability.

WA.RfORGED
Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the area De exper i rnents thai sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannitb , the warforged evolved until they bec.ame a new kind of creatu.re-el iving constructs. War forged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged models are true constructs: some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan (described on page 302). Personality: The warforged were made to fight in the Last War. and they conti nue to Fulfil! rheir purpose with distinction. They hght 6.ercely and usually without remorse, displaying adaptability i mpoas'ible for mindless constructs. Now that the war has ended. the warforged seek to adapt to life in this era of relative peace. Some have settled easily into new roles a ani arrs or laborers, while others wander as adventurers OJ" even ccnti DUefighting the Last W'ar despite the return of peace. Physical Description, Warforged appea r as massive hu mauoids molded from a composite of materia Is-obsidian, iron. stone, darkwood, silver, and organic material-though

they move with a surpris.ing plates connected warforged. lopped Warforged personality, nine, in different [hougl:! their improve modify warforged ized armor, to their from Unique their by fibrous

grace and flexibility. bundles head.

Flexible

make up the body of a

by a

mostly featureless physical

have

00

of them have a basically but different

dist.i nct.ion of gender; muscu la'r, sexless, body.shape.

al.l
In

some war forged seem more masculine people might judge ways. The warforged bodies among bodies themselves

or Iemi-

Warforged

the same warforged seem u'ncon+ minds


to

eel-ned with matters through

of gender_ They do nOI age naturally. do decay slowly even as their and experience, warforged magic have learned and trajning. Many constructs, through

learning

are adorned buill-in

their creaLororiginaily
physical

with heavier metal plates than those endowed them with. This customweaponry. and other enhancements one warforged

form help to differentiate

another. Relations:

As the

war forged after

strive to

fmd

a place in

society for themselves them.

the Last War, they simultaneraces of Khorvaire regard rerni nder of the bruta lity of with therrt when possible.

ously str uggle to find ways to relate to the races that cl-eated

In general,

the humanoid

the warforged

as an unpleasant

the Last War and avoid dealing

In Tb ran e an d Karr nat h, Ihe wa r forg,ed are still seen as t he property of the rn.ilitary forces t hat paid to have them
built, labor, and most ,·,rarforged often used
LO

in rhose nations buildings

serve as 51 ave damaged the vicrly

repair

and roads

or destroyed

in the wa r. Throughout but sometimes hard-pressed warforged, accept

the rest of Khorva ire, £..nd themselves to f1.nd wo.rk or any not being particula and servirude

they have freedom kind of acceptance. emotional all other creatures,

tims of discrimination,

Most

theil- struggles

with eq uan imity. hUI others is to please their Alignm.ent: Though ethical before servants congregate warforged the older "masters.' Warforged

seethe with resen t me nt aga inSl whose only desi re

races as well as those wa rforged

are generally whether not

were built to bg],t., not to wonder t hey are perfect ideals. Lands:

fighting
to

neurra I. They is r.tght.


n t though wrestle with
t

Iy capable

of independe

and moral speculation.


Warforged have dispersed

most choose Warforged

Originated Laboring

in Cyre

its destruction in Korth.

and have no homeland, Atur, and Flamekeep. in Sharn atLemptjng the prejudice wa rforged warforgedare much
II

Most of them as indentured to

aCI-OSS Khcrvaire.

or slruggling to build

n.nd. work and acceptance

or Korranberg_

A few a new of

in the Mourriland. society free from races. r18: The

and mistrust n ever


riot

Dragonm.a

possess inel iried ethito

dragorrmarks.
Religion: to align Some the cal philosophy. warforged <juestions
J

J ust

as most with

themselves

any pa rt icu lar moralor interest kind of answer up their but these 'Imong leader

Few show have of their religion

in religion_

Found
Or

existence

by taking

the cause remain kind. called

of one

another.
1.0
II

small (if rather number of Blades,

v.ocal) minority gravitate This powerful

A larger the Lord

messl an ic n.gu.re gathers

THE NATURE Of THH WA.RfORGED


Before creation the death forges ,of Ki ng crafrers

J arot

and the s ta 1" t of the Last Cann ich turned their out new coo-

near-sennenee the warforged forged

into

his created

warriors.

h was

Merrtx's in

War, the master

of House

son, Aarren, who made the breakthrough becoming living constructs. alive emerged sold warforged that were truly House the last thirty them. armies various Breland, competing f1ghtrng Cannith

that resul!ed from

to (he task

of churning

The -flUt warthe creation throughout the largest of the Force of with the

structs for a new age. Constructs desi.gned for labor and i nd usuy sao n Ied to e..-per ime nta w itb rna del ~ developed
for exploration he began the thoreau and defense. When KingJarot saw the Cann ith , from the poss ib ilit ies inherent to outline in the work of House

forges thirty-three

years ago. fighters who could afford and, most

years of the war to anyone on the continent, factions had

his plan to protect

Galifar
all around

Tb ra.ne, and Cyre boasted

k ingdo m. Ki ng J a rot was grow ing more a nd mare nervous about the dangers he believed were posed by (he
monster hordes of the western the barbarians
to

he irnagi ned were gathering

of warforged

at least a token associated

warfo,rged

for rhem. By the final years of the war. thoroughly

reaches,

the mysterious n. and House

the warforged ever-escalating

had become conflict.

elves ,of Ae renal,

of Argonnesse wit h constructs

others from beyond his realm. At the king's urging,

fu part
ment status was
I hat

of the TrealY

of Tb.rone hold .. the docudecisions F,-rst, upon. House destroyed. Sidestep

Cann ith began


for war.

experiment

destgned

ended

the Last War, two important were agreed changed; any down and indentu with Second, new and

regarding tbe First version of the warforged. It was a be could died had a -property, creation nations, property people

the warforged they forges such clause were

the

M e r-r.ix d 'C ann i th, one of the lord s of the house,


developed remarkable create achievement, better but Mer r ix believed soldier, When the kingdom,

of the warforged forbi.dden

they were no longer Ca_flaith the Some the Many or the of warforgedl

people,

to pr oduce we re shut as Thrane through

an even

K.ing Jarot each faction

and his scions divided


complement

Karrnath,

of war forged fighters

devoted

to its cause.

By

red ~ervitude.

the second decade of the conflict.

Merr ix had introduced

regat·d

the wa.rforged constructs they never

susp ic io n, Ulger.

fea r, hut the living of acceptance war ended. Warforged warforged the original newest

have begun

to fi nd a level

imagi ned att.ai n ing when The vast majority

do not reproduce. the continent run

roaming

of Khorvaire

are veter-

ans of the Last War. The production emerged

oldest among

them date back to years ago; the over two tend created warforged

thirty-three

Fr-om the creation The

forges just more recently

years ago in the last days of the war. Older to he fighters warforged, more inclined or barbarians. especially those to try different of new
La run

less lh,an fsve years class options. currently creation warforged

old, are
operate

Two so-urces

in secret, Merrix
creator, bowels continues

dCannrth

, grandson

of the original
forge in the the new them to to see sou rce secret, forge of the conand the

an illegal Sometimes

of Shar n , Here, experiments. in his

he continues sometimes

his grandfather'&
he places he sells (3 good

and father's. warforged

employ.

spec ial clients. how rhey choose of war forged on Iy spar-i ngly. The Mournland. trols other

and sometimes advent


II rers),

he sets them To preserve

free

to su r vive in the world and bides

his

Me r r ix is c.irc u mspect
source

ru ns the
wilhin Lord

creation the ruins of Blades the process,

where

the renegade really

the remal ns of the Can n it h forge that mastered in the disaster

once oper-

ated in Cyre. He hasn't the forge was da maged rrat io n-so who emerge and in small nu mbers-and mutations.

t har destroyed

he can only produce Erom hi. creation

new warforged

slowly Bnd

even then,

some of the warforged

forge show signs of defects

House creation

Cannith
forge

a cu lt l ike following of disaffected warforged by preaching a re urn to the Mournland and rebellion against the "weak-fleshed" races. Language, Warfol'ged speak Common, since [hey were designed to communicate with their (mostly human) creators and owners. Names: Warforged do not name themselves and only recently have begun to understand the need of other races to have names for everything. Many accept whatever na.mes others see 8.t to give them, and warforged traveling with human often are referred to by nicknames. Some warforged, however. have come to see having a name as a definIng morneru of rheir- new existence. and thus search long and hard for the perfect name to attach La themselves. Adventurers: Adventuring is one way that warforged can fit into the world-at least as well as any adventurer ever fits in. In the wilds ofXen'drik. the ancient continent of secrets, few people care whether you were born or made, as long as you can help keep yOUl'companions alive. A fairly large number of war forged choose an adventuring life to escape from the confines of a society they didn't create and at the arne time engage in some meaningful activity.

WARFORGED

RA.CIAL TRA.ITS

Living Cons ruct Subtype (Ex), Warforged are constructs with the living consrr uct subtype. A living construct is a created being given sentience lind Free willlhrough powerfu.land complex creation enchantments. Wa rforged lire Jjv ing constructs that combine aspects of boLh constr-ucts and liv i ng creatures, as detailed below. Features, Ai; a living construct, a warforged has the following features. -A warforged derives its H it Dice, base attack bonus progression, saving throws, and skill points from the class il selects. Traits. A warforged possesses the following traits. -Unlike other constructs, a warforged hall a Constitution score, -Unlike other constructs, a warforged does not ha ve low-light vi sion or d arkvision , =Un.l ike other constructs. a warfol"ged is not im mu ne to mind-affe ting spells and abilities. -Immunity to poison, sleep effect, paralysis. disease. nausea, fatigue, exhaustion. effects that cause the sickened condition, and enel'gy drain. -A war forged cannot heal damage naturally. -UnHke other constructs. warforged are subject to critical hits, nonlethal damage, stunning, ability damage. abiLity drain, and deat h effects or necromancy effects. -As I iving constructs, warforged can be affected by spells that larget living creatures as well as by those that target constructs. Damage dealt LO a warforged can be healed by a cure light wounds spell or a repair light damage spell. for example. and a warforged is vuJnerable to di~Clbleconstruct and harm. However, spells from Ihe hea ling subschool and upernatural abilities that cure hit point damage Or ability damage provide only half their normal effect to a warforged,

-The unusual physical construct ion of war-forged ma.kes them vulnerable to certain spells and effects that normally don't affect Uving creatures. A warforged takes damage from heat metal and chill me!al as if he were wea ring metal ar mol'. Likewise, a war forged is affected by repeJ metal Of !tone as if h e were wearing metal armor. A warforged is repelled by reptl wood. The iron in the body of a warforged makes him vul nerable to rLlsting grasp. The creature takes 2d6 points of damage from the pel.l (Reflex half, save DC 14- + caster-s ability mod ifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone lof/esh, stone shape, warp WQod, and. wood shape affect objects only, and thus cannot be used on t be stone and wood parts of a warforged. -A warforged responds slighlly differently from other living cr eat.ures when reduced to 0 hit points. A warforged with 0 bit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk Further injury. When his hit poi nts are less than 0 and greater than -10. a warforged is inert. He is unconscious and helpless. and he can.nor perform any actions. However, an inert warforged does not lose additional hit points UDless more damage is dealt to him, as with a 1iving creature lbat is stable. -As a living construct, a war forged can be raised 01" resurrected. -A warforged does not need to eat. sleep. or breathe. but he can still benefit from the effects of consumable spells and magic items such as heroes"feaxt and pOI ions. -Although Living constructs do not need to sleep, a wadorged wizard must rest for 8 hours before preparing spells. +2 Constilution. -2 Wisdom, -2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile. Medium: As Medium constructs, warforged have no pecial bonuses or penalties due to thei r size. Warforged base land peed is 30 feet. Compoaire Plating: The plating used to build a warforg"l'd provides a +2 armor bonus. This plating is not natural ar-mor' and does not Slack w it.h other effects that give an armor bonus (othel' than natural armor). This composite plating occupies the same space on the body as a suit of ar-mor or a robe. and thus a warforged can.not wear armor 01' magic robes. Wal"forged can be enchanted just as ar mor can be. The character musL be pre ent fOI' the entire time it takes to enchant him. Composite pIa ing also provide a wa..rforged with a 5% arcane spell failure chance, similar LO the penalty for wearing lighl armor. Any class ability t hat allows a warforged to ignore the ar-cane spell failure chance fOI' I1gh t ar-mor- lets him ignore this penally as well.

Light Forti ficarion (Ex): When a cr Irlcal hit or sneak attack is scored on a warforged. there is, a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. A warforge-d has a Datura! weapon in the for-m of a slam attack that deals Id.4 pOints of da.mage. Auromaric Languages: Common, Bonus Languages: None, Favored Class: Fighter. A mult iclass warforged's figheer class does not count when determining whether he takes an exper ience point penalty for m.uhiclas1iing,

Sharn (in Breland), and thus have more in common with the
huraa ns of Breland than with other elves.. Members of all

the common races are regularly found in cities across Khorvaire, mingling with every other race and, at least to some extent, taking on the characteristics of the host culture, Classes, feats. and prestige classes marked with .3 superscript E (E) are new to this campaign setring, Classes, skills, feats, and prestige classes marked with a superscript P (I') are from the Exponded Psionics HGndbook. All other classes, skills, feats. and prestige classes menrioned here can be found in the core r ulebooks (the Pil9'er's Handboo.k and Dungeon Masler'5 Guide).

OrHER RACES
Kborvaire is a complex region where members of many different races may meet as equals and 'find themselves on the same side of a conflict. The goblinoid kingdom of Darguun, the ore populace of the Shadow Marches. and the monster real m of Dr oaam are sign; ficant playe TS in the political scene of Khorvaire. It is only fitting, then. that hobgoblins, goblins, bugbeau, orcs, guolls, and a var iety of other creatures commonly viewed as monsters might appear as player characters in an EBERRON campaign. All the rules you need to playa character belonging to one of these "facesare found in ihe Monster Manual and Dungeon Master's Guide. Cultural information about many monstrous races appears in Chapter 7: Li fe in the World, particularly in the sections concerning Darguun. Droaam, and the Shadow Marches. Dragon player characters are not recommended in an EBER~ON campaign. since the motivations and outlook of dragons are far removed from what is familiar to the humanoids of'Eber ron , Similarly, salmagin and drow are not ideal races for player characters.

ADA.R
The residents of Adar are mostly human and kalashtar, Their opposition to the Inspired rulers of RiedTIIdefines thearculture , and many of them have lear-ned effective techniques for resl.ning psionic powers. Classes: Monk, psion", psychic warrior, rogue, soulknife", wilder", Skills, Autohypnosts", Knowledge (psionics)". Knowledge (religion), Survival. Feats: Strong MindE• Wild Talent". Prestige Classes: Assassin. elocater", master LnquisitiveE, pyrokineticistP,. shadowdancer, war mtnd",

A.ERENA.L
The natives of Aerenal are all elves. They reve re the ir dead a nce stors=to the point of keeping them dose as deathless creatures. Classes: Cleric (the Undying Court), ranger, wizard. Skills: Craft (woodcarving), Knowledge (religion). Profession (lumberjack). Feats: Righi of Counsel''. Prestige, Classes: Arcane archer, archmage, e\drilch knight, h ierophant, lcrernaster, mystic theurge.

REGION Of ORIGIN
A character in an EB.ERRON campaign is never just a hum an OJ" a dwarf He is a hu man from Th rane or a dwarf from the Mror Holds. Humans from Thrane have the same game statistics as humans from Bl'·elandor Riedra, but they differ in important culrural ways. In the context of the ga me. these cultural differences are expressed in 1 he ch oices of class, ski lls, feats, and prestige classes th.at characters from different regions make. In addition, a character's "eglon of origin can dictate his selection of an i mal companions (i f he is II d euid or ranger) This section describes the most common choices of game-related options for each known region of Eberron. The countries and "egions of ih e world II re described in much greater dera i Lin Chapter 7: Life in the World These choices are not in tended to be restrictive, si nee except ions alwaysexist to such general rules. They simply offer guidelines for malting a charecte r seem like a representative of his native culture. A charaeter's race does not necessarily have any bearillg ou his J'egion of origin, An elf character, for example. might come from ancien! Aererialor from Valenarvor he might come from II long line of elves that live in the dty of

A.RGONNESSEN an
Tribes of human barbarians inhabit the northern coast of Argonnesseu. the continent southeast of Khorvaire, and the nea rby island of Sere n. They view the dragons of that ccnrinern as divine patrons and protectors, and i neorporate draconic elements into their clothing and culture. Classes: Barbarian. druid. Skills: Knowledge (nature), Survival. Feats: DTagon Rage£.,DTagon Totem+, Extend Rage'. Raglng Luckf, Prestige Classes, D,'agoD disciple. hieropharu.

AUNDA.IR
The people of Au nd air. mostly human but i nterm ingled wit h the other com mOD races, value both education and agr iculture. Classes: ArtincerL, bard. cleric (Sovereign Host), monk. wizard. Skills: Knowledge (any), Profession (vintner). Feats: Education". Favored in House+, Monastic

Tra.i ill ng".


Prestige Classes,Archmage, dragoumark hei~.lleir of Siberys". hieropham. lor-ernaster-,master inquisitive".

BRELAND
The mdustrtal capital of Khorvaire, Breland is bescknown for the cos mopol.itau city of Shar a, the largest settlement on continent and one ,of the major ports along its sourhei-n coast. Breland is also the gateway to the rrryste-r iouscoriti nenl of Xen' clrik. Classes: Cleric (Sovereign Host). fighter. :rog\:le. Skills: Knowledge (dungeoneering), Knowledge (history). Profession (smelted. Feats, Favored in HouseE• Prestige Classes, Dragonmark heir". duelist, extreme explorerE• hei r of Siberys', master Inquisttive".

Feats: Raging LuckE. Strong MindE• P:re~tige Classes: Assassin, blackguard,

shadowdancer.

me

THfj IS(D~ISN REACHES


The Eldeen Reaches are a. strange mix;tu:ce of untouched wilderness and pastoral farmland. inhabited primarily by humans, half-elves, and shifte.r.s. Classes, Barbar-ian, druid, ranger. Skills: Handle An-imal, Knowledge (nature). Profession (farmer), Prote>rsion (herdet). Survival. Feats, Ashboun;dt• Beast ShapeE, Beast TotemE, Child. of Wi nter" , Favored in House+, Gatekeeper lnlti ate!:. Gree.nsinger Initiate. E, Repel AberrationE, shifter featsL, "totem Compan ion+, Vermin Companionl, Vermin Shape'', Warden Initiate!:. Pre~tige Classes, Dragonmark hei rE, Eldeen ranger". he ir of SiberysE, hor-izon walker, were touched maste,;E.

CYRE, DISPlA.CISD
The natives of eyre are a people without a home since the
utter destruction of the nation in the LaH War. Before the war. Gyre was a peaceful land witha long tradit ion of ar risansh ip. Now the survivors live throughout Khorvaire, especially among the remaining fou-r nations of ancient Galifar (Aunda.ir, Breland. Kaernatb., and Thrane) and in Zilargo and the Mror Holds. Classes: Arti.fll:erE, cleric (Sovereign Host), fighter, wizard. Skills: Craft (any), Diplomacy. Heal, Feats. : favored in Houae''. item creation feats, Prestige Classes, Archmage. dragon mark heirE. eldricch knigh t, heir of S ibe rys ~. h ier-oph a nt, lore master. master irrqu.isit iveE.

KARRNA.TH
The mostly human residents of Karxnath are among the most sophisticated and cultured people of Khorvaire. They played a major part in the Last War and are still reeling from their losses. Kannath makes extensive use ·0£ corporeal undead as soldiers, still marching to the command of Kar rnath 's king and generaL.. Cla;sses: Cleric (Blood of Vol. Sovereign Host). nghter. sorcerer, whard. Skills, Diplomacy, Knowledge (arcana). Knowledge (history), Knowledge (religion). Feats, EducationE, Favored in House''. Undead EmpathyE, Pres tige C I IIssesr Arch mage, dragonmark he irE. duelist, eld ritch knight. heir ofSiberysE, hreropha ru, 101'emaster, master inquisitive",

DARGUUN
Darguun is a nation of goblinoids, though some members of other races-many unsavol'y characters and some veterans of the Last Wa r=-live in t he larger towns and c ities. Classes: Barbarian. fighter, monk, rogue. Skiu...., Bl uIf', Inti m ida! e, SurvivaL Feats, Extend Ragef• Monastic Training'". Raging LuckL. Prestige Classes. Assassin. horiaorr walker. shadowdancer.

THE lHAZAA.R PRINCIPALITIES


The residents of the Lhazaar Principalities are primarily human fishers. sai !.OI·S. a nd sea fa iders, though a scattering of members of the other common races can be encountered throughout these islands, Classes, Cleric (Sovereign Host), fighter, rogue. Skills, Profession (fisher), Profession (mercbant), Profession (prIvateer), Profession (sailor), Profession (shipwright), Profession (whaler). Feats: favored in House+, Pre;'ltiga.Cl.asse,s: Dragonmark heir", heir of SiberysE.

DE.MON WA.STES
The Demon Wastes is" savage region whose only humanoid in habitants are fiercely barbaric human tribes and are bands ded icated to keeping tra velers out of the Wastes and all the land's abominations in. Classes: Barbarian, nghte:r, cler-ic (Kalok Shash [Si1ver Flame)), paladin. Skills: Survival, Knowledge (arcana), Knowledge (history). Feat.s: Extend RageE• Raging LuckE. Silver Smite'". Prestige Cf asses , Hierophanr, horizon walker, thaumat u rgist.

THE MOURNlAND
Few natives of any race live in the Mournland. but at least one small commu.nity of warforgedrna kes Its home in this blasted la nd. N orrwarforged n arives of this area have Cyre as their region of o:rigi n , Classes, Artifi.cerE, nghtel', rogue. SkiJls: Knowledge (arcana). Survival. Feats, W:qforged featsE. Prestige Classes: Wal'forged ~uggernautE.

DROAAM
Monste rs a re the mai n residents of Dr oaa IT!. from mi notaurs to medusas. Some humanoids live in isolated <1ommun ities in Droaam. Classes, Barbarian. cleric (the Dark Six). fighter. rogue, sorcerer. Skifls. Inti midate, Survival.

THE MROR HOLDS


The Mror Holds are the ancestral homeland of the dwarves. Classes, Artifi.cerE• cleric (Sovereign Host), fi.ghter.

Skills, Craft (arrnorsmithing). Craft Gewelry), Craft (stonecaning), Craft (weaponsm.ilhing), Profe sion (banke('), Profession (miner), F eat.s , Favored in House+, Prestige Classes: DragoDmork heirE, dwarve n defender, extreme explorer''. heir of SiberysE,

q'BARRA
The humans of Q'barra topside!' themselves to be the true heirs of tbe great culture of the kingdom of Galrfar, undivided. FaT all that. their land is a rough and dangerous frontier. Classes: Cleric (Sovereign Host), fighter, ranger, rogue. wizard. Skills: Survival. Knowledge (history). Knowledge (nobility and royalty). Feats: Favored in Housel. Prestige Classes: Dl'agonmark heirE, extreme explorer", heir of SiberysE, hor izon walker.

R1EDRA
Most natives of Riedra are hwnan, though the rulers of that land are the Inspired. Riedran humans are an oppressed majority, forced to work-and dream-for the benefit of their masters, Unlike the kalashta r of Adar. the Inspired seek out and eliminate humans who manifest any trace of psionic ability. Classes: Fighle,', rogue: lnspi red onJy' psio n P, psych ic warriorP, Skills: Craft. Profession; Inspired only, Autohypnosis" Knowledge (the planes), Knowledge (psion ics)P.

Psicraft",
Feats: Strong Mlnd". Prestige Classes: Inspired only: elocarer". metamirid", psion u ncar-nate", thrallherd",

THE SHADOW

MARCHES

The swamplands of the Shadow Marches are home to a nation of orcs, Humans are a Significant minority in the town .s of the Marches, and half-orcs a re common. Classes: Barbar ian, druid. fighter Skills: Profession (fisher), Survival. Feats: Favored in House". Gatekeeper Init.iatef., Repel Aberration E. Prestige Clas es: Dr agcnmark heirE. extreme explorer'', heir of Siberysl'.

THE TA1ENTA. PLAINS


Homeland of the halflings, the Talenta Plains are a wild region of I' ugged grasslands. The nomadic haillings of the plains use various dinosaur breeds as mounts and beasts of burden. Half] ings native to this reglon treat the shar-rash, the langat. and the Ta lent a boomerang (see page 119) as martial weapons rather than exotic weapons. Glasses: Barbarian. fighter. ranger. rogue. Skills: Handle Animal. Profession (healer). Profesion (herder). Profession (hospitaler). Ride. Feats, Favored in House", Mounted Combat. Prestige Classes: Dragonmark heir~. extr-eme explorer", he; r of Siberysl.

THRA.NE
Thrane is a theocratic nationof .humans and. other races devoted io tbe Church of the Silver Flame. Its culture and civihzation are refined and elegant, and its people ate known for nne crafrwork. Classes: Cleric (Church of the Silver Flame), nghter, paladin. Skills; Craft (any), Knowledge (history), Knowledge (reHgion). Feats: Ecclesi arch+, Extra Turning, Favored in HouseE, Silver Sm itef• Pre.stige Classes: Dragon-mark heirE, exorcist of the Silver Flame':' heir of Siberyst, h ieropha nt, lor emaste r, thaurn aturgist.

VA.lENAR
In contrast to the ancient, kingdom of Aerenal, Valenar is a young, expansionist. and aggressive elven nation. Originally mercenaries brought to Khorvaire to fight in the Last War, the elves of'Vale.nar are renowned horse breeders and riders seeking to make a new nation separate and apart from the sloicAerenal. Elves native to this region treat the Valenardouble scim.irar (see page 119) as a martial weapon rather than an exotic weapon. Clasaes. Ranger. Skilb: Handle Animal. Ride. Feats: Favored in HouseE• Mounted Combat. Prestige Classes: Arcane archer, dragonmark heirE, hei r of Si6el'ysE .

begin at all age older than that. Warforged did nat begin exploring class options such as cler ic, monk, or wiza.rd until v,ery recen dy. so such characters are actually likely [0 be youngel" than warforged nghters or rogues. Of course, as lst-Ievel characters, warforged of ;lnr class are probably recent creations, and may not have seen any action in the fmal days of the Last Wu. Fjn.ally. il is theer ized that warforged may show signs of physical deter icrafion after 150 yea rs, but have no further aging effects after that point and no maximum age, The Random SLarting Ages table. divides the sixteen available character classes into the categodeliof simple, moderatevand complex, The notes under the table indicate which classes are in each category. Height and Weight: Again, as explained in the PIl£ger'5 Handbook, you can choose YOUT character's height and weight based on the ranges shown on the Random Height and. Weight table and your characte.r'a ability scores, or you can randomly generale these figures, Warforged eharacter-s have no gender and very little physical differentiation. and always vary in weight proportional to their .h eigh t.

RANDOM STARTING AGES


RaC<1 Adulthood Simple' +ld.J. +2d6 +ld6 +Id 12 sorcerer. druid. Mod.e,ate' +ld6 +3d6 +ld8 + Id6 Com.ple",' .. 2&6 oJ.5&6 +2d8 ... d-4 l

Changeltng
Kalasht ar Shifter Wuforged I Barbar-ian.

15rejlr~
40 years 20yea.rs

ZILARGO
ZUargo i1; the native land of the gnom.!'.sof Khorvaire, Known for its Iibrar ies and universities, Zilargo is a storehouse of legend and lore. The Zil argo gnomes are recognized as great sh ipwr+ghrs. and thet, secret proces~ for harneSSing the power of elementals is the envy of the rest of Khorvaire, Classes: Art.iFicer''. bard, c.leric (Sovereign Host). rogue, wizard. Sk.iUs: Craft (alche my), Craft (gemcutli.ng), Knowledge (geography), Knowledge (hislory), Knowledge (local). Feats: Bind Elemental", Educattcn+, Favored in House". Prestige Classes: Dragonm a L·1< hei rE, he i I" of S iberysE, loremaster, master inquisirive=.

0 year,
rogue,

and wilderP. 2 Bard. fi.gh( er, paladin, p.yc.hic warr ior", and ranger.
3 Artificer', cleric, monk, pslon", soulk n i feP• and

wizard.

AGING EFFECTS
Maximum

Race Cha ngeLi


Kalashrar Shifter W.rforged

Middle Agel
ng

Old'

Venerah],,3 70 years 150 yean 110 y"ar.s

Age

3"5 yeaTS
75 yean ·10 years

us
60

53 years
years.

'2d20 years
+4d20 yean .. Z.d2 0 years

r"an

150 years

VITAl STATISTICS
The tables in this section extend the Information about genera! ing starting and maximum age, heighl, and weight for player cha raccer-s presented in Chapter 6 of the Pll!Jer's Handbook to include the new races detailed in t h.is chapter, Age, As described in the Plf!)'er's Handbook, you can choose you r character's starting age or determine it ra n+ domLy by consulting the Random Slarting Ages table. A shifter ranger. for example, starts at an age of 20 oj. IdS years, or you can choose allYlI,ge, with II minimum. of 21. WaTforged are created as adults; they have. no childhood or adolescence. The -first warforged were created. only thirty-three years ago, so no warforgedc.haraCLeI· can.

I AL middle age. -1 to SIr, Con. and Dex: ... 1 LO InL, Wis, and Chao 2 At old age, -2 to Su. Con, and Dex: + I to Int, Wis, and Chao 3 At venerable age, -3 \.0 Str, Can, and De,,; oJ.] to Lot, Wi., and Chao

RANDOM HEIGH
Base

AND WEIGHT
Hdgbt Modine +2d4 +2d6 oJ.';!d6 +2d8 +2d8 +2d6 .. Base Weight MQdine..X (2d.4<)lb. X (Id6) lb. X (ld6) lb.
X (2d4) lb.

Race

Height

CbsngeliJ.1g
Kalashrar, Kalashrar, Shifter, Shifter, male. male female

5'

5' ~" fem>11e 5' 1,"


4' 7" 4' 5" 5' 10"

Weighl 1151b. 135 lb. 105 lb.


100 lb. 85 lb. 2701b.

X (2d4) lb. X 41b.

Warforged

..

"Who knew the drow would get so upset over an insignificant piece of jewelry?" he thought.

CHAPTER TWO

CHARACTER CLASSES
he standar-d Eberron. ian, bard, din, addition, chapter
t

D&D
in

classes

are a ll found

in

motivated

by a

desire

to

fight

evil or gain power. or by any Artificers are perhaps can use tempodamaged alter items, and

You can select from any of the eleven

of a host of similar

reasons. m.agical dabblers. ordinary (including items

classes found ranger,

the Plqyer'l ffrmdbook.


tighter, sorcerer,

barbar-

Cha racter ist.ics: the ultimate jusl

cler-ic, druid. r'ogue, presents

monk,

palaIn ih.is

They
with

and wizard.

about any spell from em power rary the constructs function magical power.

a wand or scroll. repair

this chapter provides

one new class, the artificer. the new arti fleer class, new options rath er

1n addition

to del,ailing

alterations-primarily

war{orged). magic constructs.

han un iversal changes-for each of the classes included in the Pif9'er's Handbook. From variant an i rna] compan ions for
and rangers to custcm izable bard ic music, these make each class slightly different this from those used

of existing
items. They
to

and craft m.agic items, dragonshard

druids options

have a Liminfusions and they


I'

ited list of rheir own spell-like t.hal they can apply objects.

in the generic Each some classes toward


EllE"RRON

D&D world.
description feats in chapter

class
i

me nt io ns

can also work wit.h any of the spells on ot he r classes' spell l ists. The! magic divine. by that trade is neither arcane nor Their and they are not bound c lassi ficat ion is m.agic (they in its most might

of

he new

(see Chapter defining

(see Chapt er 3) and prestige 4) th at an: part icu.larly appropr iate guideli.nes character contribute classes in an
I he

for characters

of that class. These the flavor of

campa.ign.

abst r-acr

say

ARTIfiCER
In Eberron, ciahze tinker with magic is almost its fundamental different technology. woiklngs.

purest} form.

Spellcasters Aruficers

spe-

in certain

forms of chat technology,

while artificers

underand do

stand magic ona

level from spellcasters,

not cast spells as wizards

and cler ics do. They have an amazand iII. many rurm.ing, of and dragonfor hidden

ing facility with magic items and constructs. ways. they keep the magical world of Eberron Adventures, reasons. shards arcane items.
\0

Art ificers

adven tu re for a va riety of rare


ill inerals

They seek deposits use in their secrets related Like

creations. to making

They

search

magic items or constructs. to buy or make magic they might also be

They face danger

to acquire

money

any other

adventurers.

CHARACTER
Throughout character

PORTRAITS
futd brief writte.n
who represent illustrate poreach

thischapter
across class. They

you'll

traits of characters such characters

Khorvaire

si multa neously

the role the flavor

play in the world and highlight

of the setri ng.

Alignnu~nt: lfal"tificers have at'endency towa.rd any aligTlJnem, h is neutral. They ar e more interested in their work than in its mor-al implications. Some artificers cr-eate magic .iterns for the com mori good, while othe rs seek LO create items of rremendous destcucrive power. Religion: Many artificers revere the deity Onatar, Lord of Fire and Forge. Others are. too preoccupied with mastering magic-lududing divine magic-to worry about the gads who mayor may not be the source of magic. Background: Uke .... ciz.ards.arrificers learn their era ft through long years of hard study. They share a sense of camaraderie with others who ha ... endured similar traine ing. They viewothe r art; ficers as either colleagues or rivals. Rivalry may take a friendly form as the artificers try to outdo each other in rheircreations and accomphshments, or it could turn deadly. with artificers sending construct aseasslns after each other, Races: Humans excel as artificers, having no natural attach men! to the aesthetics of magic as elves do. and no knack fora particular expression of magic as gnomes have, Their analytical minds make them well suited to the artificer's task of reducing magic LO its component pieces and reassembling it in a new form. Despite t hei r Cha r isma penalty, warforged also make fine art ibeers, haVinga pa rricular affi nity [01' Ihe creation of other constructs, Dwarves and gnomes. with thetr skill i.n the crafling of mundane items, show equal skilI in the magical craft of the ar-tifice r. Hal ai ngs, elves, half-elves, naif-orcs, kalashrar, shifters, and changelings do not have strong traditions in this class and often choose different magical pathways,

Other CIa sses, Art ificers work best when providing magkal support to members of other classes. Thougll they are quite versatile. their talents lie in enhancing the items-weapons, armor, wands, and other gear-used by all the members of an adventuring party. They ih ink of every parly member as 'components of a machine. encouraging better teamwork within a group and sometimes provid i ng stnteg-y and tactics afforded by their unique mind-set. Role: In a typical adventuring paI"ty, ar rificer-s have a range of roles revolving around magic items. They bring an unparalleled flexibility to both using and cl'ealing such items, In a party that doesn't include a druid. for example, an a r-ti ficer- can use (or scribe) a scroll of barkski/1 or wield a ;taif oj the woodlond s. Though they ca n fight reasonably well, few artifice rs are inclined to engage in front-rank melee combat.

GA.ME RULE INfORMATION


Artificers have the following game statistics. Abil it ies: Charisma is the most imponam abij.ityfor an artificer, because several of his infusions rely on his ability [Q make Use Magic Device checks. Intelligence is also important because it determines t he effect ivenessof his infusions. but it plays a lesser role than for most spellcasters. A high Dexrerity improves the artificer's defensive abtlity, Alignm.ent: Any. Hit Die, d6.

Class Skills
The artificer's class skills (aud the key ability for each skill) are Appraise (Inr), Concentration (Con). Craft

THE ARTIFICER
Base Level ht Attack Bonus

Fort
Save

Ref Save +0

Will
Save +2

Craft

-lnI'tlsions

.,.0

+0

Special Artifu:er k[lowledg~.arusan bonus. disable tr'lP,


item creation. Scribe Scroll BrcwPo\ion

Reserve 20

hI 2

2nd

3rd

per Day4th 5th

6th

2nd 3Td..

4,h

+1 +2 +3
+3

+0
+1 +1

+0
+1 +1

5th
6th 7th
alh

'1"1
+2 ..2
+2

+.1
.,.2 .. 2 +2

+3 +3 +4+4 +5 +5 +6
+6

o raft
retain

Wond.t'ous hem

OralL homunculus, Craft. Magic Arms essence Metamagic Crafl Wand Bonus Feat

ana Armor

bonus

feat ,

40 60 80

100 150
200

3 3 3 3 :3

2 :3 3

+4+5

spell triggef

2
2 :3 :3 3
3 3

.. /+1 6
+5/+1 +71+2

9lh 10lh 11th


12th

+3 +3
... 3 ++ +4+4-

+3 +3
... 3 +4+4+4

Crofl

Rod

+8/+3

13th 14th 15th


16Lh

+9/-.4 +9/+4+10/+5
+ 111+6/+1
+ 12f+7!1-2

+7 +7 ... 8 +8

Metam.agic spell complettnn


Graft St.ff. Forge Ring Bonus feat bonus feal Skill mastery

T5
+5

+5
..5 -/05 .. 6

17th 18th
19th 20th

+121+71+2 +1'3/+8/+3, ...14/+91+4+15/+10/-/05

.. 5

+9 +9 +10 +10
.. 11
+]1

250 300 400 500 700 900 1,'200 1,500 '2,000


2.,500 3.000 4,000 5,000

3 3
:3 :3

3
:3
3 3

2 2
'2 '2

3
2

3
4-

:3 :3 :3 S

44-

444-

+6
+6 +6

"'444

44
<1-

:3 :3 :3 4444,

:3 :3 :3 :3
.(

2. 2 3 :3 3 :3
4-

~6
1"6

-/012

Bonus feat

4 4 4

2 :J :3
4

4-

(lut), Disable Device (Int), Knowledge (arcana) (Im), Knowledge (architecture and engineering) ([nt). Knowledge (the planes) (Lm), Open Lock (Dex). Profession (Wis). Search (J nr), Spell craft (1m). and Use Magic Device (Cha). Skill Points at Lsr Level: (4 -+- Irit modifier) X 4. Skill Points at Each Additional Level: 4: -+- lnL modifier.

CLA.SS fEATURES
All of the following are class featu-res of the artificer. Weapon and.ArIllor Proficiency: Ar rificer-s a re proficient with aU simple weapons, with lighJ and medium armor. and with shields (except towel' shields). Infusions: An art ificer is not a pe llcaste r, but he does have the ability to imbue items w ith magical infusions. Infusions are neither arcane nor divine: they are drawn from the a rt ificer infusion list (see Chapter 5: Magic). They [u nct.ion jwa like spells and follow all the rules for spells. For example. an infusion can be dispelled. it will not function in an ollhmagic area. and an artificer must make a Concentration check if injured while imbuing an item with an infusion. An artificer can imbue an iLem \ u h any infusion from the list without prepal'ing the infusion ahead of lime. Unlike a sorcerer or bard. he does not select a subset of the avai.lable infusions as his known infusions; he has access to every infusion on t.he list that is of a level he can use. 11 is posaible for an art ificer to leal"0 infusions rh at are not on the normal a rcificer in fusion Iist. These might include ancient infusions he fmds in the ruins ofXen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an art.ificer can attempt to Iear n it by making a Spellcrafr check (DC 20 + spell level). If this check Succeeds, he adds the infusion £0 his list. If not, he can try again when he gains another rank in Spellcrafr. assuming he sti.ll has access to the new infusion. To imbue an item with an infusion. an artificer must have a n In teUigence score eq ua I to at least 10 + the infusion level (Inr Ll for In-level infusions. Inr 12 for Znd-Ievel infusions, and so for-th), Infusions never allow saving throws. Like spcllcasters. an artificer can use only a certain number of infusions of a particular level pec day, His base daily infusion allotment is given on the accompanying table. In addition. he receives extra iri fusions peT" day if he has a sufficiently high J ntelligence score (see Table 1-1: Ability Modifiers and Bonus Spells. page 8 of the PIl!Yer's Handbook). An artificer's infusions can only be imbued into an item or a construct (including warforged), He cannot, for example. simply imbue an ally wit.h hull's strength, He must instead imbue that ability into an item his aUy is wearing. The item then functions as a bel! ofglUntstrength for the duration of the infusion. He can. however, imbue bulls strength directly on a construct or a character with the 1 iving construct subtype. and infusions such as repair light damage a nd iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute 01' more. An artificer can spend 1 action point to imbue any infusion in I round (like a spell rhat takes 1 round to cast). Like a spe llcaster, an artificer can apply ite'm creation feats and melamagic Feats to his in fusions. Like: a sorcerer, an artificer ca n apply a meLamagic feat to an infusion spontaneously. but doing this requires extra time. An artificer can craft alchemical items as tl!ough he were a spe llcaster. An artificer an not.automat.ical ly use a spell trigger or spell completion item if the equivalent pell appears on h.i rnfu ion list. For example, an artificer must st rll employ the Use Magic Device skill to use a wandof/ight. even though light appears on his in!usion. list. Each day. an artificer must focus his mind on his infusions. He needs 8 hou rs of rest. after which he spends 15 minutes concent rar.ing, During this period, the artificer readies his mind to hold h.is daily allotment of infusions. Without such a period of time to refresh himself. the character does not regain the infusion slots he used up the day before. Any infusion u ed within the last 8 hour count against the arlincer' daily lim it. Craft Reserve: An aI'tl ficer receive a pool of points he can spend instead of exper-ience points when crafting a magic item. Each t im e the artificer gains a new level, he receives a new craft reserve: leftover points from the previous level do not carryover. If the poirits are not spent. ,hey are lost. An ari ificer can also use his craft cese rve to supplement the XP cost of the item he is making. taking a portion of the cost from his craft reserve and a portion from his ownXP. Artmcer Knowledge: An artificer can make a special ar-tificer knowledge check with a bonus equal to his art.ificer level -+- his Int modifier to detect whether a specific item has a magical aura. The arrificer must hold and examine the objeci for I minute. Asuccessful check against DC 15 determines that the object has ITlagical qu al it ies, but does not reveal the specific powers of the item. An art ificer cannot take ]0 or take 20 on rhis check. A particular item can only be examined in this fashion one time; if he check fails, the ar-tificer can learn no more about that object. Artisan Bonus, An artificer gairu; a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example. an artificer who has the Craft Wand feat gains a "1"2 bonus on checks to use a spell from a wand. Disable Trap: An art.iflcer can use the Sear-ch skill to locale traps when the task has a Difficulty Class h.igher than 20. Finding a non magical trap has a DC of at least 20, or highet· if it is well hidden. Finding a magic trap has a DC of 25 -+- the level of the spe.ll used to create the u'ap. An arti:£cer can 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 II Disable Device check can study a trap, figure

out now disarming

it "Works , a nd hypas6
it.

it (with his pa .. ty) without


Can create must a magic that level) artificer of 2101' he would the waler for each (see Hit are to feat.

Craft

Homu.ncufus

(E:x): At 4th level, an artificer


as ifhe had the Craft for rna king
II

can create a homunculus He must emulate

Construct

J tem Creation (£~, An arri-ficer


item even prerequisites

the spell requirements

(orcaM ge,
magic item, (though he can

if

he does' not have access to the spells for the item , The' a rtineer

me:ndwg, and mirr~rimQge) as normal


can spend points from

make a s ucthe item,

and he must pay all the usual gold and also upgrade Han Dice, described increases an e:ristin.g homunculus gives his a Smail

XP costs

cessful Use MagiC Device check (DC 20 +- caster emu late eac h spell normally required to create Thus, to make a Ist-Ieve i wllnd aj magic missile, an would need a Use Magic Device check result higher, To create a bottle of oir (caster level 7th),
.need a check The prerequisite result of 27 or higher must make to emulate check

his craft reserve).

An artificer

that he owns, adding more and than damage 6 as

I Hjt Die at a cost of 2,000 gp and ]60 XP.


artificer it becomes to Id6). The a rt if'ice rs homunculus creature advances

in the Monster Manual (+4 Str, -2 De", homunculus const r u ct. also gains a Small Hit

br~othing prerequisite.
art ificer a successful the item for each item he makes.

10 extra hit Hit how

poi n ts for being An Dice many


t han

If he fails a check,
is complete

hornu nc ulu s c a n have as many Dice minus 2, No never matter

he can try again

each day until

as its master's Small. Retain Essence to salvage to create

Creating Magic Items, page 282 of the Dungeall Master's Guide), If he comes to th e end 0 F the era ftin g t irne a nd be has still not successfully one noa) atioo
madea cheek

Hit Dice it has. a homunculus (Su):

gl'oW's la rg,er
II rtifi

emulated

one of the powers, ·effort, even ifhe money, item

he can make bas already those must After

At 5th 1eve I , an magic item.

cer gains and use artificer

check-his

Last-ditch

the abiJily points spend

the XP from another

a magiC item The

that day. !flhat

check also falls, then the ereand XP expended prerequisites, his artificer . however, caster Thus, since an level it uses

process For

fails and the time, of meedng caster

a day with the item, e item creation

and he must also have the and the artificer not use them
to

to craft artificer's

the item are lost. purposes effective actual level equals a sp e lleffect

appropr-Iat

feat for the item he is salvaging. is destroyed adds These before

one day, the item

the XP it look to create points gaining of a his next level.


II n

the item to his craft reserve.

..2. If the item the artificer's artlncer's ar tificer caster ma.king

duplicates

are lost jf the a rt ifice r does art ificer wants that

level as its caster level. Costs are always level or the a 3rd-leve.l cost for caster deals checks not

dererrn ined using the item's m.in.imum


actual level (if it is higher). a scroll can make

For example,

retain

the essence Origiit required

wand of summon

monster

IV

has 20 charges.

ofjireba/l,

the minimum

nally created 840 XP when charge. remaining ~raft reserve. The

(like all wands) initially artificer charges, made, He puts

with 50 charges,

level for fir~bQII is 5th.

He pays the normal actual

or 16.8 XP (840 .;- 50) per the XP From the 335 XP (16.8 X 20) inro his (Su): At 6th level, an artifeal be knows He must have item wand).

such a scro \l with a caste,' leve 1 of 5 th 5 X 3 X 12.5 15 XP. But the scroll's it produces a weak and

is able to recover

~ 187 gp and 5 sp. plus level is only 3rd, only 3d6 points An a rt ificer to emulate e rnulate and race, using skill item creation spell he stores

fireball

that

of damage, can also make requirements, the normal Use Magic Device including however, He must the minimum wand, items, or scroll. spel] prerequiall artificer
to

Metan"lagic ficer gains to a spell he is using. from alignment Hecan including the caster trigger Using

Spell Trigger
to

the ability item

apply a metamagic

nonspell

(genel'allya

DCs for ibe skill. meet

the appropriate

item creation this ability

Feat for the spell trigger expends additional of effective quicken (4 additional 3 charges, The

or feal requirements, feat prerequisites. including in a potion, infusions magic a wand An

charges spell levels

the item equal For example, the spell by spending artificer item

to the number an art iftcer-can 5 charges by spending 2 charges.

level prerequisite, An ar tificer's sites for creating must still employ

level to cast a

the meta magic feat would from a wand by spending

add to a spell. a spell or trigger item, when using such a as cha rges, At cast cha rges).

do not meet

For example, even though gains

empower silently An no benefn spell

it

the Use Magic Device skill

emulate

the

Still Spell feat confers abUity have

light spell
Bonus available Item

to create list. Feat,

oflight,

light

appears creation

when applied cannot that

to a spell trigger use this does not

on his infusion

artificer

every item Scroll and

trigger Metarnagic

feat a s a bon us feat at or near the level at which to spel'lcasters. level, Craft He gels Scribe at 2nd level, Arms Magic feat at l st level. Brew Potion at 3rd level, Craft

it becomes as a bonus at 5th

pr'!)'er bEads,
Spell Completion item item The the (Su): (generally 11th level. feat he He an artificer knows gains the ability completion he is using. applying to apply a meta magic creation

Craft Wondrous Armor

toa spell

a scroll),

Wand at 7th level, Craft Ring (8th, art ificer gains feats, Gonstruct Artisan,

Rod at 9 th level, era ft at 14th leveL


II

must have the appropriate completion Device spell), a scroll number Skill 10 when for item check is equal example,

feat for the spell level of the Spell feat to ability can take
II

Staff at 12th level. and Forge In addirlonvan

DC for the Use Magic Empower

bonus 12th.

feat at 4th level l Sth, and 20th), must choose a list: Attune Extraordi-

to 20 + (3 X the modified a 7th-level effect.

and every four levels thereafter


For each of these bonus metam.agiC Magic page 303), feat or
II

the artificer [he following Extra

of cone c{co/d, creating of times makiuga pel' day equal Spe llcraft

has a DC

feat from

of 20 + (3 X 7), or 41. An artificer Mastery: At 13th level,

can use this an artificer

Weapon,

Craft

(see the Mon.terManual, Rings, Wand Master y.

t03 + his Int modifier. Device check,

Exceptional

nary Arrisan,

Lege.ndaryArtisa.n,

or Use Magic

even if stress and distract ions would normally prevent him from doi ng sc. Th is ability ci rcumve nt the normal rule that a c.ha r-acter may not take 10 on a, Use Magic Device check

Options; A number of the addit.ional options in this book make good choices for an artificer. Fwt.:Auune Magic Weapon. Bind Elemental, Except ional Ar-ttsan , Extr a Rings. Exrraord inary Art isan , Legendary Art! an. Wand Mastery. ArtiAcer Starting Gold: A lsi-level aTtificer begins play with 5d4 X 10 gp (average 125 gp).
Artificer

GNOME ARTifICER STARTING PA.CKA.GE


tudded leather (t-3AC. speed 20 ft .. 10 lb.). Weapons: Morn.ingstar (I d6. cr-it x2. 31b .. bludgeoning and piercing). Light crossbow (Jd6, cr it 19-20/X2. I'ange inc. 80 fr., 2 Ib .. piercing). Dagger (ld3, cr it 19-20/x2, range inc. 10 ft .• 1121b .. pierCing). Skill Selection: Pick a number of skills equal to '" +
ArDIOl';

displaced warforged seeking a life after the war. Thnndred called him "Azrn ," a word meaning someth.iag akin to "soul" that the dwarf di covered in. an ancientXe:n'drik text. Late!', the pair joined forces with an elf ranger and a shifter I'ogue, and now the tour companions have become known as adventurers of 'renown throughout the southern coast, Thondred, an expert at disabling traps and ancient magic devices. purportedly defeated the Chamber of a Thousand Perils. This entry to an extensive network of ruins hidden deep within the Xen'ruik jungJes has long been a deadly challenge to explorers and adventurers. and many have risked injury and death in attempts io pass its defenses. The legend says that Thond.red nOI only su rvived his visit 10 the Chamber-he made his way through it to reach the ruins beyond. The dwarf artificer carries a wide an'ay of potions. wands, and scrolls for every occasion. As impressive as his ar-ca n e mastery is. he may be even better versed 1 n history and secret knowledge relating to the mysteries ofXen·drik.

inr modifier.

BA.RBARIA.N
Despite the advanced civtl.ization that dominates Khorvai re, barbarians live in eve ral places both on that continent and in nearby lands. Human. ore, and half-ore barbarians emerge from t h e Shadow Marches and Demon Wastes. Halning barbarians ride the Tale nra Plains. Human. half-elf. and sh i F e r barbarians fill the Eldeen Reaches. though i olared gl'oups of elf. dwarf. and even gnome barbar ians live there as well. Darguun harbors some bugbear barbar-iaus. and Droaam is home to barbarians of other monstrous species. Some of the wilder warfcrged that roam the Mour nland take up the barbarian class as well. Beyond Khorvaire. tribes of human barbarians live on the northern shore of Argonnessen and tbe nearby island of ere n, serving the dragons tbcy revere. Finally, stor-ies abound of children stranded in Xen'drik and raised by wrld beasts or savage humanoids, giving rise LO another source for barbarian characters. Barbarian Options: The new rules in this book include some interesting options for barbar-ians. Feats: Dragon Rage. Dragon Totem, Extend Rage, Raging Luck. Presllge Classes: Warforged juggernaut. wer-etouc he d master.

sun
Con"entr~!ion Di ..able Device Open Lock Search Spellc.rafl

RaMS
4 4

Ability Con Jm
Dell' Int

AnDor

Che .k Penalty

44-

42 4

Im
Wis

Spot
Use Magic Device

Cha

Feat: Magical Affinity.

Feat: Scribe Scroll. Backpack with wate rsk in, one day's trail rat ions, bedroll, sack. and £lint and steel. Scroll of detect magIc. scroll of sleep. Case corua in ing 10 crossbow bolts. Gold: Id4 gpo
Bonns Gear:

THONDRED

THE ARTifICER

The slolle portal ahead slid fimed. CUHlng off the sliver oJlighHhat marked the onlY visible meons of escape. For the exhausted heroes, their resources Qlmast completelY depleted. it seemed thai/hI> was finallY the end of the jQllm~}. LuckiJy. Thondred tJrought. an m·tiflcer ulwl!)Is has a conringen9' plan. The dwoifpulled Q wand from Q holder on his hip and unleashed the magic thai he had caged within It. With the warforged named Azm at his side and a belt pouch full ormagic items, Thondred explores the ruins ofXen'd rik and braves the c.hallenges of the continent of secrers, A 6th-level. dwarf artificer. Thondred was born and raised in Sharn. where he worked fa I' House Cann it h during the Last War. using his ski l.ls and talents in the wa1'forged product len enclave. He lost his job when the Treaty of Thronehold outlawed the creation of new warforged. Once the shock cleared and Thondred came to terms with his dismissal from the house, he met up with a

CORRA.SH THE BA.RBARIA.N


The iluE" bugbeo"enJarcer leaned close. and Corro.,h .truggled nat togag 01 the monster's fetid b'·calh. "Where areyo~,· threats now, !i'!.l one? ,. the bugbear sneered. "Where areYOlJr boasts and war cries?" The haljling barbclrI()I1 te5ted the rapes binding him to tile pillar, but thry were strong oQd hght around hl.'ichest and arms. The bugbear drew a wicked dagger from his belt. "You shollid never have in teifered will, the Bandit Lord's business." the bugbear so id. mak,ng a narrow cut across CorrV5h's forehead. "And you should flODe thought to Ilccount for fl!)1 campanian beast." Corrash smiled, ignoring the blood dripping dow,! his face.

The h alJ1mg mode 0 sou nd timf was nigh-pit~ned roar erupted from Ihe answer him in relurn. .~ dinc1sour?" the hug/,,!(lr asked "M y dinosaur," Cot'rasn replred.

part grawl, pari whistle. OJld (I ~hadOW$ behind Ihe bugbeor to with a fearful gulp. as the rending and teanng began.

MUSIC OF CREA.TION
Bards have a unique way of tapping In t o the magic th at pervades Eberron. thl'ol.lgh music. Some bards claim that the Dragon Above ang the world into being at the dawn of time. and that their music i an echo of that powerful tune of crea tion. Reflecting th is con nection tc the forces of creation. bard have access to a number of feats t haL extend the power of their bardlc music. A bard can take these feats any time she would normally gain a Iear, or can choose one of them as a bonus feat instead of gaining a new form of bardic music at 3rd. 6th. 9th, l2th. 15th. or 18th level. 'These bard feats are Haunting Melody, Mus ic of Growth. Music of Making, Song of the Hearl. and Soothe the Beast.

An accomplished dinosaur rjde:r from the Talerua Pia; us,


Corra.J;h the 4th-level halOing barbarian adventurer has brought hi "u nc.ivil ieed" way to rhe vel' center of Khorvaire society. After his father dishonored himself by fleeing from a battle againsl Karrnath i t.TOOpS dW'ing t.he Last. War, Cor-rash left the Talenra Plains to prove hlmsel f to the rest of his clan. He has taken up a life ofadventur ing with a group of other outcasts-a half-elf cleric. a human sorcerer. and a kalashrar ps ion=-and currently operates within Sham. Cor-rash and his band often wind up tak.ingjobs or pu:rsu ing quests that are over thei r heads. Though they have had success in these a reas, Lhey have also suffered setbacks and injuries along the way. The haWing hopes to omeday flnd a patron for hi band. someone to Fund their exploits so Ihey can spend more time adventuring and less lime seeking the resources they need to keep them on rhe job. Cor rash maintains a connection to Ids homeland through [he clot.he he wears and t he weapon s he wields, but his most beloved memory of t he windswept plains is his compa nion b east , the fast ieth di no sau.r Razoreye. The Fast.ieth is sometimes the object of vile looks in the Cily of Towers. but Cor r ash wouldn't have it any
ot her

VANIRA. THE BARD


Some/h ingprowled the forest thot surround~d the uillage. all unnatural presence thaI seared the air and made onimolsjlee in moria/le,·ror. Vanira strummed the strmgs of her lute. calling fortll a mng of protectron. The meloefy surrounded her like a SUI~ of enchanted armor. and sne hoped it would be enougn luhen the presence revealed itself. SuddenJy the forest around her darkened. CIS though 0 shadow moued ccross the SUIl. She maintained the me/orb. uorall.(.ingtlle tune so thaI her hands were free 10 operate her {fossbow. The darkness struck like U I1Mp. slicing through her defenses and filling her with a foar un/ike o'}Ylhing she had ever experienced before. "Demon." she whispmd. tryingto k'eep HIe fear from paroJy~rng her. "'There\; a demon loose in Ihe Reaches." A well-known ch ron icle r with a haunting "Voice and an ability to track down stories of epic proportion. the 9th-level gnome bard Vanira grew up in Korranberg. Zila rgo's bust.ling capit.al city. Si nee taking up the mantle of bard. she h as traveled the Five Nat.ions to bring stories of news and wonder to her readers at the Korranberg Chronic/IZ-lhe independent sou.rce of information distributed hroughout central Khorval re thai became famous for its accounts of the Last War and put the job of chronicler on th.e map. Recently. Van ira took up the company of t he druid Janar and his wolf companion. OI·U. These adventurers haunt the Eldeen Reaches, defending small farms from the Ashbound and occasionally collaborating \ ith groups of Greensingers and their fey allies to keep the Reacb.es safe.and secure. Va.nira believes that there is 3 story waiting LO be told in the Reaches, and she ha teamed lip with [he druid (0 find it ,

way.

The more time Cort'ash spends away from the Talenta Plai ns. the less he wants to go back. He enjoys the comforts and oppor tun.ities available in Sharn-especially the chance to swing his batt leaxe in glodous combat.

BA.RD
Bards usually don't end up as wandering minstrels or street perfor-mers=any expert with it Perform skill can fill that role. Instead. some bards use t he i r m.agical abilh ies to unearth an dent lore. while others use their interpersonal skills and bardic music to advance their careers a pies, ambassadors. diplomats. and chroniclers. As such, bards find employ as adventurers. as well as in governments and among the mercantile houses. ZiJargo produces a large number of bards. since the gnomes' love of knowledge make them particularly well suited to this class. l n other areas, bards appear most often in the large cities and towns throughout Breland. Karrnath, T'h ra ne , and (particularly) Aundair. Bards with wilder ties are found in the Eldeen Reaches, part ic ularly among the druid sect of the Creensingers. Bard Options: The bards of Eberron can custorn ize thei,r' bar-die music abil iries by means of feats, and they have a couple of appropriate preSt ige class options. Feats: Education. Extra Muaic. Haunting Melody. Music of Growth. Music of Makhlg, Song of the Hearl. Soothe the Beast. Prestige Closses: Extreme explorer, master inquisitive.

CLERIC
Clerics are the knights of the churches of Khorval re, trained in warfare and blessed wit h d.iv.ine power. They fight for the causes of thei I' religions. serving at the commane! of a h.igher authority. Most temples are staffed by acolytes who can wield divine magic but do not nave the 5gh t ing prowess of clerics. Clerics are I be champions and defendel's of the faith. Other cleric across Eber ron serve no church and claim no allegiance to any deity. They recognize the power

They

of the deities. but nOL their authority over monallife. hold principles of alignment or other abstract ideals higher than the deities who claim these ideals
in their the portfolios. spiritua il through and
to

You but remnants

may also

decide

that Above.

your Select

cler-ic has from the

no deity spiritual that

in tead

channels

di irie power

of the Dragon

two domains

and

they

draw in

divine wor.ld

powel' instead are

from of usu-

pervasive

I force

the

chan neling ally outcasts

de.it ies, These

clerics

is impossible u.nort.hodox
Cleric for clerics

loners, but the reality of the i 1" power deny. and it lends credence to their theology. Options: The mo t important new options campaign are the selection of new domains" Except ional Legendary Artisan. of

reflect the cleric's spir-itual inclination and .abiltries. The restriction on align=ent domains still applies. Following a Pantheon: Clerics I'l)ay choose to devote themselves to the entire pantheon of the Sovereign Host (or the Dark Six) rather th a n choosing 11 single patron deity from the group. These cler-ics may choo e their wo domains from among aU the domains
offered can only

in an EBERRON

by aU
select that

the

deities

of

the

pantheon.

cler-ic

chu rches and dc ities, wir h an anay

an alignment

domain

if his alignment

Feeis: Attune
Artisan. Extra

Magic Weapon. Rings.

Ecclesiarch,

m arches

domain.

Extraordinary

A rt i an. Spontaneous Casu ng. Prestige Class: Exorcist of the Si lver flame.

CLERICS AND CORRUPTION


A cleric's tant than status within her bel" church is usually more imporneed relationship to her deity, who is-at a cler-ic's

CLERICS A.ND DEITIES


Eberr-on whether
is not blessed the deities a
t hei

distant pall·on. Therefore.


thai walk Indeed.
tOI'.

align rneru

best-a not

(or cursed)
t ru

with deities
divine

remain

wit h i.n one step of her deny's alignment. can cast spells may wit h a Dy al ign merit descr ipis an evil act. and

the Land and lake an active role iri mor-tal affairs. even

A cleric

ly grant

spellcast.ing

ability

r clerics remains and presented

an open

quest ion , since

even corrupl Deity,


t he

cler lcs can cast spells. DOIllains, DOD1ain in the p e.l.ls ,

In

place

II good c lerbegin to change if she repeatedly casts such spel Is. but rhe deitie of Eberron do riot prevent their cler-ics from casting spell opposed to their

Ca t i ng an evil spell

ic's alignment

sample deities
must

cleric

elect a church

Pltryer', Handboo~·. a or deity from rhose tnd icat ed


table. The de ii.ies are more this
I"

alignments. Chaotic.

This

rule

supersedes

the

information

in

on the Clerics

and Chu rches

fully
I able

desce ibed beginn


t

ing on page 67. Additionally.


domains are detailed

men t ions dom a ins thaI do not a ppea


he se new

i 11 the Player'j in Chapter

Handbook; 5: Magic.

Evil. Good, and Lawful Spells on page 33 of the PI1!)'er', Handbook. A cleric who violates the tenets of her chu rch or de it y might risk punishment at the hands of the church (though not necessarily, particularly in regions where the church is very corrupt). but risks no loss of spells Or class features

CLERICS AND CHURCHES


De.ity/Chur"h Cburch The of the Si lver flame o"ereign Aur-ecn, Bolclrei.
HOSI ~

Align;m.enl Lawfu]. good Neutral good Lawful neutral NeuLI'3.l

Dom.ains Exordsm', Good. Lllw, Protection

Arawaf , God of Agticuhure God of La", and Knowledge


II

Good, Li fe'. Plant, Wealhu' Knowledge, Air, Animal.

Law. MagiC
E.nth

BlI Hoor. Cod or Beasrs

n d the Hunt and Hearth at Arms

God of Community

Lawful good
Lawful good Chaoti« good eurral eurra] good
I

Commun ny'. Good. Law, Protecrlon Cood. Law. Sun. , a r Chaos. Good. Strength. Charm', Feast' Commerce'. Good. Healing. Wax Travel Luck

Dol Ar rah, God of Honer and Silcrifrce

Dol Dor n, Cod of Strength


Kol Korran, Olladra. Onarar, The Dark Six1 The Devourer

God of Trade and Wealth

God of Feast and Good Fortune God of Artifice and the Forge

eutraJ good

Art ifice", Fire, Good Destruction. Evil, Water. Wealher'


I

Neuu-al evil Neutral evi I Neutral' Neutral


evi l

The Fury The Keeper


The Mockery The Shadow

Evi]. Madness', Passion Death. De",,),1. EviL Destrucuon. Chaos. Arltfice', Death. Dragon

evil

Chaotic evil Chaotic neutral Lawful evil Below Neutral evil Lawful neutral eurral good 5 for details. rather than cl100sing

Evil. Trickery. War Evil. Magic. Sh.adovt


Chaos. Travel, Trickery EVil.

The Traveler
The Blood of Vol The Cults of he Dragon The Path
0

La"'.

Nel'.romancer'
S'

Light see Chapter

Evil. Madne Law. Medttauon". Protecrlon


Below', Earrh, Deet hless', Good. Protection

The Undying Court I New domain; 2 A clerk can be devoted to the entire pantheon

a single deil)' from the group.

and need not alone. Thls rule upensedes the information undel' Ex-Clerics on page 33 ef the Pll!Jer's Handbook,

KUDUTH THE CLERIC


The half-elf moved through the lower corridor ~ilen! as (I bree~e. She ~ad filll)um that the Bandi! Lord would nat take itindJy to having hrs plans thwarted, bul neither she nor Corrash could abide those who prryed on the weak and helpless. So thry hod rescued tht qyre refugees, dispalcn£d six of the BonditLard's thu~. and costlhe despicable ogre a5mallf0rlun~ in preWar gold. Kuduth smiled to herselj, 'm(l~ni"g the ogrl's I'xpre.mon wi,en he discovered that thl' refugees had been 1'1 free, But the two adventurer neuer Imagined that the Bandit Lord would declare a bounty on Corrash Ilead, or that Corrash would be stupid enough to blunder into the trap sel the ogre:' enforcm. Kuduth paused. peering in/a the darkness ahfad. 'Tao marry shadows for my ias/e," tIle half-elf deCided. bringing her haJj rymballo bear and callingforlh the power of her gad, "Dol Arran ,your fari/fui clerIC prqysJor_vour light/o banish the dorkness." The hojy !Jmbol burst inlo ligh f. glOWing like Ihe sun, and the alcoves ah~ad w~re revealed-os were In e koboldl. tempororr!J blinded ~ Dol Arran', Ilglrt. standing with in them. "lil1he La& of Sun and Battle." Kuduth shouled as she drew her mace. "lei us dance!"
~1

A 4th-level half-elf cleric of the Sovereign Host, Kuduth i a worldly and soph isticated female from Kar r nat h. Ski lled in diplomacy and well versed til the history of Khorvai re, Kudulh hated everything about the Last Wal'. Not that she has anyrhi ng against honorable and necessa ry combat; she just has no toler-ance for II war that she believes sprang from pr-ide and stupidity. The cleric refused to become a part of he civil war, and instead fled to Q'bana whi.lethe battles raged in her homeland, In Q'barra. Kuduth mel Cor-rash, a halfling bal'b3l'ian. and the two of them became adventuring companions and fast friends. The pail' has traveled across the continent i n search of action and adventure. eventually reach ing Shar n , the City of Towers. In Sham. [hey joined forces with LWO other adventurers to investigate trouble in the Mournland-trouble that might have to do with the Blood of VoL. a cult that inlrigues Kuduth greatly. Among tbe deities of the Sovereign Host, Kuduth feels most strongly drawn to Dol Ar ra h, Like her patron, Kudurh has a sunny disposition and seeks to do a much good in the world as he can. When angel' overtakes her, however . she becomes a fearsome war-r-ior, and foes quail before her wrath,

The invasion Y, araak foretold occurred seven thouand years later, when mind flayers and their daelkyr overlords from the pJane ofXoriat stepped through planar gateways and launched an overwhelm ing attack on the hobgoblin Empire of Dh akaa n. Because they had ke pi Vvaraaks reach i ngs alive, the ore d ru ids were able to seal the planar gateways. sui king the decisive blow in the war againsl the invaders. Not all druids in Khorvaire are aware of this ancient and illustri.ous history, and few actually recall the central cosmological teachings that enabled the druids of old to act as Gatekeepers. policing the boundar-ies between the planes. These few. however, still pass on Vvaraak's teachings. trusting that futw'e generations faced with a similar th rea! from beyond Eben'on are prepared to deal with it as their spiritual ancestors did in millennia past. Most druids come from the Eldeen Reaches, where their an imistic religion is the dominant faith. Ot hers are found anywhere that nature's spirit is strong, from t he craggy mountains th at house the Mror Holds to the fetid swamps of the Shadow Marches. Some druids from the Eldeen Reaches espouse radical phflosoph ie hal oppose the u e of "unnatural" magic and condemn the building of settlements. osi druids a re more rnode rale in their beliefs about the propel' balance of nature, magic. and civ i liznt io n, Druid Options: New options for druid characters in an ESERRON campaign reflect the practice of adopting magical beasts as totems (the Beast Totem, Beast Shape. and Totem Companion feats), item creation feats useful to any spel lcaster, and the trainingofthe various druid sect of the Eldeen Reaches (the Ashbound, Child of Winter. Gatekeeper Initiate, Greensinger Initiate, and Warden Initiate feats). Feats: Aahbound, At une Magic Weapon. Beast Shape. Beast Torem, Child of Winrer, Exceptional Artisan, Extra Rings, Extraordinary Artisan. Gatekeeper Initiate. Greensinger Initiate. Legendary Artisan. Repel Aberration, Spontaneous Casting, Totem Companion, Verm in Gompanion, Vermin Shape. Warden Initiate. Prestige Clum Werelouched master.

ANIMA.L COMPANIONS
Druid and I'anger characters may choose one of the new animals detailed i.n Chapter 11: Monsters as an animal companion. A character' choice of companion is constrained by his region of origin: He must choose a companion that occurs naturally in t h is region. as indicated in I he following list. ("Aquatic" is defined as a region for th is purpose; animals mentioned in that por-tion or the list are available only to a character who lives in an aquatic environ men t.) Many animal companions do not become available until a druid's level (or effective druid level. in the case of a ranger) is 41h or nigher" When dererrn ining the special powers of such a companion. use the level adjustments given in Alter-native Animal Companions on page 36 ofthePl£!ws Handbook, -3 for companions that become available at 4th level or higher. -6 for those that become available at 7Lh level or higher'. and so forth.

DRUID
The history of the druids in Eberron stretches back sixteen thousand years, to a time when orcs and goblinoids ruJed the continent of Khorva ire. At thar ti.me, a black dragon named Vvaraak, a great student of astrology, cosmology, and the draconic Prophecy. foretold a planar invasion of tremendou.s magnitude. Knowing that the humanoids would have to repel this invasion on their own. she taught the ril'St OI'C druids about the bond among the three dragons oflegend. bow to tap into their power, and how they might seal the gate between the planes the next time one opened.

A druid animal magebred ambivalent

Or

ranger

may never

acquire

a magebred rangers are some consider

Khyber (t1\e underwoTJd):


(Small viper);
OT

as a companion. toward animals

MOSl druids.

arid

Medium

viper); 4th-dire

such creatures, to be corruptions

while

weasei.isnake (constrictor
lOth-snake Lh.aUlar Principalities bear,

Ist+badger. dire rat, make badger, dire bat, dire or LfU"geviper); 7th-snake (Huge
13th-dire bear. wolveri ne , tiger: 101h01'

of natu-re.

(giant constriGlol,);

Animal Companions by Region


Adar or Riedra: 1st-badge,',
01"

Frostfell:. l st-vdir-e r-at,


i re weasel, lig,e_r. viper), wolf; hzard. dire snake wolf,

dog, eagle, b awk ,owl.


rat, dog,

wolf, 4lh-d
bear:

camel. Medium

d ire

7th-brown polar bear:

dire wolf, dire wolverine, 16th-dire

eagle. hawk, owl. snake (Small


black bear, boar, cheetah, tor l iz a I'd, snake ape, dire boar. 10th-dire J6Lh-dire owl, snake
v

viper): 4th-ape. 7th-d ire bear; hawk. crocoor Large

13th.-dire

dire badger,

dire weasel, moni-

Q:ba r ra. 1st-badger,


4th-boar, dire badgcr, viper):

dire rat, dog, eagle, hawk, horse dire weasel, monitcr

(constrictor

or La rge viper);

(Hghl or heavy), owl, snake (Small or Medium

lion, rhinoceros,

snake (Huge viper), dger; 13th-dire eagle,

lion, sn ake (gianl constrictor): liger. lst-bahoon, (Small monitor lizard. dire

(consn-tctor- or Large
sna ke (Huge Talenta (dinosaur)'. (Huge viper); Valenar: or Valenar 4lh-boar, viper);

viper);

7th-dll,e

boar,

lOt h-ma

ke (gi a nl const ric tor). viper): 4th-dawfoot 7th-snake

Aerenal: dile, leopard. tigel'l

rat, dog.

Flaw,

lst=badger, eagle, fasrieth (dinosau r)t,


snake (giant (Large viper):

0" Medium

viper):

4th-ape,

hawk, owl. snake (Smail or Medium dire badger. 10th-snake lst-badger,

sn a ke (cons!rictor

iper): 7th-giant 10th-snake tiger.

crocodile. (giant

dire ape, make (Huge viper),

constrictor). or Medium. viper), (constrictor or

constr-ictor).
Medium whale;

13th-elephant; shark. squid; 4lhshark,

eagle, hawk. horse (light. heavy,

16lb.-dire

rid] ng\), owl. snake (Small crocodile, 7t.b.-giant crocodile.

Aquatic:
OCLOpUS,

lst-+porpoise.
shark, orca Ser-e.n., (Small

dire badger .. snake

La rge sha rk: 7th-elasmosau Huge gia nt sq uicl. Argon.n.essenor hawk. cheetah. stricter owl, snake

r us (dinosaur);

lOt h-giant

Large viper); Xen'drik:

dire boar, snake (Huge

16th-tilTe

10lh-snake

(gia n t coristr icror), lse=dire "at, eagle, hawk, owl, snake (Small
4th-ape, crocodile,
Or

l st=-came]. monitor

dire rat, eagle, 4th-ape. snake (con~ rh.inoce ros,

01"Medium

viper);

dire bat, leopard, La rge viper); 16th-dire 7t b10thtiger, u/

or Med ium viper): lizard. 7th-dire 10th-snake tiger. Reaehes, boar, tiger; ape, lion,

mon it or lizard, giant crocodile. swordtootb triceratops

snake

(conslTiClOr

dire weasel. leopard, or Large viper); 16th-dire

d ir e ape. snake (Huge viper). tiger: 13th-elephant; (dinosaur), 11.

sn ake (gi3 nt constrictor); (d in053u1·). detailed

snake (Huge vipel'). tiger: 13lh-elephaQ!; badger, Au.nda i r-, Cyre. owl. wolf: 4th-black weasel. horrid horrid 16t h-d badgerl, ire tiger,

(giant consir.ietor). or Thrane: dire badger, 13th-dire 1st-badger. Isldire bear; dire

titan/tyrannosaurus in Chapter

rhreebor

Eldeen

I Animal

dire rat, dog, eagle. hawk, horse bear, bison, weasel", I'at!; 7Lh-brown horrid hor-r id be arJ . or Zilargo: dog, eagle, hawk, horse or Medium rat'.

(1 ighl or heavy),

JANAR THE DRUID


Orugrowled uIlensi!J, ~Ild [anor reached down 10 s~rak~ beh,,\ d Ihe grea I wolf's ear. "1 feel il, loa, n9' Jnend," lhe half-arc druM SQid, rwliv ng that il mlghl n 01 ho~e been such a goad Idea 10 splil the grQUp for til IS particular palr-ol. The fare.1 ,,·eatures all aroufi J hllll seemed frighlened to a degree Iii a! he had never felt before. and Iha f mean I that somethmg unna tu r-al and lerrib!J fuil was laase in the Reaches. 'W~ need tofind Voniraand Ineolhm, "Janar told Ihe waif. "l Ihin~' we can caver more ground if 1join you, Oru." With tho I. the dru,d called forth It is wild shape. i",lont!J Iraniformlng h,m,elf into a dire wolf Orll miffed Janar's waif shope in gnellng. (md then lei aul an impat ien! bark. [onar howled inagreemenl. Thry had 10 find Ihe resl of the group before whal~uer was out there found them. The uwlf and Ihe dire wolf ran deeper into the forest, malch ing each ather stride for 1trlde as thry Jaught to keep Ihe steodiJy growing 5en.l€ of danger from overwhelming them.
Often descr-ibed Janar as down-to-earth, grew up in the animal

bear, dire boar. dire wolf,

Br e la nd , Darguun, rat, dog, riding owl, snake (Small crocodile. (constrictor snake (giant Demon make
01'

(Jight or heavy), black bea r. 1izard, snake horrid bear',

"ipeT); 4th-ape, monitor ape'. bear.

dire badger, horrid or La"ge viper):

viper);7Lh-giant

crocod ill', dire

ape. snake (Huge

IOlh-horrid
l3lh-dil'e rat, viper),

constrictor), Wastes, or Medium

1st-dire

eagle (vulture),owl, wolf; 4th-bJ~ck bear, dire bear. boar ..

(Small

boa r. due la.rge wolf. dire

bat, dire wease dire

I, hor-r

id ral\ , snake (consn-Ietor ba.I', horrid honid.


01'

viper'), wolverine; wolver-ine. tiger: 16th-di

7th-brown horrid 10th-snake

weasel.'.

snake (Huge viper), 13th-d eagle, rat'. ire bear; Droaam black bear, monitor 7Lh-giant iOth-snake Kar.rnath

<giant corast.r ictor}, bear'. dire rat, 4thhorrid viper), viper): viper); weasel, or Large bear. dire rat, dog, 7lh-brown l Sth=di re

"'~liger. Marches: (Small dire

the 9th-lcve!
Shadow companion. There Marches.

halfHe young

or Shadow crocodile, lizard, (giant

1st-badger. Medium dire

OTC

druid

hawk, owl, snake

ea r ned fame in his vi llage while he was still quite by laminga journeyed bard, wild wolf-his

badger,

Oru. Wan-

snake

(constrictor 13th-dire lst-badger,

derlusi struck

him in his teenage

years,. and be and Oru he met a gnome Friendship develas she looks

c rocod ile, hor L'id ba dge-.J, SQ.a (Huge ke consrrtcror), Holds: (light or Mror

to the Eldeen Reaches,

the chronicler

Varur a, and their

oped quickly.

They t rave] the Eldeeo Reaches and he seeks to protect dangers. of an ancient

eagle, hawk. horse

or heavy), owl, wolf: 4th-black tiger;

for tales to chronicle wovld -from supernatural Jana r follows that predates human

the natural
tradition a tradition

bear. boar, dire badger. dire weasel, wolverine; bear. dire boar. dire wolf. dire wolverine, bear; 16tb-dire tiger.

rumors

druid

civilization

on Khcrva.ire,

that m4!;11lbe related to the orcs. Intl'igued connection between

by

this possible so that

Thondred
II fortune

convinced

the compa ny thst Lhey could ear n

his arc heritage


into their secrets.

and his: vocation. Janar Gatekeepers

bre",pkh·i.ng

the secret continent had spent to i.n search irnents.

of'Xeu'dr+k=a
in the past he exploits of knowledge Their

seeks to Jearn more' about the myster-ious he can be inirlated

place where Thondred and always hoped could apply


10

a little lime

to return

his

areificer-exper than
II

fIGHTER
fighters veterans, survive extensively acquired Knights

in Xen' d rik have brought great of combat-oriented Last War produced roles in the of and to leadthey Other ered attach Xeri'dr-ik ancient warforged , The a number wealth and more Azm, can embed ancient magic items like now a 6th-level items

Azm and his fellow adven Inrers bit of notoriety. has learned that seem that he to in body. He has also discovdeSigned that existed suggests these fighter,

fill a number from simple


in the trenches trained during ofThrane. nghters

world of Eber-ron

inhis frame,

grunts

who lear ned

Longht
front

in Xen'drik the modern

along the Karrn

ath-Cyre

to his immense in the ancient constr fighter.

a discovery warforged

commandos the war

and warba nd squad

t h ar something

ers. All of these

seek ways to use the

skill.s

past. Learning

more about

in this new

age of peace. or-der,


8

ucts has become

an obsession

for the mighty

b.ghters might serve as part of a. chivalric or mercantile house guardian force.

such as the city watch

or have come up th rough

Fighter Options: Fighters in an EB.ERRON campaign stand to ga in the grealest benefit by choosing feats that granL them new uses for their action points in combat, A new prestige class is well suited fa., wuforged -fighters. Feats, Act ion Bo.est. Action SU1'ge, Greater Powerful
Charge. Pursue. Heroic Spirit, Powerful Charge, Precise SWing.

MONK
Monks plative
3.

in Eberron

are an unusual martial apart artists. from

rnixtu re of conremThey are called ill which

scholars

and

to
Lhey

life of community presen'e church.

the world of history.

copy books, cause of their Monk

the annals

and practice

lh e skill s t hey need to defe nd rhe i r fa i th and Fight for the Options: Monks in Eberron have access derived to

Preslige Cla~l' Warforgedjuggernaut.

Thr portal opened onto a grwt stone staircase thaI descended even deeper inlo the ruins buried beneath Ihe secretconlinenlofXen' drik. h;m stepped ftmlJord. laking hi, plare at the head oj the marrhiJlg order. 'An!)'ou Sure the", areartifacls willliagfor us below?"the warforged (Joked Thandred, hi~arllficer wmpalllon. 't\.s sure 0.1' I am Ihol !lie suroived Ihe Chamber oj a Thousand Perils," Thandred replied. replaCing hi, luand into th brace 01 hiS'ide. "l do nol like il dawn here," Sarau th elf ranger said from behind them. "1mn not SUfI' Ihal 01.))' Ima)ure is worth angering thr ancienl spirits of this place. '. Azm shrugged."] dan 'I cari! who gets angry at me, as long as 1,an Ii it same-Ihing." Before Samu or Thandred could resume their usual ot:gument, Avn pau nded down the stairs, his powerfl1 I limbs of obsidian and sl~e1 striking each .rep like a hammer hlHlng an anllil. As much as he might try 10 de'!)l It. he WIU bui.llfar battle. {I was m hi. blood, so to spwk, though Thondred would be quick to painl oul tilOla lI!arfOf-ged didn't exacllY ha.7Je blood, He rounded the clwue of the stair and stvpped, not qt,ite lure what il was I Iolocked /tis !flory. TIt e crea t 11re reo red back and SC"'fen ed an angry ha '9', 'Ll spiked ten/ades slicing through .the air like barbed whips. Av" flexed hi. massive fingero, listen'ngfar the so ti'>.fyingpfFp ofthejain!; thollndicottd /Ie was rea&, und Ihe bottle began.
Crafted d-uring the -final years of the Last War by a rt i ficers by the Breland Brelbh troops along~ide

AZM THE fiGHTER

fellt~ representing their religious Training, Feats. Double Serpelll

un iq ue ngh ti ng styles

from

traditions.

Steel Strike,
Strike,

fleIl1ling

Strike.

Monastic

Whiding

Steel Slrlke.

MONKS AND CHURCHES


Most monks ereign
t

in Khorvaire Goad flaying Feats,

follow the religion Evil morrks

of the SovDo I DOTn. to with to Dol bonus options for

Host.

and ne ut ral monks worship at Ar-ms.

the Lord their Dorn

of Strength

are devoted

he Mockery, Bonus

their own ski n in identification or neutral Steel m.onks devoted Strike


10

disfigured

patron. Good Whirling as their

may choose
01'

feat at 2nd at those the Feat,

6th level. in addition

the normal

levels. They

must still meet all prerequisites

Evil monks devoted to the Mockery may choose ing Strike as their bonus options tion to the normal meet all prerequisites at those

Flerisstill

feat at 2nd or 6th level. in add.ilevels. They must

for the feat.

WARfORGISD MONKS
"When a warforged monk gains the wholeness damage

of bodyabtlhe has taken.

ity, he can use that abUity to repair of House Ca rrn it.h , Azrn was commissioned m i l.it.ia. For a year, Az rn fought

MONASTIC TRAINING
Several monastic traditions with skills in Ebenon combine the have rra i n.i ng of a monk class. The
II

a.ud ea rned great dist i nct ion -aL least, as great as any army would award to a warfcrged. After the war, the warforged went to Sha.m ill search
of his crea tor, t be d wa rf artificer gave Azm his name, advenrurers in lind
i he

that I ie outside

the rnorrk

Dhakaani dans

of DarguuIl.,

for example.

Thondred,

Tho nd red teamed

rna rual tradition of monk/rogues. and certa in monastic followers of the Silver Flame, mostly in Th rane. are
monk/pal The adi ns,

two put thei.I' skills to use as They eventually and fonned an adverr-

the

City of Towers.

Monast.ic Training
to

Feat, described

Oil page

57,

up with another lUTing company.

pair of adventurers

allows a monk multi classing

circumvent

the usual restrictions

against

to learn

one of these

rnon k t "ad it io n s. Any

monk

may choose

Monastic

Training

as her bonus

feat at at

Chu

rch

of

the

Silver

flame

can
1 he

fall

into

heresy

01'

even

1M, 2nd, or 6th level. in addition


those Ievels.

to the normal

options

Ildoptanevil bm a paladin almost

alignmen_t

and still retain

all his abilities,

rnust rise above

cor r-upt ion that plagues

KASHA THIS MONK


The twern wa, dark olld 5ma9>, jilled with the most droerse collection of beings fhat Kasho had 2v~r;eell ill alit place. Her adllEIl/uring "ompan'ion Thiera had warned her that thl' lIlorld au_tside their mOllastery was differen!, bul with each ntw dC!),she discovered 0 new difference Ihul added olle more c-rock to the foundation oJ her faith. She brushed aside such negali"1le thaughts and sti'f1med fa find her qua rry. II half-elf inqu ISltwe known as [orune. He was suppased to have some informalioll aboul the attack on her man as/ery. She wu Id endure this estabiishmen t of temptation long enough to have hr meeting. sire supposed. Kosho stepped O(TO,; Ihe crowded paor, making her w'!)' toward the booths nomr Ihe back. Sh~ remembered "eadillg .omewhrre thcrl inquisihves alw~s met theit clients in shodoll!J!places such ns this. B~fore $he wllid get very for, 0 lorge, strong half-a,', 111 grin_ryleo-Iher grobbed her !ry Ihe arm and ~Wllng her inlo his lap. "You'r~ /00 prel!J! 10 be 0 monk," the drunken half-ore lallghed. "How's nbouilleac/you somelhmg Hint's not In "'9' oJthos. rel'gion boob you're used lo?" Jio.llio sm iled to hide her nel"l/oumess. "How aboul not?" lhe laid, trying to sound brave. She spun ow!!)', avoiding Inc half-arc's lunginggrosp. $0 thol she WOlind up .tanding tal/wit ile the half- orc crruhed into () neor~ lobl.e. Siunned and UMurp e:racllY whot had just happened. Ihe half-arc I!!)' among the shallered wood and spilled goblets. "My faith teaches me more Iholl just Ihe spir,tual side of life ... Kosha said. and thell sh~ turned GWI9' 10 con'finue her senrell.
A native of Aundair.
the Silver months Flame,

ideals of he)' faith. fn a place such as Sharn, in particular, where tbe ebu rches are so rife with cor rupttor», paladins arise to every church bring justice action points to the people. Like fighten, paladins can use to enhance of them their abi Lity in combat, faciln ated two new prestige the Church Greater of the P",wer~ Powerful warforged with

and <:1ing to the highest

Paladf n Options, by
II

number one

of new feats. In addition, associated Action Smite.

classes,

Silver FLame, are appropriate

for paladins.

F~(J/;, Action
ful Charge, Charge. juggernaut. Pursue.

Boost, Silver

Surge,

Heroic.

Spirit,

Knight

Training,

Pr~stige Olasses; E"'orCUlt of the Silver Flame.

PALADIN MOUNTS
A hal'fling
warpony. paladin

From the Talenta


as a special

Plains mount,

calls a clawrather than a

foot dinosaur

to serve

CLawfOOL dinosaurs

are detailed

on page 279.

WARfORGED
When a warforged
to heal damage wounds. or damage

PALA.DINS
gains the ability by other
to

paladin

lay on hands his own and by b is as either

he can use this abtl ity to repair sustained as well as wound s sustained

constructs

com; Iructl ike beings, nonwarforged

companions,

Theabtlny
a s appropriate

functions
La

cu r ative or repa i r magic,

t he subject.

Kasha is a 2nd-level

human

monk. to

THIE:RA THE: PALADIN


Thiem strode
ecross the s~,bn"dge with pu'poseond

She has ~pent most of her Jjfe in a monasteI'Y a place that was not touched the monastery attackers.
II

dedicated

d?termmotion.

She

by the Last a few

ami Kusha were getling dose to discouering the identi.!J' of the enemy that

War. I rOD lcally, though, ago by unknown with Tb iera, Along tery, Kashs

was destroyed

paladin attached to t.he monasthe attack have foladventurers

was sent i.nto the world to investigate two young

on the rno n.ast er-y. The lowed a wild rra'il from

T'h ra ne , to the Sha.dow Marches. and most recently to Breland in search of a kalash ta r psych ic warrior who 5 upposedl y knows some th ing
to

Aundair

about until gusted The be


51

the enemy Young

that attacked

the monastery.

and idealistic,

Kasha

lived

a cloistered

life the

very recently. by the habits

She is mystified

by life outside

monastery. mystery ronger endure

awed by the soar i ng towers of the destruction but Thiera because to solve assures ofber her

of Shar n and disMarches. gnaws faith will they monastery

of rhe orcs of the Shadow that their bring

at her faith. must

of I he hardships
the my-stery

and challenges and

the enemy

to justice.

PALADIN
l ike clerics, are t he knights oftbe churches, most partie ularl y the C hurcb of the SHver Flame and, to a lesser
Paladins. extent, the churches
to

hod dest~'ed their monoslery. end the paladin cOllldn', wail to deliver the jUjtic~ oflhe Sillier Flame. TIie ellerb'lII'ltlol1lerns'lnol prouid~d light to Ihe far enil of IIIe bridge suddenJy went out, and the dar~'lIIghl ofSllam rushed in. Perhap,therewas nothing tof~a'. bu ( Thiera had never hM,d of sudt a failur~ at this level of Ihe c19. She dl"<!tll her sword. "No Ileedfo, us /0 fight. paladin." laid a high. healli!>' accented voice from the darkness ahead. "Go bock to ),our superiars. Tell them thaI we go'l what we were .>enlfor, and nu fur,ther 11I7rm will come 10 the fo ith or the fa Hhfu I. " Tlliero slminl'd to make out GI:Jthing ill/he darknl'5S ahead. She could see a number o!;hape-s. small ill ,i;:i. dOQked, with 1/" legs and hoofod jee! 01sam e kin d of an imal. Defi Ilitel>'no! !J u man. "Perhapsyo u should retu rn With me alld lell tl,£myourselues," iero said. reaching outwdit her paladin senses to detect euil among tile small humClI1I!.id~. She de/ermined tnS!' were not cuil. Sldl, thai didn't mllke them 0'9' less ola threo,/ to he.r, not t» men/ion the damage Clnd s uffer rng thy CIl ''''ed at the monllslery. "AllU.'·the liigh voice said, "th(lt will not be po.sible. We have work to do, and we'd pref~r to do thaI work. Without C/ monk and» paladin trailing around behind 11.>. Ifyou do nol heed my Ildllice, paladin, I mnllol be held

respon.;ible foryour continued safetY."


TIl ,ern drew hcm/f .10 lie" full height, She tOllJered auer tire small

crearur2S. "The Silw_r F1tlme p,·otectJ: me," she repll:ed.


TIre hlgh~p'lchedlJoke laughed. "Spoken like atrue belieuer. We have our own faith, girl, and II IS more ancient. mOr-l! powe1ul tlwnJour ;il11 little fire."

of DoJ Arrah and than

and

Boldrei.

Paladins of the

a recalled

a strict

exalted Ufe, and a-re mysdcaJ1y


even clerics. A cleric

held to a higller

standard

Thierc se! ber jam und raised


Jlk 'If

~er IOwaI'd.

"We'll see, dif1ler~ •..

see."
isa 2nd-level human paladin.

PsiONIC CLASSES
Psionic ch ar-acters. and including psicns , psychic primarily war-rtors. in Riedra sou lkrrives, wf lders, a re found

A nat.ive of Tb rane, Thien

She left her home as soon as she swore her paladin's oat h, accepting II pOJit as guard and champion of a small monastery in northern Aundair. Dudng ail the rime the Last War raged across Khorvaire. nothing ever Ih rcaten ed the secl uded mo nastery. Th iera's life was fil.led with contemplation, much like those of the monks she had sworn to prOtect. Afew monrbs
ago, however,
t he man astery.

and Adar amo:ng the Inspired and the kalashtar, where they fill many of the slime roles as wizards, sorcerers,
mOMS, and cler-ics.
PSjQnlC:l

If YOIl do not have access to the Expunded book, do notuse


Psionic ps iori ic characters Psionic Options: characters

HandUIfU-

in your game. in Eberron

an unknown Thtera

en.emy attacked

and destroyed in the battle; the monks w ith a man k who and

ally focuson Feats and prestige classes from the Expanded Psiom,s Handbook, though one new Feat is int reduced in th is
book as well.

was severel y wounded to protect

guilt consumes

her over he.r failure

Feat:

Strong

Mind.

and the monastery.

Iu an act of penance,
even younger than herself, attacked Kasha, the monastery

&he now journeys seeking

HALHARA.N THE PS10N


The inn 01 Firs! Tower was 0. pleasant enough estobhshmenl. II was Said to be the fir.1 tower euer built I'n the v,cin,!) of Shorn. bul ,ince he was still Ii dl!l"slUalkJrom the Ci!Jr of To IU6'$ , Halhuran a,rum~d thai Ih e legend was u.ed 10 garner more monry from the travelers passi ng through.
The k%.hlo( sui in a comer; .,:pping WD ler und Illolchingthe s"Ioll crowd. The people of th is 10nd were SI! different Jrom those of Adar Ilnd Ricdra, more robust, more basic, Thry intrigued "im. file Inn'l door swung open trW), lei ting a blosl of wind and rOin rush in. j\ large. doaked figur.e slepped inside. slamm.ing the door behind h ,m. Hal/,aran gal a J7ash oj danger from Ihe figure, bu t before he 'ou lei '$ololr>" and focus h is will, the slronger jumped around Ihe room, The kalasMar noliced thol others were 0150 h idelen wilhin cloaks, .illing scottered throughoutlhe room. Somel.hingwlll wrong here, Holho:ran thought.jusl as oj/ash afpain f!Xplod~d inside his mind. The po in's SOl/fCe was mernol! it belonged to someone in Ihe i,m'sguesl rooms, Tla] were ... f.dllingher! Hal/loran slarled 10 rise Just os Ihe new arriuoililrew bod hil hood. A hobgoblin? Here? "For Durgllu n I" the hobgoblin shouled as he slid a weapon Jmm under his doak. The olhu cloaked figures re~ealed tliemseloel as goblim and kobold" eoch shouting ,.For Dargr:mni" In turn, though OJ] e kobold seemed confused and cheered Jor Draao m imt~od. B~forF Holharan could act, a holf/ing barbarian-one of the in n5 patrons--{:horged l:nto Ihe goblin.lwifh wild obondon. The hobgoblin was mouing ru we/l,. coming up on (he Im!f/.ing's blind side. fuil must be deall wiln, na matter its source, Hatharo« mminde.d himself. and he leaped 10 place himself diredJy!n the hobgoblfn's pot-h. Hal har an. a 4lh-level kalashrar ps ion, grew up and rece ive d his psionic training in a monastic community
in t h.e mountains ing, he journeyed of Adar .. After re,
i h at er-upted

to determine the way Th.iera

and why. Their quest has led them

as far as the city of Shar n, and along

the young monk, .have become dose friends. Secure in her faith in the Silver Flame, Th iera's guilt Ih reatens 10 weaken her co nfidence in her own abilities.
She continually beneficence usefulness reassures Kasha of the Silver questioning Flame's her own and power, while secretly

and purpose

completing

his trainof the

to Shar n to fight

the agents

Lnspi red in Khcrvai inn


t hrew

Outside Sha rn, a battle


him togethe.r
II hal

in a roadside of advencleric. h is own now

wid, fling

a raglag

group

turers,

including

barbarian, these

a half-elf others than

and a human venience, to be Dark. fighting

sorcerer. although

Unsure with

how to pursue

m i szio n , he has jOined


i he

out of con-

t he i r common o f Vo] rather

foe appean

Blood

the Dreaming

Evtl is evil. Ha lhar an re aso ns. and is worrh whateve r its origin.

Atypical partr
of adventurers

RANGER
Rangers migbt come from background similar to those of barbarians. nghtel's, 01' druids. Like barbarians, they ate often found in the wild places of the world (alt.hougJ, many make their homes in mor-e urban environments as well). Like fighters. many rangers served in the Last War (usually as scouts) and have either retired or switched to adventuring careers. Like druids, orne rangen patrol the wilds of the Eldeen Reachesvpun i hing poachers and protect i ng the creatures t.bat 1ive there. The e Eldeen rangers are very imilar in outlook LO the members of the druid sects, placing a greater emphasis on martial h'aining t h an on spiritual discipline. Ranger Options: The new feats and prestige classes in this book offer some interesting choices for ranger characters. Feats: Beast Totem, Totem Companion, Urban Tracking. Prestige Classes: Eldeen ranger, extreme explorer. weretouched master. Animal Componions: See the Animal Companions section on page 36.

he could manage. and eventua lly he made h is way to the wondrous coastal cily of harn , There. he joined forces with a dwarf artificer and a warfol'ged fighter. As their fame grew, the advenlurers earned enough money to fund an expedition to the mysterious continent of Xen' dr lk. Though eac h of thecompany 's membe rs has somerh ing 1.0 gain from such a journey, Sarav is worried that 6e mJght also learn something ter-rible about h is h.eritage on the secret continent.

SA.RAV THE RANGER


What WG.I he doing here I" Sara» wandered as he nocked On arrOW in hISsiluer bow. As em e.1f and moreoeer a.l a ranger, he Ih rived m tlte greal outdoors. Bu"l Ilere he wo s, fol/owing Thcmdred the artificer inlo anolher hole in the groulld in search of artifacts from a dis-to III age. Mare /0 the point, he hadfal/owed the dwarf to Xen'drik, a land of .hodow5 and "9'l"leries thol Sarav be/ieued had some connection 10 his elf heritage. And for Ihol reason, the prospect of finding '!)'th ing within these anCIent "uins lerrified him. The ey"lel h,. Clrrow fly and il struck true, skeWering the lerdaded monster fhat was even now grappling with the mighry wa10rged named Atm. "A IItile help. artificer! ,. Sarav shouted 05 he fired Illore orrows IIlto the mghtmamh creolure. Thondred slwlIted an on.ower, but his words were drowned 0111 ~ the squeals of IhB monster and A,m's fu ,'jous ba tiling lila t. as usual, was cuusingas much colla"teral damage G.I it was harming his opponenl. Saro» dodged a en unit of ston~ knocked loose QI the WG rforged crashed into th« pillar around which the stone stairs turned. His leap to one side put hIm directlY in the path of the bolt of lightning thot Cl"ockled from Tbondred's wand to strike [he monster, and he hod 10 leop agom 10 ovoid the unleashed magic. With 0 roar ofpain and anger. the monster slipped from the ;lairs and fell IMto Ihe blackness b,!]ond. Avn. still wrapped in the beasl', bar'bed tentacles. was pul/ed in 10 the blackness along with I/. ':Arwan's becrrd, dwarf!" Sarau spat. "Do.Jou alwqy. have to use a hammer when a needle wuuld da?" J1Je elf rushed to the edge of the O~S5 and peered down. hopmg hi5 friend was ,Iill ill one piece.

Rogues are found in eve.ry city, town, and village;n Eberron. though most common criminals are experts or warriors. Rogues often bead cr irni.nal organizations. work as spies, or serve as diplomats. Other rogues work to solve crimes either as freelance i nq nisi rives or i nq uiaitive agents of church 0" crown. A few PUL the ir ski lis to work hu n t i ng for Ireasure in ancient ruins. Rogue Options: Prestige classes can help define the role of a l'ogue in Eben-on, from the explorer delVing into the ruin of'Xen'dr ik to the inquisitive plunging Into the mysteries of Shar n's criminal underworld. Feats. Action Boost, Action Surge, Urban Tracking. PrestIge Classes: Extreme explorer. master inqu is.it ive,

ROGUE

TAM THE ROGUE


The officer wearing the un iform of the City Watch nodded to the guord 01 the door and stepped inl'O Ihe apothecary. Bottles and urns were SCI) tiered ond broken, a chaIr W05 overturned, and a table was on its side. The bo4J ofille shopkeeper had been removed, but the watchman colJld shll eXOnllne Ihe telltole signs of the murder-the drying blood, the shuttered l!1on'!]bo.r, the bloodrlolflcd ledger" The constable removed hiS hat and shook hi.! head. Between .hoke5. hIS flesh flowed and his hair grew inlo long, pale wisps. The human mole re~erttd to her true form. the changelingfomole Tam. She was a free/once inqwSI'liue, and she had used this trick more than once to gain OCceS5 to D crime scene. "Now to figure out how the murderer got inla and out of 0 lacked shop," she smd to her.self as she ;lor/ed to walk the floor, Her searching '!]l'5 noticed dues that less skilled inqui.,itiues uften missed. Thai Iwd to do with heryoungfr dqys as a siree: thief. she imogined, for thot IrGl11lngstill served her weI! 1M her PUrsUIt of a more legitlma/e occupation" She noticed (j few str'D' drops of blood forming CI path t01l!ard the bock wall ufthe shop. The dust along the base of the wall, so prominertl III other ports of the room, had been brushed to the side. Tam smiled. "Secret door," she muttered. '"Second oldest trirk in the book," She examined the wall. found a hidden latch, and tried to open it. "Locked. ProbabJy trapped. G.I well. Figures. '" Long. thin meioiloois appeared in Tam's deAierous fingers, retrieved fram hidden pOllches and pock~ts, and she quick!J lIJent 10 wad, on Ihe sec",! door. She dealt with the trap mecham'sm fir,1., dISConnecting the trip wIre and drsablmg a geor. TheJ'lshe sprang the luck with a few !:wists of her PICks. 'f\nd the oma-ting Tom does it again." she whIspered, but before she wuld open the door she-heard footsteps behind her. "Tam! HOII!ma~ times have I wornedyau about in terfering in Watch business?" barked Sergeant Dolom oflhe Ciry Watch. "More times than I care to remember, constable," lhe charlgeling replied, '"but we both know.Jou oppreciote the help 1prouide. Now if yau' /I excuse me. Illatie a murderer to catch!" Tam slipped through the

A 6th-level elf ranger, Sarav wears leafweave armor. carries a composite longbow with a sh immering si Iver bowstring, and has a pair of short swords strapped to his thighs. He grew up in the wilds of Aundair. near the Eldeen Reaches border, where he learned the skills of the ranger. He served briefly in the Last War as a scout for the Au nd ai r ian forces, but he eventually lost his taste fOT" the conflict that had lorn apaTt the great kingdom of GalJfar. He decided [0 get as far away from the front as

m01led

aoor before Dolom co~ld teaet, and hi5 shouts a~d threats faded as she deeper i~ta the dark pa$sa~ b9Dlld.
Tam. a 4th-level changeling rogue. grew up in the lower

wa rds of Sha LtI. An orphan, she found a home with the Dar1 Tower Gang, a minor changeling crime family operating in the un.derbelly of the City ef Towers. She was wen on.
her way to a life of crime Dolorn of I he City Watch rhe ] usrice, and showing arrested promise as a rogue not to when Tam's 1 ife took a new direction send her before after you.ng Constable her. He decided kept her io a holddiscussed

and instead

ing cell for a few days.

As the days passed.


law. the dIy, began ethics, to her, but through

Tam and the cons-table topics. and open reconsider case wound and

and other conversation

He did not preach discussion

he

to make the changeling society of Sharn.,


When jurisdiction. a perplexing murder

her role in the up in Dolorn's the rest of the

Tam listened
the situation.

as Oolom

Walch discussed from

One night. when the watchdesigned a note, Then to hold an accomtelling

tower was mostly empty. Tam used her skifls to free herself rhe cell (i t rea llywasn't roguel. plished evidence
II

She left Dolom (based

sU!1pect was the murderer

on bel' evaluation

him which of the


as a

"oom as a ha!ping b(lrbarilln charged intOIl group of WI'Gpon-onmdishing goblins. The go bUllS, along wifh a couple ofkobolds and it hobgsblm, were ,houffng slagons from [he Last War und proclaiming vic/ary for the man'rer nation of D0l!lIun. A ka.loshta,; olle of tho.e aotic humam from across -the sea, had joined in the fight Imd WIl,! doing his best to keep the hobgoblin a wqy from the b a rbo ria n, Urlli, one of Ih~ /essl'r son; of House Orien, happened to be 011 Ilis wl!l' 10 Sharn an fami!J b.usin ess when all is (lew rred. He abo happelled 10 be it sorcerer, Gnd he hod Gn all nq,rillg bell t for .honor and fa ir play thai' his father said WGS go. ng 1'0 elrher bankrupt the fum i!J or get his son killed. Urtll sighed. m~llfitl!y apalaglted to his fa·ther. and senr two magic mlmies intO' the 100rge hobgoblin', chest. nell. wlln the kGlosh/ar back OJ] top in his ballle, Ural turned to rhed' on the halJ1ing barburion. Three of the goblin> were dawn, and he was still struggling with Ihe remaining two. The kobalcis interested Urol. Instead of joining the bottle. the two of them maued toward the Willi beneath the staircase Iha! led 10 the Inn's UPPH le~els. "Well. look at that," Ural said to no one in porticlllor. "The kobolds nOlle found a secret door. Now where doyou sUp:'pos~fhat goes?" Another pair oJ magic missiles toak dow" the remaininggoblin. and then Ural winhtd at the haljling. "if.you still feellik~ Jighrillg. follow me," the lwcerer told the barbario n as he bO'ldJy ran toward .the now-open ,ecrei door.

tn

they had been discu5sing). iriq uisirive. now a sergeanl.

she resigned from


for herself Ural d 'Orien , a 4th-level of House sorcerer. is the seve nt b son of to performing duties the patriarch

the Dark Tower Gang and went into business freelance Dolom. hard time. herself-a

0 rien:

one of t be great raerca nlile skills to feed his love barbarian. makeshift on a Claw operalUral have led He of attempt
II

Likes

La give the changeling

families
fOI'

of Khorvaire. In addition Ural uses his sorcerer and adventure.

but he's also proud of the life she has built for Iife on the right side of the law.

for the family. action

He recenrly hooked

up with a half1ing foiled a hijacking

SORCERER
In many worlds.
ln~jsting of their cosmic Dragon power. dragons, Below, sorcerers The

half-elf

cleric. carriage.

and

II

kalashte r psion, Their


an Order

adventuring

party

has

claim descent
i n their
I'

from

dragons, point the They Revail-

money

defeated

of the Emerald h-om pirates aristocratic.


II

that the dl'agO!l blood sorcerers of t hei

vei ns is the source likewise Khyber.

cell, and r-esc ued a Mror Holds noble i.ng along the Dagger Always also has feels his
Ihat II

of Eberron

River. and somewhat as sorcerer

to dragon s as the source Siberys, and

powel', bUI they speak of Above, Between.

flamboyant

the Dragon

mystical by working ski Us.

side. His abilities

Eben'on,

the Dragon
t

him to search
he bas a better
II rcarie

for meaning chance

in the draconic more about

Prophecy. the source

speak of dragons luk h the Gold. Silver, and others. and sometimes conic runes

who have ascended Dollei r ranash a They poi


1'1 I

lo godhood,

and trave] i ng with ot her- adve ntu rers, to learn

he Red. prophecy

Va llida nat It the I dragon marks. carved in Draare Dragons

to II

Ihe magica

whisper

about

on ihe very bones

of the world. sorcerers

tied 10 t he magic of the world-and the magic of dragons. Sorcerers in an ESE:R.RON

cia i m to wield mys-

WIZARD
Wiza-I'ds stand in the apart arcane from. alone Ihe legions the of others to devote Wizards wizard who their are by can dabble .art50n magically study, charged world of Eber rom They Jives 10 the daunt-ing djstinguished from their tion incredible req u ires. More 111an any other vested-interest Xen'dl'i1; buried are willing work of arcane sorcerers

campaign

have a more of union

tical bent than in other


concer n-cr-at her, cosmic from dragons. Sorcerer a var iet

worlds.

Power is ra rely their sale


with the

lhey seek some kind in

and the dragonmarked accomplished spells

Options: Sorcerers

Eberron
feats.

can choose

versatility-an

of item creat.ion - related Dragonmark, I. Exceptional Artisan,

prepare

~ny of a hundred

different

as the situawizards have a

Feats: Aberranr
Bind Elements dinal'y Artisan.

Attune

Magic: Weapoo, Artisan.

Extra Rings, Fxtraor-

typeof character,

Favored in HOUSE, Legendary Hei r of Siberys.

in discovering in any ancient spell,

the lost secrets

of ancient

Prestige Clam

ru in could be the secrets Lo add to a wiz-

URAL D'ORIEN THE SORCERER


P~lldemontlim Mgn~d III the illn ot First Tame.·. while DlHsiae a furible rCllls/arm raged (In. Patron>. clove beneath table> or fled the odes (If the

of a long-forgotten ar-ds a rse na Wizard focused

a new weapon

1.
Options: A nuru bel' of option s, particularly
item creation, are appealing to wizards,

'0

around

42

Feats: Attune Magic Weapon, Bind Elenlental, Except.icnal Artlsan. Extra Rings, Extracrd inary Art isan. L~gendary Artisan, Spontaneous Casting, Wand Mastery.

BA-KISTI TH~ WIZARD


Barisll the wiZJlrd enlered /he library and waited for the gnome clerk 10 appr{)ach her. Shl' had come 10 research an ancien Ilegend am/seck a !lew spell 10 aid her in her quest. The der/. mode liN woijfor a lew momfnts before he shuffled Oller 10 her. "You haul' on GPpOlnlmen!", shifter?" the gnome asked, Imowingfull weillhot she did. She had been hue befoff. and she was su re thai he recogn ked her as much as she recogn I~ed him from her preoio u, visits. Barisli ,ontroiled her lemper and handed Ihe clerk her appointment scroll. He studied it close!J. cheding IIII' oUlhenfici!J of the orcant mar!.', before handing it back to her. "The legend of Kran.k, the 1051 goblin temple," Ihe gnome sai d o~ he Iurned Iowa rd one of the ornate door; thai ringed the ueslibule. "OJ rau rse, A .1 u& noll hos been preporedforyour IUC." She followed him tllmugho poir oJdoors and into 0 small chambe.r thoi contoined (I desk. 0 chair, 0 worktable, ond 0 narrow pedestal. A !tack of parchment was piled ,atop the table. ololl!{ unth quills, ink. and sealmg max. Al Ih9 reached the middle of the room, the derk placed an orange crystol atop Ihe pedestal. and Baristl hod the sudden sensation of movement. The walls fill aW~J lind alcoves rushed toword them, formed of sh.llles upon sheilles of clU!i!] tomes a nd scroll cases. the d~ing octiuiry IOjled for 0 few long second. as Ihe sheluinglJnits /"I'orranged themseilles and jockged for position, and then the room odditiOIl$ d ,eked in to plate. Th e $/ uqy hall. des ign ed specifi CQ IJy for Ba ris Ii 0 nd the research she Wished to accomplish. was complete.

'Just /"I'moue the £ryslol when yau have finished ivr tbe doy. IIl1d the $tu& hall will ret:urnyou 10 the Ilts tiblJie," thegnome e~pioined. With thai, Ihe clerk steppfd .into onc oJlhe corridors of shelv«sand d.isoppeon.d. "J hatf when th9 do that." Bori.h grumbled us she co./ thefox~ running spell on herself oml magicalJyellhollcedher in telii,¥nc£. "Noo, /Q}ina alit weryt hi ng l call abo utom m pi I' Iha./"was probo hi>'ill ru i1i5 before King Golifor uniled Ihe Five Notions ... ."

The sh ifter Bar-isn is a 6th-level wizard with a love of knowledge and a tb.irst for information. She grew up in the Eldeen Reaches and lhen was apprenticed to a visiting wizard from Aundairwho had advl'!I";turedwith her father many years before. Both the wizard and Bar isci's fatbe~ bad recognized t he powerful curtosuy and Intel leer that Barisri possessed, and though the young girl was nervous about leaving home. she was also excited by the prospect of learning and perhaps becoming a "'(zanl in her own dght. Her mentor look her on his travels, and together they visited the Great Library in Korranberg, the Arcane Tower in Sharn, the Wizal,d Enclave in Aundair, and the Hall of Arcane Studies in Karr nath. among other sites. When Baristi mastered the tests and was recognized as II true wizard. her mentor presented her w;th his staff. "As my mentor gave tb isto me," he said, "1 bequeath this arcane focus to you."' Now Baris!; tr-avels the world on her own. occasicnally join ing an advent u..ring company or research group, but more of len living on her own as she coru i.nues to study and learn.

he otyughs swa r-rucd around the druid, slashing at her with spil<ed tentacles and razor-sharp teeth.

Noerra called on th.e life force of the great forest and began to summon the wards that would repel the aberrations.

CHAPTER THREE

HEROIC CHARACTERISTICS
.

A
the D&D
Action change acrer your Youcan an arrack is their When the target are

hero add

raJ' rna

in an

EBERRON

c.ampaign

is defined by

special ability can allow a character die.

re tha n race anti cl ass .. Ski 11. sand fc.als. to a chanacters abilities, while action and dragonmarks to
II

1 ra

to reroll an action point level loss. he does not and any subseq uent points as normal,

char.acter

suffers

permanent

lose a l1yaction points level advancement Tf you~ character

he has re maining. new action

points

extend

his or her seen in

provides

ca pabilities

Ieve! never

before

galne,

level is 8th or higher. you can roll more than one d6 when you spend an action point. If y01J.
do so. apply the highest result and disregard the other

ACTION POINTS
points provide a player wit b the means to alter d20 reflecting of action the luck that can success. points. Your r.ha rand you must "olls in dramatic crushing situations, failur.e i nLO heroic has a Ii rn ited number character attain!; spend

character. for example. you can roll 3d6 a nd take the best res ult of the three. So, if you rolled I, 2, and 4. you would apply the 4 to YOU.I' d20 1'01l.
rolls. Ch".r3(".Ler Level }sl-7\h Action Point Dj ee (dfi) Rolled. I

As a 15th-level

use them wisely, since you don't replenish a new Ievel,


I

this supply until

Blh-l4.!1 15th-20th

2 3

an act ion pain Certain

to irn prove the result of check, a level check, class features

1"011.

a skill check.

a n ability
IS in

or a savi ng throw. a Ilow you to spend

feats and prestige

action pain

different ways, bu! this


you add the r-esult declare that you rolled

most basic use you spend number an action point.

At lst level, you have 5 action points. Each time you attain a new level, you gain a fresh supply of action points equal to 5 + 112 your character level. rounded down. Any action points you didn't spend at your previous level are lost.
You all other resolved. the process Charactec~ Level ht 2nd-3rd determine issues In effect, your supply of action points h~e after been related to level advancement becomes

of a roll of Id6 to your d20 roll to help you meet or exceed for the rolL Youcan do so before
I"

this determinatio.n

slep 10 in

spe nd ing

an act ion point of you

after you b ave already

(see pages

58-59

of the

Pl~)'er'sHandbook).
Action Point Maximum. II

the d20, but you must reveals

the result
point

roll (whether

the Dungeon Master the attack roll or


You can't use check ,... en you h in a round.

Action Point Maximum.

Cha.racter Level

check or saving an action are taking you spend improve

rh row

succeeded 20.

or failed).

on a skill check or ability use action action points points a poinl once

)0 or taking

5 6
7

You can only

If
to

4th-5th
6th-7th 8th-9th 10th-II
t

1 or

more

on a speciakaction in the same round

(see below), you can't spend

a die roll, and vice versa. No spell. power, or other

8 9 10

12th-13th 14lh-15th 16th-17lh 18th-19th


20th

12 13 14 15

USING ACTLON POII'HS


The introduction to the of action conventions points of the might require table. points, some For playSimilarly, cealment. whether chance to spend about to spend when &ghling should an action an opponent the attack and then that has conroll, decide roll the miss changes example, gaming a player make point, many pleyers attack rolls. to improve damage roll damage er ihe sa me lime as they to spend an they know

make their ers shouldn't action point how much

In a game with action their

for concealment. The genera.l success. rule is that a player must decide whether before making any deterrni nation or the effect of a d20 roll. an action point failure,

do this. they must decide whether attack rolls before a successful

attack would deal.

Mark·of De~eetion

SPECIAL ACTIONS
Instead roll, of altering you car» use below.

the result
action speda

of

a d20
to

CRAfT
Chapter 6, Advent uring Equipment includes a number of to new items that can be made using the Craft (alchemy) skill.
as well as a few special

points

pel·fo~m described prestige spend specific

orve of the

I actions
some

materials

that are more difficult Craft

In
to

addition,

work with

than

their

mundaneequivalents.

check

classes and feats allow you to gain or activate You can spend use of one of music. rage. or rebu ke

Des for these items are given on the table below. Se ... ral of e these DCs are expressed as "base +x," which means DC to create the normal an item from that substance

action points abilities.

that the
than

is higher

Acti vate Class Feature,

DC fo r creati ng such a n item, as in d i cate din

2
Least

action

points

to gain another

the Plryer~ Handbook.


Item Acldtc Ihe Alche m ist's lightn in.g Craft

U1C following number smite undead, evil.

class Feat u res I hal has a lim ited Stunning Fist. turn

of uses per day' bardic or wild shape. Hasten. Infusion,

sun

Craft DC

Alchemy
Alchemy

On his ru r n, an

Alchern iar's rrOS! Byeshk weapon Byeshk armor Dragonshard Or shield item

Alchemy
Weaponsmilhing Armor,m
Var-ies

a r-tificer

I action point to imbue an infusion in I rourid. e v en if the infusion's casting


can spend time is normally When you longer than

25 22 22 base ~5
base +8 bas .. +3

i lb.ing

Noxious Kmokeslick Other byeshk item

Alchemy
Varies

I rou.nd.
Stabilize, acter action current action already point dead. is dying, poinl hit point your charcan spend at your an

25 base +5
with ranks in certain character who 8 hours and restores a check result-lS. a cilaracler A

Repair

War forged,

A character
to repair

to stabilize

Craft skills can altempt nu rnber- of hit points character constructs

a warforged

total.

Spending

h as taken daIDage. A cheek requires

does notbillg

for you if you're

equal to the Craft

can lake 10 on this check but ca n't take 20. Other can't be repaired Construct on page in this way (but fealc.au ,·epair such a construct.

Lesser

ACTION POINTS

with the Craft

AND NPCS
N o apl aye r c haracr er s and
normally and they can't don't advance preslige use gain action in level. class. Action monsters points as act io n poi n ts e v en if points of

as described

Applicable

303 of the MOl1$fer ManulID. Craft skills include a r rnorsrruth ing, bl ackA wllrforged with an

sm irhi ng, gemellt!i ng, and sculpting.

appl icable Craft skill ca n 'repair itse If.

DISGUISE
A eh aracter
someone who uses Ihe Disguise a visible dragonmal'k of the unique with

they have levels in are typically reserved action points Heroic Greater wh ich provides an

a class or a

51:. ill to imperson ale takes a -10 penalty


and magical nature

the purview use.

on the check because of dragonmarks.

player characters for their

and are thus

Howe ... r, an NPC can use e

fORGERY
A characler who can cast arcalle mark can attempt to forge someoneelse's mark using the Forger), skill wh.ile casting the spell. This special use of both spell and 5kill stretches the ca sting ti me of the arcane mark spell to 10 miriutes. The character makes a forgery check as normal, taking a -10

if he

or she has the

Sp ir it

feat (see page

55).

a character

with 3 action points not give careful only if and

to use at every level. The DM should

NPC

this feat without and then the character the storyline, exist

consideration, the to

penaltyon

tbe check,

is cr-ucial Perhaps at every

ca m.paign

SPEAK LANGUA.GE
Common summarized Language Abyssal Argon languages in Ebcnon and table. Alphabet
I

their

alphabets

are

onJy one key character should three to fi v e le ... ls e

on the following Typical Speaker.

of a campaign.

Demon& of Shavarath Ba,·barian. and Seren Wate,·-ba.ed Air-based

Infernal Common [Iven Dr-acon ic

of Argonncssen creatu res creatures

SKILLs
A few skills ha ve new uses and additional rules t.bal apply to them in an EIIERIl.ON campaign.

A'Juan Auran Celestial Common

Archnns of Shavararh' Humans. halniugs, hal r-elves, half-ore,

Celesual
Common

Language DRan Daelkyr

Typi".l of'Daanv!'

Speaker.

Alphahet

Prerequisite: (human, dwarf,

Dragonmarked elf. gnome,

race

Form lan s, lnwfu l outsiders Da~Jkyl', mend nayen. ot her


aberration". creature, of Xo ri-al ,

Dun
Dael1yT Draconic Druidic
Dwarven Elven

hal Fli ng,

Markof
FiJJding

hal f-el f. or hal f- ore). Benent, This feat proy ides you tied to the houses. All with a singledragonmarkspeU-like abtl ity that is [Jot directly trueborn clragonmarketl

Kobolds, U'oglody~". 1i zardfelk, d rago,,'


Druidic Dwarven
Elvers

Dru ids (on ly) Dwarves


Elves. drow

aberrant ma rk spell -J.i ke abi lilies can be used once per day. lAi'hen you select this feat. you must choose an abevraru from dragonrnark spell-

G,al1l Gn01l Goblin Halning

Ogres. gianls. drow Gnolls Goblin s, hobgoblins, HaInings Fi,'e- based e rearures Devils of Shavaralh' R,n,lcb. pcsiuve of bug-bean

Ciant Common Goblin Common Draennic

like ability

the following

list. You
A

Least

can never impr-ove this mark in any way. and you can never gain a second mark. charact er with one of the true dragon-

Itrnan
Infer-nal hial Kyd",.ic

r "fernal
I.ISerS

mark; Oeast, lesser, or greater) cannot select this feat, and a character

=ergy

Draconic
Daan

Iri~'"

with this feat cannot

later select one feats.

Slaadi. chaotic out siders ofKythri' Nightshades.


creatures

of the true d r~gonmark

Mab,all
Orc Quod Rieciran Ri.ian Sylvan Syraoian
Terra n

shadows.

Dr",,,,nic
Goblin

of Maba"! the In-spired. creatures


eladr rns, crearures

Orcs Quori. kalashtar Lo\~"" classes of S.rlo,n"


Ice -based

Quol'i Old Gommon


Dwarven Elven

A saving throw against your aberrant dragon ma rk spell -Iike abi Lily has a DC of 10 + spell Level + your Cha modifief. (Spell level for an
aberrant Your drago_nmal'k ahil ity is always Ist.)

Lesser

Dryads. Angels

of Thelan is' o£8y.-anillL Celestial


Dwar'l'en Xor ns and, at her ea r th-bas e d

creal,ures Un'CIercomrnon

Chokers.
denizens

undergrou-nd

Daelkyr

I For more information

on the plane. of existence, see page 92.

SPELLCRAfT
A chlll'atter can make
II

level for you r a berran L d ragonma r k spell-Ii ke ab-ilit y is a rre> half YOU1' character level. Aberrant Mark Powers, Durning han'cls, coUSO' fiar; ch arm person, chilllQllch, eletect secret cloors, fealher fal/. inflid fighl wounds. jump. fight. po~s wHho uI trees, product! flame. sh,€fd. Tenser5
caster

Spellcraftcheck

to ident.ify

II dragon-

float ing disk.


Aberra nt dragonmarksare m uta t iens that appear occasion-

mark and the spell-like Aberran,,rnark LeMtmad Lesser mark Greater mad, S ihery .. mark

abihty it bestows on the person carryon the type of mark: DC J8 DG15 DC 20 DC 25 DC 30

ing it. The DC of the chec k depends

ally among the dragonmarked races (usually to those not of it dragonmarked


house) families Mark. that can be traced back to the of the

Greater

bloodlines

of corrupted
eltmrnated

dragon.marked
an aberrant inspection

in the War

At a quick rk, hut

glance,
all

The

fEATS

mark could b~ mistaken d ragonma 48 and 49 summarizes the new feats itsd readily iffe rene es apparent.
it r-e

for an established

dose

table on pages

presented r iesof

in this book. Shifter Feats and Warforged Feats: These categofeats are restricted
to

characters

of a certain

race.

Shifter Feats enhance a shifter's unique racial while war-forged feats allow warforged characters
construct features and improve their armor.

ahil iry,

to add

[GENERA[(
You
to have a lt er the ability ~~~~~ you r luck in dire

A.BERRANT DRAGONMA.RK
[GENERA.L]
Although dragon you are not a recognized member of
ODe

drastically

ci rcumstances,

Be:n.ent, When
of the you spend an action peim
10

Siberys
alter the an a skill check,

marked families.

you have manifested

a dragonmarK.

result of an attack roll,

General feats
Aberrant Action Aedan D~go"mark Boost Surge

P:rereq<!isites Dragonmarked race

Benen,( Man.ifesl Whe.n all aberrant


3[1

dragcmmau action poi nt,

spl<U-lih roll d8 Instead

ability of d6 aerten

.p~nding duration

Base !lHau hotuas +3 Ability


summon La sponumeously 0011.1'"

Spend 2: action poirns to laoke extra move or slandard cast Doubles bonus of summon ngtur~:"01, spel ls. .. 3 luck speeifie auaek forms on at tack rolls fo,. su rrrrnoried treat ures

Allhbound BeRSi Totem Bea'st Shape Totem Cornpaa.ion

aJfy
Beasr Torem, into H uge a n i.ma I

Wild emp"th), Wild .empe,hy. abi I ity to wild shape

+4 bonus on saves again"

Wild shape into magi~JI beast form Gain ma,gicai beast .... animal companion

Wild ftmp" thy, Beast Totem, ubi lity to acquire new animal companion,
miniml.1.m

level (see ,~~\) cast Ch ild of Winter. Treat vern,in. as animals, al,lisl
Gain vermin ss "arrirrval
rI

Child

of'Wiruer'

AbiHty
'"mmOn

10

sponLaneausiy nongaod

add ver rrti n to ,uMmon

na[ur.'!

MI",,';al,.

V=m.in Companion

Druid ability

3.rd, nongood,

comparrion

to acqu.ice new an im a] companion. level (sec texl) Child of Winter Wild shape i.nto ver-m.iri
Treat lwo-blad·ed sword

mjrrimum

Ver-min Shape Double Steel

Druid

5.[h, "ongoad,

form a. monk Weapon

StrLkI'

Exotic Weapon (two-bladed (two-bladed

Proficiency flurry of blows or

sword), Weapon, Focus swo"d), Cain energy Oain energy when "agin g Calh er- In rormat ion an d Knowledge +2 bonus on Leadership score
t1

Dragon

Totem Rage

Bas e attack bonus + 1, region origin Argonne"""n Dragon


Or

resistance resistance

5 to one type of energy


10" +2 bonus to rraru ra l armor

Dragon

Base !Lltack bon.us~4, Totem. ability


[01

rag"

Frenzy,

,.egiCln C1f odg]" Ecc lesiarch Education! Extend Rage Extra Musil" Favored Fleru;illg
Oarekeeper

A':gonn:"ssen 6 ranks
(IDea 1) ar eclass

Knowledge

(re];gion)

ski Us,

All K.n.owledge ~jL1~ are class "kill",


tWO

nn ehecks wilh any

Knowledge

skills
10

Abil.hy

10

rage or fr,m:r;y

Add 5 rou nds Member Target cast lnltiate


cast

duration

of your rage house. call in favors saves. a.nd check. {or

Bardlc music Me.mber of appropriate d ragonm arked race and house Exotic Weapon Ability PrCl£dency

'Use ,bud.ic music four exrra times per day of powerful


Lake. -4

in House Strike
I

mercantile
011 attach"

penalty

(kama), Weapon Focus (kama)

Lnnnute

rut iate
Initiate

to sporuanecusly

.. 2 on saves "gainS! aberrations,


acid Knowledge Keep aberrations spe ll Iisi (the planes) at bay

add spells to spell List, as el a ss sktl l as class skills. add spells


LO

.u mmQ" n atute:' a 19 Repel Aberration Greensinger Hallnting Heroic Improved


Investigate

DrUid 3rcL Catekeeper AbiUty to spomaneously


summon nalure'J

Add Bluff, Hide, and Perform


Bardje

afjy
Perform 9 ranks

Melody
Spir n

Bardie

music,

music inspires

fear ",,,apon

+3 acrion poinls per level Natu:I<a1 weapo'll., base attack bonus

N at ural Atrae k

+4

[ncrease

the da mage of a natural with paladin levels

Use Sea rch ski 11to ana lyze scene of a cr-ime Mulriclass Member of appropriate race and house. race ~nd house. g rank, in ,any two .kills Choose a g,'ealer d"agonmar"k house spel l-Ii ke ahllity associated wilh your dragonmaTkeci Choose Choose dragonmarked a leas' dragonmark spell-like
house

Knighl TI·ain.illg
Least Dragonmark
Lesser

abrliry associated abiJ ity""socialed

with your dragonmarked


wiLh your drago:rnnaTked

Dngonmark

Member of ~ppropdate dragon.marked Least Dragonmark,

a 1"5'e" dragon mark spell-Hke house

Greater

Dragonmark

Member

of appropriate race and house,

dragonmarked

Least Dragon rna rk, Lesse r Dragon rna rk 12 ranks in any two skills
Monasdc

Training Band ic music. '6",dk music, 'Medium Perform Perform 12 ra n ks 9 ranks ~l

Mullidas;;

with l'Jl.onJclevel, and plants dl1l'al ion of e,onju,,.,,tJon (~real i<ln)

MU'ic ofC,'owth Music of Making Powerful Chargel

Bard;<- rrrus.ic en h arices animals Bard ic music doubles spells and d Extra damage

bonus on Cnl.ft ch~ck, when charging

Or larger, base HLUlckbonus

Greater Chuge'· Precise Pursue Ragmg

Powerful wing

Medil,1m

01'

[aJ·ger. Powerful ·1 5

Charge.

ddh ional extra damage 1[nore Spend Gain

when c.hargi ng a melee attack has left

base attnek bonus Base attack bonus Gombat Reflexes Abi)jty

COVel'except Iota I cover when malting action poirn to occupy squlIl'e opponenl 1 tempOl'ary aet ion poi ru while raging

Luck I mpostor

to rage or fren"y

Recognize Re!>ean:.h

Sense MOlive :3 ran ks, SpOI 3 l'a Ilk s

1"4 on Spot checks to oppo"e Disgutee Morive ~heul<s 10- opp.ose Bluff checks Use Kn owledge to get information

ell ecks, +<1: on Sense


II

r~om books

nd scrol'ls

Right of Ccu asel erpent Strike ilver


mite

Elf
Simple Weapon Weapon Follower Hardie Bardie Caster Wi. II Cha 13 Ability to spontaneously
Call!

Call on undying-ancestor Proficiency (long. pea ). flurry of blows smite evil Add 1d6 points Increase bardic Treat long.pear Focus (longspear), of liver Flame. music. inspire music. 51h Perform

for advi~e

as monk weapon of sacred damage music effects (he altitudes of arurnals spell on spell list when smtting evll

ong of the Heart Soothe Strong Undead Warden the Beast Casting Mind Empnthy Initiate teel Strike

competence. 6ranh

Per for-m 6 ranks Bar-die music improve. Spomanecus Swap one prepared +3 all. saves again.l Use Diplomacy Follow
PUSI;ID'S

spell fo,' anot.her psionjc~ undead

to influence bonus

Urban Teacktng

trail in urban environment to AC. add pells to spell list. add as class skf lls as rn,onk weapon

+2 deflection
Climb

summon natu,.e·sa/l~
WillI' ling Martial V\leapon Proficiency (longsworcl). Weapon Focus (Jongswol'd).

andJump

Treat longsword flul·ry of blows

Item Creation Feats Auune Magic Weapon Bind Elemental


Exceptsonal Extra Rings Extraor<li "ar)' Artisan' Legendary Artisan! WAnd Mas~ery hifter Feats Anisanl

P'r-er-eq ulsites Craft MagiC I'm. and Armor.


CaStCI

Benefit
caster 5th 9th +1 bonus on attacks and damage Create bou nd-clemerual items by 25% Reduce lime for item creation Wear and use up to four rings Reduce gp cool for item creation Reduce Increase DC and effective

with. magic weapoD

Craf] WoneL·ow; JI....", An)' itern creation Forge Ring. caster feat

121h feat Feat

Any item creation


Any item creation

by 25%

XP cost for item creat lon by 25% caster Level of wands by 2

Cra ft , and. caster 9th Pr-ezequ.iaites Shifler wiLh beasrlride Shifter Tra it Shifter. Shifter Shifter Shifter. Shifter Shifter. three Shifter. Shifter with cJiff"'alk
IWO

Bene:nt
IT;lll

Beastbide Elue
CUffwa1k Eli!" Extra ShHter Great Bile Creal Rend Healing Shifter Factor Elile Shifter Defense

atur-al armor Climb

bonus

increases
Ua

to +4

trait feat. rrah.,

speed improves critical

by 10 feet. while shifting it


10

other shifter

elect a second sh iiter Improve

with longtooth

multiplier

x3 when

+6 base ettack bonus wlth razorclaw u'si!, Coo 13 wi th Jongsrride two other shifter other shiIteI' Wis 13 whh long-tooth atraek bonus
01' razorclaw

Deal 1d4 + 112 SIt mod exrra damage both. claw au aeks hit Heal when shifting ends

1'4 base airack bonus Lougstr-ide Greater Defense hifte., Ferocny trail feats

Base land speed improves DR 21silvel' while shifting

by IO feetwhrle shifting

Shifter, Shifter Defense. fears

DR 4!silver while shifLing


Fight without Reduce +6

p=alty while disabled


attack penalty

or dying weapon to-2

hifler Mu.liiallack

secondllry

with naurral

rra it , hue

Waxforged Feats
Adamant] Improved Improved Milhral Mithr-al ne ;Body Damage F01'lificuion Body

Prer equtsrees WarfoJ·ged. Warforged Warforged. 'i'farrorged. base attack bonus +6 ht level only Body 1st level only

Benefit
Armor bonus 1'8. DR 2/adamandne or improve existing DR by I Gain DR 1/.damanline Immun.iry Increase reduce 2 You feats.
CBn 10

Reduction' e.ritical hits and sneak attack rmor bonus +5 max Dexle.J'ity bemus by 1. armor check penalties

FluidJly'

Warforged. Muhral

by 1
limes, Its effecI~ Slack.

1 You may only select this feat as a Ist-Ievel

character. bonus

gain this fear multiple

3 A fi.ghter may select rhi s Ieai as one of hi. fighter

aln.lity check, a level check, 01' a saving rh row, you roll d8s instead of d6s and add tbe re ult to the d20 ,·oll.

A.SHBOUND

[GENERAl]

ACTION SURGE

[GENERAL]

By spending 2 action poirus, you can perfcrrn II n add it ional act ion in II round. l?rerequisite: Base attack bonus +3. BenefIt: You can spend 2 action points to take an extra move action or standard action in a round, eu.her before or after your regular act.ions.

You ha: e been rre ined in the druidic rrad it ion s of the Ashbound, seeing yourse lf as one of nature's avengers. ou consider the use of arcane magiC to be a vile and unnatural aCL. Prereq_uisite: Ability to spontaneously cast summon
no! ure

5 oIly.

Benefit: The duration OfyOlUsummon nature alfy spells is doubled. Creatures summoned by those spells receive a .3 luck bonus on their attack rol ls.

ADA.MANTINE BODY

[WARfORGED]

At the cost of mobility. a warforged character's body can be crafted with a layer of adamantine rhat provides formidable protective armor and some damage reduction. Prerequisites: Warforged, LsI level only. Benefit: Your armor bonus is increased to +8 and YOll gain damage reduction 2Iadamantine. However, YOUl' base land speed is reduced a 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus toAC, a -5 penalty on all skill checks that armor check penalties apply to (Balance. Climb, Escape Art ist, Hide, Jump, Move Silently. leighr of Hand, Swim. and Tumble), and an arcane spell failure chance of35%. or-mal: Without t his feat, your wBI'forged character has an armor bonus of +2. Special: Unlike most feats. this feat muse be taken at lst level. during character creaLion. Warforged druids who take th.is feat cannot cast dru id spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a charactel' wea dng heavy armor.

ATTUNE MAGIC WEAPON


[ITEM CREA.TION]
Through your study of magic weapons, you have become adept at t.:!kingevery advantage out of their enchanted qualities. Prerequisites: Craft MagicArms and Armor, caster level 5th. Bene£t: When you wield a magic weapon. you gain a I insight bonus on attack rolls and damage rol ls. pecdal , ou must spend 24 hours with a newly acquired weapon before you can gain th is benefit when wielding it.

BEAST SHAPE

[GENERA.f.]

You call upon the power' ofyollI' beast totem to physically change yOUL' form. Prerequisites: Wild empathy class feature, Beast Totem, ability to wild shape into Huge animal. Bene&t: You can use your wild shape ahil.iry La assume the form of your beas totem once pel' day. You gain the extraordinary and upernatural abilities of the creature.

50

Th i s form is in add iUan to your no rm al wi ld sh ape ahi IiT)"


but functions in the same way.

CHILD Of WINTER [GENERAL]


You are trained of Winter, and decay. Prerequisites: B.en.efit, targets animals Abil ity to span ta ueous.ly spell cast l'Umma" nol"rc~ 0190, no ngood a 1 igu merit. You can use any d.ruid again.s
t

in the druidic Reaches

traditions sect thai

of the Children embraces death

BEAST TOTEM [GENERAl]


LIl the druidic
kind of magical Pcer-equ.iaite. Bene·fi.t: custom of your people. you h.ave claimed a beast as your totem-s-a pan-on. protector, and sou rce of st rengtb.

an Eldeen

that normally
vermin

Wild empathy class feature.


one of the magical beasts on the

vermin

as welL A mindless

Choose

is considered

to have an Intelligence

SCOre of 2 when deal-

table beLow. You ga in a '1-4drcu msta nce bonus on saving th r ows aga in.st the specified attack for m. t hanks to the
protection cal beast afforded ret.ern. Attack Form breath acrd weapon. by your connect ion with. your magi-

Magical Beast Chin'era Digester D ispl acer beast Gal'goll

ing with you andean be ch.a.nned, calmed, or targeted by wild empathy or si m Hal" abi lit.ies. 1n addition, you Can use your .lUmmon nl1w!"e$ allY spells. to su mmon vermin. Add the following monsters to the list of c relit ures you can su.mmon using the appropriate summon noture~ al])' spell. Ist Lovel
Monsu-ous centipede, Monstrous
Monstrous

Ul.I"geted spells
pet r inca lion fear pOIson

Medium

scorp.iori, Smsl] spider. Small

Krenshar
Unicor-n Winter wolf

CQld

2nd L'~el Giant a nt . worker Monsl.l·Ou, centipede. MQn 51,.OU& scorpion. Monstrous trait. armor shifter bonus Spider swa r rn Large Med [urn

Yrlh~k

BEASTHIOE ELITE [SHifTER]


Your shifter Benefit, increases natural
to

trait i.mpr-oves, Prerequisite, Shifter with the beasrhlde While shifting. your natural

spider. Medium

+4. Normal: Without


armor bonus

3rd L,o.1
this feat, a beastb.ide has a Giant ant. queen GianI ant. !oldie!" Mon"trous
MO!lSirOU5

of "'2 while shifting.

BIND ELEMENTA.L [ITEM CREATION]


You can craft special elemental effects, magic items including that use bound. weapons. armor, elernentals airships, for and galleons. Craft Wondrous Item, caster level 9th. element
H

centipede. Huge spider, Large

4th L.u,J
Gi~nl praying mantis Giant wasp Locust swar rn Monstrous scorpion. Large

PrerequisreesBenefit: similar Crafti

ng an item w lth a bound

I is

to making a wondrous item, except that calling and binding an eleme ntal isan integral part of creating the item. AU bou.nd-elemental items have a planar binding spell as a prerequ of the item and normally, a Khyber ishe, creation using but simply casting the spell You must the

5th L~v.1
Cennpede Car.rion Swarm crawler

as part
elemental While compel opposed

is not sufficient. dragonshard

cast the spell

the item that is to hold

Giant Il(ag beetle

as a receptacle.

The elemental

receives its normal


resides bondage check.

saving throw to resist.


you must maki Ilg an

5/n [rue!.
Monslrous
MOllSU-OUS

the elemental it to accept Charisma spell

in the receptacle, in the item as specified thts

centipede.

Gargantuan

by

scorpion, Huge

in the Imer planar 7th uuel Hel.lwasp swarm


Monsuous

binding
plonor

description. spell

If you aloe a n artificer.

b,nding

by

successfully

feat allows you to cast a emulating it wit.h a Use


level). but only when item. In this case. Device the elemen-

spider. Gargan.tuan

Magic Device

check caster

(DC 20 + caster level equals

you attempt
your

to craft a bou.nd-e.lemental your

8th ["".1
Monslrol,\.s centipede sco'1'ion, .. Colossal GaI"gantuan

·effective

Use Magic

check result -20 for the purpose


tal 'sa [tempts to esca pe.

of opposing

Monstrous

See pages 265-257


items and vessels.

for examples of bound-elemental

9th L'"el
Monstrous Monstrolls scorpion, Colossal spider, Colossal

CLlffWALK
.BeneHt: the diffwalk While trait,

ELITE [SHifTER]
trait. for shifting, your climb speed improves

EccLESIA.RCH [GEN.ERA1]
You command a degree of respect (religion) in your chu rcb 's hierarchy.

Your shifter trait improves. Prerequ-isites: Shifter with the cliffwalk


by 10 feet. This improvement

Prerequ.isite.
Ben·efit.: (local) Add to yOUl'

Knowledge

6 ranks .
and benefit Knowledge representS he

slacks with the increase of 30 feet.

Gathe

r Information

for a. total increase

list

of class skills.

This

DOUBLE STEEL STRIKE [GENERAL]


Through
monastic weapon training, you have mastered monk weapon:

your ability to learn clergy of its churches.

deta ils about any com m unity from! take the Leadersh

In addition.
a +2 bonus

jfyou

ip feat. you gain

fightin.g 51 yle that makes use of an unusual !.be two -bladed sword. Prerequisites: sword). Weapon class feature. Be nefit You can treat a two-bladed monk weapon., witb it. allowing you to perform

to you r Leade rsh ip score.

Exotic Weapon Proficiency (two-bladed F ocus (two -bl aded sword), l1urry ofb.lows
sword as a special a flurry of blows

EDUCA.TION [GENERAL]
Some lands hold the pen in higher regard than the sword. of several yean

In you.r youth. you received of form a L schco ling.


Prerequisite, Benefit:

he benefit

1st level only.

DRA.GON RA.GE [GENERAl]


You call upon

All Knowledge skills are class ski lls for you. You get a + l bonus on all checks with any two Knowledge

skills

of your choice.

the power of your dragon


Base attack bonus region you enter

totem to enhance .. 4-, Dragon Totem,

you r barba ria Drage. Prerequisites: ability Benefit: ral armor When to rage or frenzy. bonus of origin Argonnes.sen. your uatu-

EXCEPTIONAL
[ITEM CREATION]
You are an expert Prerequisites: Benefit.

A.RTISAN
magic items faster than usual. feat. you need
to

a rage or frenzy.

at creating

irnpr oves by +2 .. of your rage or frell7.Y type associated wirh

Any item creation


determining

[n add it ion , for the duration you ga in resistance your dragon totem

When

the time

10

LO

the energy resistance

craft any ite mc r-educe the base lime by 25%.

(total

15 willie

raging).

DRAGON TOTEM [GENERAL]


As a proud wa r.rior of and Seren, you r totem-a Argonnessen Benefit: totem. ated wit Dragon Black Blue Brass Bronze Copper patron, or Sereno Choose one kind of
t t

EXTEND RA.GE [GENERAL]


You are able 10 maintain Prerequisites: B·enefit: its normal duration. Each of your rage longer
to

than

most. than

he barbarian protector,

tribes of Argonnessen and source of strength.

Ability
yOUl'

rage or frenzy longer

you have claimed

one of the true d,-agon types as + I, region rue dragon

rages Iasts 5 rounds

Prerequisites:

Base attack bonus

afar ig in
as your associ-

EXTRA. MUSIC [GENERAL]


You can use your bardic wise could. music more often than you other-

You gain resistance

to the type of energy

h it.
En~rgy Add Electricity fire Electricity Acid Dragon Gold Green Ene:rgy Fire Add Fire Cold Cold bard

P re requisites:
Benefit: pel" day.

Bardic music class fear u r-e.


four extra Music

You can use bar die music

times

Nor:maL Ievel .
Special:

A bard without
a number

the Extra

feat can to h is rimes.

use bai-d lc music

of times

per day equal

R~d
Silver White

A character

can gain this feat multiple

STARTING CHARACTERS
It is
possible na"ing to be a member the Favored of a dragon in House marked without d ragonm numbers potential Your a rk feals (Lea st , Lesser, or Greater )-in of NPCs

AND DRAOONMARKED
house

HOUSES
feat or the favored In

if

you do nottake

II

dragonmark

Feat or one of the fact. 1arge feats repJ'eThese

characte r rntgh l experience a rur n of Forru ne III,te r on rha t pu ts him ina bet rer postHouse feat at 1st level. Your his house, lion within granting hand, him the ability
II lso

hI

that descriprion, an actual require

to call for a in later dragon-

sent having some power a nd Influence for manifesting DM might you

in t he house or lhe to declcre your even

in a favor. character life-perhaps mark

On

the other

it is

possible latent

dragonmuk. a character,

to discover

his connection

to a house
II

even at the same lime that

attach rnerrt to a house

when you create

manifests.

EXTRA SHifTER TRAIT [SHifTER}


You manifest BeneHt: described manifest temporary
at second

The don't those hinge calling good skills.


to

DM

will carefully
to

monitor that
YOll

shifter trait while shifting.


two other sh.ifte r shifter
t

your use of favors. abuse on or fai lur-e

ensure The

Prerequisites: Select

Shifter,

feats.

this ability.

success and

Mark of Handling

at second

ra.it from

of
the

II

mission should may

shou.ldri't n't replace

in the shifter all the benefits bonus

race description of the second score,

(see page HI). You teait except for the

use

of a Iavor.

iA Favor-s roleplaying The

to an ability

or the use of other d isal Iow any disruptive to

EXTRA RINGS [ITEM CREATION]


You,· familiarity Prerequisites: Benefit: each hand. Normal: '~ith forging than Forge Ring. magic normaL caster level 121h. two on rings allows you make use of more rings

DM

favor he or she deems the campaign.

You can wear up to four magic rings. and all function Without normally.

fLENSING STRIKE [GENERA.L]


You have studied a martial which cut has style

this feat. you can a nly wear and use

two magic rings

at one time ..

pr-acticed

by mon ks devoted
you way. Exotic (kama). Proficiency Focus to your

to the Mockery,

EXTRAORDINARY [ITEM CREATION]


You are an expert than usual. Prerequisite: B·enefit: by 25%. at creating

ARTISAN
magic items at a lower
COSt

taught painful Weapon

opponenr's sk in in a very
Prerequisites: Weapon

A Dy item cr ea t ion feat. the base price

(kama). Using Fle ns-

When dererm.i ni ng the gold piece COStin raw

Benefib Lng Strike action. a 1iving. creature titude


w it h your

mate dais you need to craft any item •.reduce

is a full-round kama. corporeal must

Make an attack roil

fAVORED IN HOUSE [GENERAL]


You a re a member Prerequisite: race and bouse. Benefit: Your family is influential and powerful, and you have the abi];,y to ca IJ in favors from ot her members of one of t he d ragonma Member of appropriate rked mercantile dragon marked houses and wield some influence in that house,

If you hit
foe, that a For10
+

.Lesser-

make throw

saving in

(DC

1/2 you!" char acte r level + your mod iFier), damage is increased a re wielding (creatures than two no additional The target ural armor addition The normally. two

Wis

to taking

DC

by 2 if you
.kam.as more gain wielding kamas

of you r fa m i Iy and thei r exten sive contacts, favor check (see below), you can call upon important and trouble be used from infor marion of a Gather
10 acquire

By

m aki ng a to gain the time

contacts

wilhoutgoing InJormation

through

check, Favors can also or documents Ron a d20 l2ththe can

bonuses). adds his n arbon us. if any., that

[he loan of equipment acquaintances.

influential

To call in a favor, you make a favor check. a nd add a bonus based on your character level. +2 at 3rd-6Lh 15th level,
OJ"

as a b orrus on this saving


t

level, + 1 at 1st-2nd lth, level, +431 The

hr cw. A target the saving with


II

level, +3 at 7th-l

fails

rhrow
pai n, penalty and on checks

+5 at

lfith

level or higher.

DC

based on the scope of the favor bei ng from expensive. or illegal Lhe same)

DM sets requested- il

is wracked r ece ivi.ng attack minule. undead, creatures from with pain this monk Flensing bonus

-4

range

10 for a si mple favor LOas high a s 25 for high Iy favors. You can't take 10 for help nor can you )'etry the check
[avor-, Favors should

rolls.eaves, Constructs, immune

For I

Greater

dangerous,

coaes,

plants,

or lake 20 on this check, the same (or virtually you to circumvent

i n co r p or ea l c re at u r es, to extra. damage creatures to to h it s, and

ad vance 1he plot of an adventu re. A favor that would ezia bLe an adventure

critical a special reaL Special: may

will always be unavailable


of a favor check. of ask
t

immunity

to you, "ega rd less of the result week equa I to one-half down than (minimulTl one favor one). from your You anyone

are not susceptible An evil select as a

You can try to call in a favor a number character call never contact

i mes per rou nrled more week. must

level.

for

in a given

Su-ike

For instance, involve

at 7th level you can ri mes per week. ntcontact from ile house.

try to call those

in a favor associated

feat at 2nd or uisites,

as rna ny as three a drffere witb. your rnercaru

but each attempt among

61 h leve I j F she meets


the prere'l

Siberys

Marlcof Healing

GATEKE'EPER IN1tlATE.
{GENER~(]
You have been trained in the ancient druidic tradition of the Gatekeepers. fou nded originaHy to ward off an extra ~ planar assault by aberrations. Prer equiaite. Abi Ii Iy to SpOll taneous 1y cast ,HlmmOll norure!1 alJy. Benent: You gel 11 +2 bonus on saving Lh:rowsagainst the supernatural and spelllike IIbi liries of aber rations. Add Knowledge (the planes) to your list of druid class skills. You may use Knowledge (the planes) rather than Knowledge (dungeoneering) when making skill checks to identify aberrations and their special abilities. In addition, you can cast the following spells as if they were on the druid spell list at the indicated level. I lit level: protection from c~il 2nd level: wne alnatural purity* 3rd level: dimensmnal anchor 4th level: nQture's wrath'" 5th level: ba1llshmenl 61h level: dim ensiolla I lock 7tb level: return to nature'" 8th level: mind blank 9tb level: imprisonment • New spell, see Chapter 5: Magic.

Least

BeneSt: You gain a greater dl'agonmark and the use spell-like ability associated with the greater dragonrna rk of-your house (see the next section of this cha pter for informatton on dragonmarks). In addition, you can use youI' least .and lesser dragonmark spell-like abilities one additional time p~r day. A saving throw against one of youI' d ragonmar.k spel.llike abilities has a DC of 10 + the level of the spell + your Cha rnod.ifiar. Your caster level for you·r dragonmark spell-like abilities Increases (0 10. t you r level in the dragonmark heir prestige class (i f any).
ofone

GREA.TER POWERfUL
[GENERAl]

CHARGE

Lesser

You can charge with extra for-ceo Prerequisite:s, Medium or Ia rger size, Powe rful Charge. base attack bonus +4. B enent: As Power fu I Charge. but treat yourself as one size category larger than you a-re. Special: A li.ghter may select Greater Powerful Charge as one of his ngbter bon us feats.

GREA.TER SHifTER DEfENSE


[SHIfTER]
By delving deeper into your
shifter heritage, you develop the ability LO ignore some damage from every attack, Prerequisites: Shifter, Shifter Defense. th ree other sh iIter reats. Be nefrt, When shifting. YOUI' damage reduction improves to DR 4/silver.

GREAT BITE {SHifTER]


You know how your fangs.
to

bit where it hurts with

GrelHer

Prerequisites: Shifter with the long~ tooth Hait. +6 bas." attack bonus. Benent: Your fang attacks now have a cririca I bit multipl ie r 0 f x3. Norm.al: Without this feat, your fang auacks have 11 multiplier of x2.

GREENSINGER INITIA. TE, [GENERAL]


You have embraced the druidic rraditions ·of the Greens i ngers. a chaotic Eldeen Reaches sect with close ties to the fey. Prerequisites: Ability to spontaneously cast summon natures allY. BeneS t s Add Blu ff. Hi de. an.d Per form to you [.list 0 f druid class skills. Tn addi lion, you ell n cast t be followi ng spells as if they were on the druid spell list at the indicated level. Isr level: charm pemm '2 nd level, da<.emon5ter 3 I'd leve 1: dispiacemen r 4th Ieve I, charm m<lnster 5 th level: hold manner 6th level: cufs grate. mass 7th level: dherealjounl 8th level: charm monster; mas; 9th level: ctherealnru5

GREAT REND [SHifTER]


You know how 10 hit where it hur-ts with your claws. P r e ['equj situ: Sh i Fter w ith the ra zordaw trait. +4 base attack bonus, Benefit: Ifyou hit with both of your clawanacks in a round. you deal extra damage equal to Id4 + 1!2 your Snmodifier, plu& 1 additional potru fOJ' every fou r characte r levels you have.

GREATER DRAGONM'ARK [GENERAL]


You have a greater dragon mark. Prerequisi tes: Me m bel' of appro ~ priare dragonmlll'ked race and bouse. Least Dragon rna rk, Lesse r D ra gOll mark, 12 ranks in any two skil!s.

HA.UNTING ME(ODY [GENERAL]


You can use yOUI'music to inspire fear. Prerequisites: Ba rdic mUSLC class feature, Perform 9 ranks. Benefit: When you sing or use some other Perform skill, you can unnerve enemies w irh in 30 feer of you, Any

Siber}'s

opponent become ranks fear uses

in ra nge must sbaken

succeed

OD a Will saving

throw

one step, increased

as if th e creature's

size .ha d To deterincrease, damage on

(DC 10 + 1/2 your


in the effect. Special:

b a I'd level + yOUI' Cha mod ifier) or for a number of r ou ndsequal to your
ski.ll. This is a mind-affecting

by

one category. of the

Ho.spitali ty

Mark·of

mine the
fmd one

amount

Pel' form Using

the n at ura] weapon's

t h is ability

COUDts as one of your daily

of bard.ic music.

HEALING fACTOR [SHifTER]


When limited your current period of shifting ends, you heal a amount of damage.

Pre:requisites: Shifter, Consru ution 13. Bendh: When you HOp shifting. you immediately heal II number of hil points equal to your character level. This benefit doe" not occur if you die (at -10 hit points)
before the period of shifting ends ..

of the twe progressions giv.en below and improve it to the next higher die value. .Progression J, Id 2, I d3, 1d4, IdG, Id8. 2d6 .. 3dG, 4d6. 6d6. BdG. izas. Progre ss i()n 2, I 2dB. 3cl8, 4dB. 6dB, 8d8, 12d8. Sp ecia l. Ac)'eaturecan gain

aru,

Least

this

feat m.ultipLe

times.

Each time a

creature

takes the feat, the damage

HEROIC SPIRIT [GENERAL]


You have ~ larger reservoirof luck than point the average hero. per

Benent: Your action


increased you attain.

maximum

level is
of act ion

for a different one of its natural at tacks increases. Special: A shifter may select Improved Natural Attack as a shifter feat. for a longtooLh shifter, the damage his fangs deal increases from IdG lO ldB. For

br 3. Th us.
This number

you now ga in a nu mber

poims equal to 8 + 1/2 your character of action points Normal: character

level at each new level the total number

also represents

you can bave at each level. Without


to

a razonlaw shifter, the damage his claws deal increases from Id4 to ld6.

IIJ;l.dare lim ited

this feat, player characters receive act ion points equal to 5 + 1/2 the ir

Level at each new level they auain.

INVESTIGATE
[GENERAL]
You can use the Search skillto find and analyze dues at the scene
of a crime or a myslery. the

Lesser

not have action points. By ta.king this Feat. an NPC gains and can use 3 action points Speciale NPCs norrnallydo
every level.

IMPROVED DAMA.GE REDUCTION


[WARfORGED]
You gain damage damage reduction or improve your existing reduction. reduction reduction

Th is feat way you can use the Search skill


Benefit.: expands

by

allowing

you

to notice

Prerequisite: Warforged. B.endit: You gain damage


or- improve youI' existing feat multiple damage times.

l zademnntine

by L
Body feat. you

and analyze available clues in a specificarea, This use of the Search skill is R fullrcu.nd action. Clues are
pieces of evidence
[0

Special:
can take

I f you have lh e Ad IIJnaritine

rhat
and

lead can be smelled. stands out Feature Examples

ih is

the solution hea rd. tasted.

of a mystery. touched.

Clues

are physical A clue

IMPROVED fORTifiCATION
[WARfORGED]
You improve your warforged farti.hcllI.ion, gaining immunity to sneak attacks Prerequisites: Benefit: extra damage

seen. or because

it's not a norma] include a

of the area being searched. of clues tr amp led flowerbed, 9 broken IHU, a pi,o snapped off in a lock. a torn strip of cloak. a

damage from critical hits. Wa rfol'ged, base attack bonus + 6.


and extra immunity to srie a k attacks and
[0

You gain

From critical

hits, but you lose the

abillty

be healed by spel ls of the healing subschool.

IMPROVED NATURAL ATTACK


[GENERAL]
One of a creature's natu ral attacks is more dangerous indicate. than its type and size would otherwise

burnt scrap of SCf'OiJ. or a brooch clutched in J. dead


man's fist.

Add the followLng task to the


list provided in the

Pltijer'l
of

Prerequisites: Natural weapon. base attack bonus +4. Benefit, Choose one of the creature's natu.ral attack
forms. The damage of tb is natural weapon increases

Handbook

description

(be Sea rch skill.

by

Siberys

Taak
Pi-nda clue

Search 10

DC

It bears the symbol of House of the These Search to find a certain item, clues of gator quality to consider thara house true and objective

Ca nrut h , but the brooch noble would normally

isn't wear.

Facts are now left for the investithe

So, in addit ion, to using

and follow up on. faih,

notice a secre
U aual

doorvor

Find a footpz-in t, you have lhe addinecessaJ'Y to find

[f the check
clue that sounds manner.

DM provides
but is actually only that

analysis flawed

of the in some bears

rra i ning

and experience

plausible

all serts. Modify the Search DC according to the nature of the scene being examined, as indicated below. (This
function of the Search
to

For exam-ple,

a flawed analysis of the major clue


reveal the brooch reveal

discussed
the symbol Even authenticity provide

above would
of House a successful of a clue.

skill doesn't

reveal clues when there

Cannith. analysis won't the actual could False clues planted at a scene

are no dues

nnd.)
Search DC Modifier ..0 +5 cilntami-

Scene Condition Undisturbed Disturbed,

truthful

and objective investigating unless another

data that leads an investiga-

lor in the wr'ong direction.


Generally, add new imighl

(The ',ent has no! be.n touched or con/amina/eli in o~ W<jl'.) (SQm.on~ ar so m. thing ho. slightlY and perhaps unintentionallY

a scene a second li me doesn't


clue is discovered. You can

tale
can't

10 when m ak ing a Sea rch check to fi nd a clue, but you take

""Jed the scene, for exl>mplc. a boo!' ,"a, picked upand put back or aguardwolk.Ii caUtIouslY across the areo.)
Cr ..at1y d.isturbed +10 Jomd hlng haJ m Q SSI v.,
I>

20.
Ifyou skill, have 5 or more ranks in an appropriSearch checks you get. a +2 bonuson

Synergy: ate Knowledge to find

nd In/fn lIOn olb' canla m mat.d II !mn"; jort:wrn pI,. Ih C "rfla has b een t/.,.m.d and scrubbed. or thv area W~5 .. Inle~l ion allJ' d,;lurbfd afle r tl.. prImo ry eu"n IQccu ,,,,d.)
Of

(Sanaa ne

or analyze

clues.

KNIGHT TRA.INING [GENERAl.]


You are part of a knightly order that combines

the divine

When and area.

a successful

Search

check what

turns patterns,

up

II

clue. you can evidence.


II

calling

of the paladin

class with another Taking taking class, such

form of training. levels in this class levels. your

make a second In other

check to discern
about words,

analyze in check

Benefit, take levels

Pick one class. you from as usual. in any other

draw conclusions

occurred

specific
OUI

does not prevent

paladin

If you
to

the -nrst Seardl

lets you find

you lose as
t

ability

something,

and the second

check allows you io figure check to analyze determine no struggle the victim. appl'oximatl"

pl'ogress as a paladin
rest r icted

If tbe selected
be monk you from

class also has


class, taking in advancing

what you've found. You can make a DC 15 Search a clue. the

advancement. levels does

paladin

no! prevent

By

examining fought

a body, you might back or provided or a spell

whether

that class.

victim

at all. or if
100 ki

claws, a weapon,

ki \led

By

ng at a

LEAST DRAGONMARK [GENERAl.]


You have a least dragon Prerequisite: mark. of appropriate dragon wi th .. dragonmark spell-like .d.ragonmarked mark
1 he

scorch

mark on a wall, you might


1 he

the location

of the spel Icaster when

spell was cast. is modified occurred apply. by the lime that rules concern ing and how signincam

Memher

The

DC fOT the check since


theevent

nee and house.


Benefit: of one spell-Ii for information You gain a least and the use ke abi lity associated on dragonmarks) least dl'agon-

has elapsed the Search Circumstance

the clue is, as indicated

below. All other

skill otherwise

m ark of you r house A sav ing ability has


II

(see the riex t section against your

of th is chapter

<e "am.ple)
-t

DC Modifier +2 +0

ih row
DC of

Ead! day past sine e event

to

+ the level of the spell + your Cha


I'

(Marimum modifier
Minar cl ue

10)

modifier. Your ability class.(iJ caster level for you level least d1'3gon mark spell-like heir prestige is 1 + yow' any). in the dragonmlll'k

(Prouide$ onlY a piece of Ihe !olution 10 a pu:ulr and "qui"" additional da·la fa, 1he in ve.1iga Ior II> reach a cane/usia n.)
Moderate clue .. 2

(ProVides Ii! " ifiwn Idata toward I/I~ soiutiot: of 0pu;;.d~ and "Quid Irod
to r/ eond~'''ln " ilhn"f uudillaMI dr/to_) Major due solution ISn'lrmm,iliol'b +5 (ProDld es e"erylhing an inueshglltar n~.d" 10 .o/u" a pu;:.{lo, ""OIl

l.EGENDARY ARTISAN
[ITEM CREATION]
You have mastered Prerequisite: Benefitthe method of cr eati fig magic feal. items. Any item creation Whe n dete ern in in g you r XP cost for creati ng the base cost by 25%.

if the

obuio."~)
secretly make

The DM should
analyze a clue.

the

second

Seareh

check to

II n

y magic ite m, reduce

If the check succeeds, the DM provides a tr uth Ful. objective analysis. of the due thatcan help the
inveJ!tiga ror reach a reason able and logicaJ concl usiori , For

l.ESSER DRAGONMARK [GENERAl.]


You have a lesser dragonmark. Prerequisites: marked race Membel' house, Least of ap pr o pr iat e dl'agonDragon-mark,

example.
murdered

analyzing
or runic

a brooch

clutched strands

in the hand
of a blue

of a

dwarf (a major clue) reveals that it was lorn from

a blue cloak

Cit bean

and

ranks

in

mater ial).

any two skills ..

Benent: You gai n a lesser dragon ma.rk ani! the use of one spell-like ability associated with the lesser dragonrnark of your house (see the next section of this chapter for Infcrrnation on dragonmarks). In addhion, you can use yoor Ieast dragoll-fIHu·k spell-like ability one additional time per day. Asaving throw againston.e of your dragonmarlt spellIike abilities has a. DC of 10 + the level of the spell -+ yOU1" Cha modifier. Your easier level for your dragonmark spe.ll-Hke abilities increases to 6 + your level in the dragon mark heir prestige class (if any).

levels does not pr,event you from advanCing in that class. SpeciaL A monk can take this feat as his bonus feat at l st , 2nd, 0.1' 6th level.

Mark of Making

MUSIC Of GROWTH [GENERAL]


Your music can enhance the power of animals and plant creatures. Prerequisites: Bardie. music class fearure, Perform 12 ranks. Benefit: By s'nging or playing music. you grant a +4 enhancement bonus to the Strength and Constitution scores ofevery creatu re of the. animal or plant type within 30 feet of you. This bonus lasts only as long as you conririue performing. Specral.: Using this ability counts 35 one of your dai.ly uses of bard.ic music.

LONGSTRIDE ELITE, [SH1FTER]


Your shifter trait improves. Prereq uisite: Shifter witb the !'ongstride trait. Bene:&t: While shifting, yoW'base land speed improves by 10 feel. This rmprovement stacks with the increase for the long-stride trait, for a total inc rease of 20 feeI.

MITHRAL BODY [WARfORGED]


A wal'forged cha r-acters body can be crafted w it h a layer of m it h ra l that provides some protection without h inde r in g speed 0 r gl'a eeful nus. Prerequisites: War-forged, 1st level on lv, Benefit: You r a 1"1'001" bonus is inc reased. to. +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC a -2 penalty on all ~kiJl checks that armor check pe nalt ies apply to. (Balance, Climb. Escape Artist, Hide, Jump. Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of l5·%. Nor-mal: Without tl1i~ feat, your warforged character has an armor bonus of +2. Special: Unlike most Feats. this fen! must be taken at I st level, during character creation, Warforged dru ids who lake this feat cannot cast druid spells or use any of tbeir druid supernarul'a I 0, spell-l ike class abi Iit ies. Warforged characters wit h this feat do not gain the benefi t of anyc lass feature p roh.ibi ted to a character wear i ng light armor.

MUSlC Of MAKING [GENERA.L]


Echoi ng the music of creation. you I' own performance enhances any process of creation, Prerequisites: Bardic music class feature, Perfor-m 9 ranks. Benefit, If you 5i.ng or atherwise perform 3S part of the c.asting of a conjurarion (c-reation) spell, the duration of the spell is doubled (as if the Extend Spell feat had been applied to it, but without increasing the spell's effective level). Spells wit h an Instantaneous duration are not affected. [fyou perform while using any Craft skill, you gain a +4 sacred bonus 01"1 yaul" Craft check. Special, Using this "bili ty counts as one of your daily uses of bardfc music.

Lesser

MITHRA.L fLUlDITY

[WARFORGED]

Your movements inc smoother a n.d more fluid than those of orher warforged. Prerequisites: War forged, Mirhral Body. Benefits The maximum Dexterity bonus a warforged with the Mith ral Bady Feat can appLy LO Armor Class is increased by L In addition, the a rmor check penalties to Balance, Climb, Escape Artist, Hide, Jump, Move SHen ~ly, Sleight of Hand. and Tumble checks are reduced by L Special: This feat can be taken multiple times. However, ar-mor check penalties can not be reduced to. less (han ...O.

POWER:FU( CHARGE [GENERAL]


You can charge with extra force. Pvezequ is.ites- Med iu m 01' larger she, base attack bonus +1. Benefit: When you charge, if your melee attack hits, you deal an extra Ida points of damage (if yau are Medium size). Far Large creatures, the extra damage is 2d6; for Huge, sas. for Garganl u an ,. 4d6; and for Colossal, 6d6.

MONAST1C TRAINING [GENERAl]


You are part of an order that combines the monasric discipline of the monk: class with another for-m of training. Benefit: Pick one class. Taklng levels in this elass does not prevent you from ta ki n g mank levels. If yon take levels in any other class. you lOSE your ability to progress as a mon k as usual. If (he selected class <llsobu rest.ricted advancement, such as the paladin class, taking monk

57

Th_i~ feat on ly work when you rna ke a charge. It doe not work when you are mounted, If you have the ability to make multiple attack after a dlarge, you may only apply lhjs .exrra damage to one of those attacks. Special: A li.ghter may select Powuful Oharge as ODe of his &ghtcr bonus feats.

Benefit: You gain 1 temporary action point wbile raging. If you don't use this action point during your !"age. it disappears when your rage ends.

RECOGNIZE

IMPOSTOR [GENERAl]

PREClSE SWING [GENERAl]


You can ignore most obstacles when making a melee attack against an opponent. Prerequ.isite: Base attack bonus +5. Benefit: You ignore all effects of cover (but not total cover) when making a melee attack, including a melee attack with a reach weapon.

You are extremely skilled at spotting lmposrors. Prerequisites: Sense Motive 3 ranks, Spot 3 ranks, Benefit: You receive a +4 bonus on Spot checks 10 oppose Disguise checks and on Sense Motive checks to oppose Bluff checks.

REPEL ABERRATION

GENERAL]

PURSUE [GENERAf.]
You have the ability to follow in an opponent's wake. Prerequ..i~ite, Combat Reflexes. Benefit: In combat, when an opponent in an adjacent quare Lakesa single 5 -foot step to a square that you do not threaten. you can spend I action point to move into the square the opponent just left. This movement occurs after the 5-foot step but before any other actions. and it does not provoke attacks of opportunity.

RAGING lUCK [GENERAf.]


When raging, you have a greaLel"ability to alter you r luck than most others do. Prel'equisite: Abi lity to ]'age or frenzy.

Your Gatekeeper training allows you to keep aberrations at bay. Prerequisites: Dr-uid level Srd, Gatekeeper Initiate. Be nefu i You can ward off creatures of the aberration type. You make a Charisma check and consult Table 8-9: Turning Undead on page 159 of the PIf!Jer's Handbook, using your druid level to determine the most powerful aberration you can affect. Thi ability works only agains] aberrations wirh in 60 feet of you. You then roUZd6 and add your druid level + your Cha modifier to determine your turning damage. An affected aberration is held at bay. unable to move toward you for as long as you maintain concentration. The aberration's actions are not otherwise restricted: It can fight orhe r creatures. use its supernatural or spell-like abi lilies. and attack you with ranged weapons, If you move closer to it. nothing happens. (The creature is not forced

back.)

The

creature

is free to make reach.

you if you come within away frwn can't move any closer. You can use this grants

melee aeracks against [f a warded aberration moves back [award of times you, it per day feat

Complexity o£Code .Hoi;e Simple Moderate Complex

Knowledge

Time Needed Id4 hours 1<:14+J hours Jd4+2 hou es Id4 .. 4 hours

DC
10
15 20

Mark of Passage.

you and then

tries to turn a number

ability

equal to 3 + your Cha modifier. The Extra Turning you extra uses of this ability.

30

RESEA.RCH [GENERAL]
You can use your tion from books, and figure~. Knowledge skills to extract repositories informaof facts

On any successful the r-esult. plete you start the better


OUL

check,

the higher comIf fact,

lind more a specific

the information
seeking or similar

you glean.

scrolls, and other


feat expands

date, map,
the way you can use the .mation,
t he

bit ·0£ infori.ncr ease as as + 5 or a Knowledge research, you are

Benefit: This
Knowledge skills.
it

the OM might

to navigate
repository. discover guage tbough

skill libra rr, an office f, ling system, a. chr on icler's


It allows you to use a Knowledge records into storage be able research cell in order
to

DC by as little much as '1-'15.


You though can ,·etry check made exa m i.n ing find
01'

or a church's information.

to

You must

read

the lan-

to perform doesn'

the texts a re written the

them, ld4 hours, DC 10 skill

if the material

Researd:« Tapic: Given enough

rime (usually

t contain

OM

can increase

the time based on the amount and a successful

the data you seek, you can't

of material researching. exists within ing. The de tailed the source When a specific

you're examining) This assumes higher

it. You can take


take 20 when a topic This check

10 to Lesser

check, you gain a general

u ndersta ndi ng of the topic you're the in formation result, you are seeking and more you are researchava i lable wilhi n information with on tomes

making or examuse of the

a 'i ne

Knowledge records.

the cnlleci ion of mater-ials the check (to the extent our specific

research Knowledge

the better

the information mater-ial). you want topic,

skill takes a minimum

of Id4 hours. to fmd a Iibrary

you must first find a circumstance research. libraries small bonus

relat j ng to t hat topic. The Gual ity of the library tion can provide check wheri some wealthy +1 circumstance by churches provides related performing households, bonus. to a specific devoted topic

or collec-

RIGHT Of COUNSEL
[GENERAL]
You have the legal and sacral a right one to seek of your advice ancestors, from

on your Knowledge as those found in a

General-purpose

(such

churches,

or towns) con-

ta in basi c in forma rion on a variety of to pies and provide A libra ry devoted (usually owned checks

deathless

elf in Aerenal's Elf. virtue

City of the Dead. Prer equ isite; to specific pursuits)

or organ.izarions

Benefh,
of your iri your allowed from

By

a +2 ci rc umsta nee bonus to its topic, collections

on Knowledge harder Such

hered ita ry place famiJy. to enter you are the City ancestor who

Comprehensive they provide reside

are

to F!TId, but collecuons Un ivers ity, ciries, in some

a +4 circumstance institution off,ces. harder provide

bonus.

of the Dead

and seek advice

wit h large chu rches, chronicle which

in some larger

a deathless councilor

Greater

orga n hat ion sand and in major collections, enclaves, &amrne general luck. find Even rar-er and Master colJec\ion~ at, Kor-ranberg,

s, at Morgrave
to gain

resides the re, Generally, an undying you physically-present

your ancestor is (see page 301). If

access 10 are master bonus. house

your-

a +6 circumstance librar-ies, books and

sel f before your ancestor. you can gain one of the following The
II

are fou nd in a few dragon marked

one or two royal

in the library to gel and some lab? Disthe files or

benefits. ancestor abilities, as uses of its spell-

Rewrds: Examining
a Slack of ledgers

or records

one like such

sense of what's in them

rakes lime, skill, in the alcheruist's Locate

dispel
In ogle.

cover recor-ds in the cr i me lord 's hideout? perta i n ing to taxes collected se rtse of the information the most apprcpr on the complexity not you can use it, you must contained therein

in the city? To get a general arid whether make a research check using DC depends

euil. dls~ el or ~eal.


The answers learning.

on

your behalf. ancestor your Guesmatters within its experience and up 10 the limits of its own knowledge.

iate Knowledge

sHU.

The

of th e code or fi li ng system used,

rions about

Mark of Scribing

• The ancestor questions

seeks super neru ral. knowlprovi'ding answers


10 10 a commune

Nor':mal: a n-atural

Without

this feat, your secondary

attack with

edge on your behalf. equivalent

weapon

takes. a

-5

penalty.

spel l no

with your level as the caster

level and

SILVER SMITE [GENERAl.]


You wield the power Prerequisites,

XP
The

cost.

of the Silver Flame


Follower

to smite

evil. smite you

of the Silver

Flame.

in the City of the Dead grow impatient with Freque nt interruption. and thus they refuse to assist you more than once per month.
ancestors Norm.al: the Dead anyone with The elves guard devotion. the City of

deathless

evil a hility. Benefit: deal an extra nent you smite. not burn. When

you use your smite evil ability,


of sacred damage fire is silver)' in appeal'anee

IdG pointS

to the oppobut does

The

rel igious

prev,enting to visit

from enteringwho

is not entitled

SONG Of THE HEA.RT [GENERAL]


Your

Least

the ancestors.

SERPENT STRIKE
[GENERAL]
Through you have makes use monastic mastered weapon a fighting monk Weapon Focus
tra

bar-d ic music reaches the depths of its ·1 isteners' hearts. Pr-er-equiaites Bardrc music. class feature. i nspi re
ability, When Perform

competence Benefit:

ranks. inspire courage, inspire inspire he r oics, any

you use

ining. style that


weapon: Pro

com pOl e n ce, ins pi r e gre at ness .or t bonus a 15th-l bonus against the t3 granted on attack fear when be would eve! bard

of an unusual Simple Weapon

by your music Incr-eases by + 1. Thus. with th is feat grantS his a [l ies a +4


rolls. damage rol ls. and saving c ou rage. rather grant. th rows than he uses inspire normally

the lorrgspear. Prerequisites: dency {longspear}, You can

n-

(Jongas a

spea r), Uu rry of blows class featu reo Benefit: special a flurry tr-eat a longspe,ar monk weapon, of blows with it. allowing you to perform

l£ he uses inspire great ness, t he sa me ba rd gran ts up to rh ree al l ies 3 bonu s


H it Dice. Also, the saving throw a -+3 bonus on attack
TOiJS, and

a t2 bonus

on

"fort it u de saves. when you use fascinate. suggestIO/I, or mass suggestion. throw DC increases by 1. Melody feat. by the saving have

SHifTER DEfENSE {SHifTER]


By delving into your the shifter ability heritage, to ignore you have a developed damage

If you have the Haunting


DC for that the Music of Growth increases

effect also increases Feat. the bonus

I. If you

!iu le

bestowed

by that feat
feat, the to a +2

from every attack. Shifter. two other

to +6. If you have the Music of Making

Prerequisites: shi fte.r feats.


Benent: age reduction While 21silver.

bon us on era ft checks bestowed +6. If you have the Soothe circumstance bonus on your

by that feat ill creases check beast.

the Beast feat, you gain Perform

shifting,

you gain dam-

to improve

the au itude of an animal

or magical

SHIfTER fEROCITY
[SHifTER]
You are a tenacious to fight when others and injury. combatant, would continuing to pain succumb

SOOTHE THE BEAST {GENERAL]


Echoing the music of creation. your music has power Perform to calm animals. Prerequisites: 6 ranks. Benefit: thy ability the -ettitude instead mine animal animals animal. You gain an ability similar or rang!'.l". Your You make of an animal. Lothe wild empamusic can improve check to deterwhile wild 30 feet of the a Perform. of a druid Bar die music class feature,

Greater

Prerequisites: Shifter, Wisdom 13. Be ne fit , While shifting. you continue 10 fight wi th 0·1.1 t pe nal ty if you are disabled or d yl ng.

of a Diplomacy the animal's are usually has a starting

cheek and use the result The typical of indifferent, altitude

new attitude. unfriendly.

domesl icated

SHIfTER MULTIATTA.cK
[SHifTER]
You areadept attack weapon. at using your with Shifter trait, natural a norhe r with the in conjunction

To use to actually

rh is

ability,

you must be within

The check takes I mi nute, but il might take longer influence the animal.
to

You can also use this ability beast wilh an Intelligence score or razorclaw Your base attack attack only a

influence a magical

Prerequisites:
longtoot..h bonus with +6.

of I or 2. but you lake a cou nt s as one of your daily

-4

penalty Special:

on the check. Using this ability

Benefit, a natural penalty.

secondary takes

uses of bar-d ic music.

weapon.

-2

60

Siberys

SPONTANEOUS
[GENERAl]
You can swap a prepared Prerequisite: Benefit: for another Special: your speJlbook) Caster

CA.STING
spell on the fly. level 5th. a spell you ha-ve prepared

The

totem

eornpa.n.irm companion

bas all the determined

normal by

abilities
YOUI'

of a
01·

typical ranger

creature Level.

of its kind,

as well as t be character-istics druid

of an animal

You can exchange

UNDEAD EMPATHV
You are adept
the undead. Prerequisite: Bene·&t. made to influence

[GENERAL]
and influencing

spell on your spellli~t

(or for wizar-ds, out of

atcommun
Charisma

icati ng with

of th e same level.
Using this ability costs

action

points.

13.
bonus on Diplomacy checks of inrell igent to influence undead. the actions undead is usual ly spe~ to a Diplomacy is requit·ed sufficient abandon them

STRONG MIND
You are unusually mind attacks. Prer'lqui5it'l: hard

[GENERAL]
to affect with psionic POW'lrs and

You gain a

+4

lhe. reactions though

You can a lso use Diplomacy ofrnindless undead, encounter the +4 bonus on your check.

in this case you do not gain Genera l1y. mindless


all irude

Wisdom gain

11_
on saving throws attacks. Psion ic abili-

Be nef'it:
ties include

You

a +3 bonus and mind

begi nan check enough

wit h a hostile to rna ke them to guard them combat, is needed

: a Diplomacy have been

agai fist psion ic abilities

sufficient

indifferent something. friendly to make

ma Dy spell-like
rn.i

as aboleths,
creaiu Mind sheer

nd Ilayers,

ahil it.ies of manners such and yua n-x l (and any other
a re described as psionic). uses (at to

to stave off attack. to make

If (be undead

cifical.ly commanded

res whose specia 1 attacks

check sufficiem
make them to make them

au acks include
mental Special, force

the mind
La stun

Flayers

mind blast abi labil ity rhat

back offfrom helpful

and a check

ity, as well as any si m i la r supernatural or disable the OM's discretion). The benefit abilities. This of this

an opponent

what they are guarding. character

feal does not extend items


to

spells. psionic

spell-like abilities.

or magic

that

duplicate rule

is lin exception are equivalent.

the general

ofa mindless undead, the be within 30 feet of one another. GeneraUy. influencing an undead in th is way takes I m.in ute, but as wi th in£! uencingt he liv.ing. it mighl
To influence the behavior and the undead must take more or less lime.

that magic and psion.ics

TOTE.M COMPA.NION [GENERAL]


Instead magical Totem, mum of an animal is ites, companion. you have your totem beast as a companion. Prerequ

URBA.N TRACKING
You can track the location individuals Be nen it for within
t:

[GENERAL]
persons or wanted

of missing

communities. a Gather Information the trail check. becomes You dif~

Wil d ernpat hy c la ss fea tu r-e, Beast


a new animal (see below). an animal companion, is a magical targel you beast of the same kind companion normally as your beast companion. mini-

To _11 nd the rrai I of an i nd ivi dua I or 'to fol Low requires Gather Information
t i me

abil.ity to acquire level requirement men


II

I hour

must make another of the search, ofrown. The required community DC of the to track

check eVeTy hour area

Benefit: may choose totem. though

choosing

as well as each

magical

ficult to follow, such as when it moves to a different

Even !.hough your it were an animal. special page

beast,
as the

you can cast spells to the character's companion's Comparrions. who choose what companions

on it that

animals adjustment Animal Rangers

check,

and

the number depends

of checks on the

Apply the indicated (see Alternative

down

your

quart"y.

level (in parentheses) powers

to determine

size and the conditions, Gather Information DC village Checks Requir ..d

36 of the Pltryer"s Handbook).

this fea t use one- half the; r level to determine


they may attract.

Com.mu_n;ty Siz ..Thorp,

hamlet,

Or

5
10

Small Ol-Iarge town

Totem Companions
7th L"vd Or Higher Cockalri~" Displacer bea,t

Small or hn·[<'"cily
Metropolh

l5
20

(Lu"J-6)
Kr"nshar

Id3 ld4 ..1 2d4 2d4+2

~Sec page 137 of Ihe Dung-on Mali",', G~id._ Conditio·.. DC Mod.ifi~r

lOU. Level or Higher Bosi.lisk Dig'e, tell3d.

(Level -9)

E"et"y three creatures i.n the g~oup bei n.g sought


Evel'Y 24 hours pan)' has been missing/sought primary Tracked p"rt)· "lie, low" Tracked parry marches community's racial demographic~ Tr~cked party does nOI mAtch community"s prima:ry or secondary eaeial demog»aphk"

-1
.. I +5

Unicorn Winter wolf (Level-12)

-2

Level or Higher

Ghimera 16t1\ Level or Higher Go-rgon (Level -15)

·See page 139 of ihe Dung-en Masler', Guide.

Yrthu k

If you' fail a G3 ther lnforma


after 1 hour of questioning. the n.\.Irnber of checks required, know exactly Ncr-mal: Information individual. Special: (local) gains when using allow effective A character to fmd t!'ailing. A character a +2 bonus this feat. but each check

don The

cheek,

you ca n ret ry it secretly

WA.ND ~MASTI5RY[GENERA-f.]
Wands are far more Prereq:uisites, He_nent: throws wand's When caster potent in
YOU1'

DM should

r-ol l

hands.

so that, the player doesn't

Craft Wand, you use


8

caster level wand, is increased

9th.
of saving by 2 and the

how long the task will take.

the DC

wicbour this feat can use Gather


about a particular and doesn't takes with ld.4+ I hours

aga i n~l the wand's effective

effect

out information

level is increased

by

2.

WARDEN INITIATE [GENERA-l.]


You tion have been trained in the and ancient druidic woods tradi10

5 ran ks in Knowledge

on Gather

r nformation

checks check

of the Wardens Reaches.

of the Wood.

a sect dedicated

protecting Information Eldeen pe r chec k rat her tha n 1 hou r), but to the check.

the e ast ern plain Ability

the great

of the

You can cut the t i.me per Gather in na If (to 30 minutes you take a ~5 penalty

Prerequisite,

to spontaneously bonus

cast ,ummon to Armor

nan. re'$ DI])'.

VERMIN COMPANION
Instead of an animal companion, ture as a corn pan ion , Prerequisites, Child of Winter, Benent: is a vermin. animals
01'

[GENERA-f.]
you have a vermin creaalignment, companyou targeL

Henen-t:

You gain

a +2 deflection a forest.

Class when fighting Add CJ imb and In addition, were on the druid

J urn p

within

to your list of dr u id c lass skills. spells as if lb.ey level.

you can cast the following spell list at the indicated

Dru.id level Srd, nongood ability to acquire a new animal (see below). level requirement

lsi level, prolectwn[rom 2 nd lev·el, deleellhQughls 3rd level, displacement

evil

ion, minimum

When

choosing instead,

an animal Even tbough

companion.

may choose a vermin as though

your companion Your companion

41 h leve J: locate
6th Ieve 1:

c;reolure

you can cast spellsen

it that normally

5th Ieve I, hold monl"ler

it were an animal.

repulSion

gains an Intelligence

score of I but does not gain any skills adjust merit to the character's the companion's Companions. spepage 36

7th level: bOfilshm~n! 8th level, screen 9th Ieve I, hold monster. mills

feats. Apply the indicated

level (in pa reru heses) to determine cial powers of the (&ee A1ternatjveAnimal

PII9er's Handbook).

WH1RUNG STEl5l STRIKI5,


[GENERA.l.]
Through monastic weapon training. you have masrered monk weapon' (Jonga fighti ng style that makes use of an unusual the longsword. Prerequisites: sword), feature. Weapon Martial Focus Weapon Proficiency nuny (Iongsword), of blows class monk Giant fue beetle Mensrrous ce ntipede. Medium Monstrous scar-pion, Small Monstrous spider. Small

Vermin Companions
3rd Level or High,,- .. (Level-O) Giant ant, worker
Cht.nl am, soldier

Ciant bee Gtaru bombard ier beerle

4th Level or Higher Giant praying mantis

(Level ~3) Giant wasp

Benefit: weapon,

You can treat a longsword to perform a flurry

as a special

aUowingyou

of blows with it.

7th Level or H igber (Level ~3) Gia III Stag beetle. A vermi animal
n,

DRA.GONMA.RKS
Magi c is the 1i feblood of Ebe.rr cn, Perhaps enei rel i ng it like the the earth from manifestation of d ragonmarks races. Dragonand any each manihas than intricate innate abi Iities of a typilevel. Ring of Sibe rys and seeping of Khyber. seven than There up through the clearest c orn rrron more their the-cones among marks vermin colorful tattoo-that align ment, abilit.ies. festations. faded carries from one associated
3.

compan
0f

ion h as all t he normal determined

cal creature

its kind,

as well as the en aracter istics of an by your druid

companion

of this pervasi ve mag ic is t he a pp ea ranee of Kborvai.re's skin birthmarks, also grant are elaborate patterns-more: bearers

VERMIN SHAPI5 [GENERAl]


You can forms Child vermin. vermin llth use your wild shape forms. level 5 th, Dongood ability to assume instead of animal Prerequisites: of Winter. Benefit, You can tu en yourself into level reaches at Small or Medium of a Large at You gain the abllJty when your druid form's to take the shape Druid

distinctive

spell-like

are twelve families with a number mark,

of dragonmarks, related

of closely creature

A thirteenth his to I'y. and

the Muk of Death.

no living mark,

on Eber ron must take the the power mark and in rhe

8th, a Tiny vermin level.

it.
a character
Ihe Lesser

level, and a Huge vermin Special:

lfith

level. in no case can iruo

To pos!;ess a dragon Least Dragonmark Greater Dragon.mark

the vermin

Hit Dice exceed your druid

feat. He or she can increase Dragon feats, and by taking

You can'! use wild shape to turn yourself

of the d ragen rna rk by adding

an a nim.al if you have this feat.

levels

dragonmark

heir pl'estige abilities.

class. Also, prestige

the Aberrant

Mark

fami while

ly produce

Ihe

wind to power the sh ips, the vessels. iz at io ns d ishouses in

feat and the heir ofSiberys

class gTanl alternative

the u n.ma rked masses fill the other


Ghapter 8: Organ

Mark of Sentinel

d ragonmark-like

crew roles aboard cusses

When it is used, a character's dngonmark grows warm LO the touch. It becomes fever hoi when its spell-like abi'liIies are used IIp For the day, and must be a Uowed to cool before its power can be drawn upon again. The descriptions of the dragonmarh rhat follow use the format outlined below.

the dragonmarked

more detail.

Marh: Each cl.nigoumarkappea.rs


in three increasingly and grants characters

powerful

aspects. ability to ability a charpermaLeast

a single spell-like

DRAGONMARK
A general ence starts each mark's

NAME
powers and infludescription.

who have the mark. If more than one spell-Like


for a specific (Anyone mark,

summary of the dragonmark's

is mentioned

acter chooses one that he possesses

House, Each dragon mark appears among the members or one large extended family (or, in the case
of

nendy thereafter.
least dragonmark to a certain this benefit mark's character mark's ity of uses level kind

whocarr ies a

also gains a bonus


of skil.Lcheck. to the abiluse his ahiln u m he r

Ih"

Mark mark.

of Shadow.

two famili·es),

By

no

means who result of the for advan-

does

ev"'-ry mem ber of ad

ragonmal·ked
rare of one of such

fam ily possess

is in addition

a dragon develop from which family).

but it is extremely (and specializes

for a person
I hese

spell-like can spell-like

is riot a recogn ized member a dragonmark Each house it~ mark lnd iscret ions

fa m ilies to scion

ity.) A dragcnmarked

cases

usually

on the part

of a lesser

in a trade or service
acompet.ltive

a certain limes the

gives its members

rage, and it controls guilds that reg ulate commerce in its area of specialization. Each fam.ily is made up of a mix
of marked mantfest possess and unmarked randomly them. members, si nce dragonmarks
[0

per day. He ability as a a caster in

scree r e r with the descr-ipr

as indicated

even among

chose with the ability

ioris of the

and unmarked

The guilds employ both dragonmarked people, who may be family members or u ore lated reta iners, The d ragonm II rked ind ivid uals perform rhe ir specie lized magical functions for the house,
the un marked handle the more both mundane aspects For example, marked and unmarked

dragoumark featsearl ier in this chapter. Each more powerful aspect of a dragonmark stacks with
less powerfulaspects, retains greater the so that a lesser the powe r of a least mark, a nd a

the mark

and

of the t rade. members

mark retains
of its lesser

of the Windwrights Guild, controlled by House Lyrandar, work aboard ships; the marked heads of the

powers

associated

and least marks"

DRAGONMARKS
Mark 'Detect ion Finding Handling House Medan.:l Tharashk Race Influ@nce Warning finders Handlers Healer. Hostelers Tinkers Couriers Notar-ies Speakers Sentinel Shadow Deneith Phiarlan Thur-arml Storm 'Warding Lyrandar Kundaral:: Human Defenders Fa brtcarors Passage Scribing Guild Guild Guild Guild Guild Guild, Guild

Half-elf
Half-ore, human

MARK Of DETECTION
The MarkofDeteclion gra nts abilities that enable its possessor
to

Vadalis
Jonseo Ghall.ncla C&nnilh

Human
!-laltling fialfiing Human Human Gnome

Healing Hospitality
M&king

discern

the

Greater

presence of threats, From poisoned fOl~d Lo sCI'ying eyes. House: The half-elves of House
Medani carry the Mark of Detection. One of the youngest ol'gaof the

D",en
Sivis

Guild.
Cuild Guild, Guild Guild, Guild

Transportarton

dragonmarked House Medani

houses,

Bladema,'k,;

nizedinto a mercantile ho us e as a result

Elf
Elf Half-elI

Entertainers and Arti.M1l.'l Guild Shadow NeLwork Windwrigbls Raincallers Banking Wal'ding Guild, Guild Guild, Ouikl

of the War of the M1l.I'k tha ended


fi£te·en tile stood hu rrd re d
j t has

ye-ars ago. Despite fact !hat as anestabl.ished

Dwal'f

mercantile

house for fifteen

Siberys

Ma,rkol Shadow

Least

cenrunie . some of the olde .. houses still view Hou e Medanj as all upstart. Unconcerned with the opi nions of its peers, House Medani controls the \'farning Guild. which offers services related to personal proteelion. House Medan; odginated in Breland and continues to concentrate its efforts in the cen tral region of Khorva ire. Unmarked members of House Medani sell their services as scouts. sentr ie • and similar occupation. Marks: The aspects of the Mark of Detection grant the followi ng benefits. Lean Mark of Detect.ion deted magrc 2/day or detect pOison 2/day: +2 bonus on Spot checks. Lesser Ma r k of Detect ion: detect scryillg l/day or see invisibili!y l/day. Greater Mark of Detection: true seeillg lIday.

clragonmarked kin in every area; they offer mu.ndane inveshgative services and help en dragonshard prospectlng expedit ions. Marks, The aspects of the Mark of Findi og granllhe following benefits. Least Mark of Firrdi ng: identify l/day, know dim·:tion 21day, or locate objecl lIday; +2 bonus on Search checks. Lesser Mark of Finding: helping hand I/day or locale creotv re I/day. Greater Mark of Finding: find tile path I/day.

MARK OF HANDliNG
The Mark of Handling grants powers related to the care and control of animals, House: The humans of House Vsdalis carry the Mark of Hand ling. Th ei r Ha nd.lers Gu ild controls the busi ness of breeding and selling livestock th['oughout Khorvaire. Though the elves of Va lena I' are gaining a reputation for breeding the finest horses in Khorvaire. their steeds are r-are and expensive. wh ile House Vadalis provides a str01Jg, loyal, and affordable mount. Unmarked member of House Vadalis are animal handlers, breeders, auctioneers. si ablekeepe rs, dr-iver-s. and teamsters. Marks: The aspect of the Mark of HandLing grant the following benefit. Least Ma['k of Handling: calm onimah l Zday, charm animail/day. or speak with Qlllmal.i lIday: +2 bonus on Handle An.imal checks. Lesser Mark of Ha ndl ing: dominate animail/day or greater maglcjang l/day, Grea er Mark of Handling: ammo! growth l/day or sum mOil nature5 alJJ V 1/day.

MARK Of fiNDING
The Muk of Finding b estows powers r elate d to locating c r e at U res or obj ecrs , making those who carry it useful as investigators or bounty hunters. In addition. members of the Finders Guild serve an essenrial role in locai ing dragonshards and selling them to other guilds for attunement. House: House Thara hk is a farrlily of halforcs and h u m a as originally from tbe region around t-be Shadow Marches. IL controls the Finders Guild, which includes freelance Inquiairives, some law enforcement agents, explorersfor-hire, and dragonsha.rd prospectors. The Finde"s Guild corice nrrates its efforts in western Khorvaire. where a lucrative d.ragoTlshard prospecting business flourishes, although it members are found in every major town and city. The unmarked members of House Tharashk assist their

Lesser

MARK Of HISAlING
The Mark of Healing grants curative magical powers. House: The halflings of House jorasco carry [he Mark of Healing and operate the Healers Guild. which controls botb the mundane and magical healing trades ..A sick or injured person in Khorva ire is far more likeLy to seek healing from the Healers Guild than From any temple. and in fact mOSI temples do not offer healing services for sale (though they still heal their own champions and faithful when necessary). Unmarked members of House jcrascc are expertly rrarned in the healing arts, as well as in fields such as alchemy and herba1i m. Marks: The aspects of the Mark of Healing gratH the followi n g benefits. Least M a 1'1 of Heal ing' ell re light wounds 11 day or lesser '·e.l/oro hon I/day; .... bon us on Heal checks. 2 Lesser Ma rk of Healing: cure seriOUHl!ound. l/day, neutmli<.epOIson l/day. remove diseo,f I/day, 01' resturation 1/day. Greater ark of Healing: /Ieoillday.

Greater

MA.RK Of HOSPITALITY
The M3.['k of Hospitality grant powers related lO food and shelter. House: The halflings of House Ghallanda carr the Mark of Hospitality. which is extremely useful in the

64

hallling , native nomadic culture. In the citie of K horvaire, House Ghallanda operates the Hostelers Guild. whose member include innkeepers. chefs. and restaurateurs. While the guild does not operate every inn and wning esrablishmen! In Khorvaire. it enforces standards and performs inspections to ,"egulaee those businesses. Unmarked members of House Ghallanda Tun some of the fmest hotels and restaurants in KhoIvaire. Marks: The aspecls of the Mark of Hospital ity gum the following benefits. Least Mark of Hospitality: purify food and drink 2/day. prestidigitation 2/day, or unseen servant l/da)'; +2 bonus on Diplomacy checks. Lesser Mark of Hospitality: creafe/oodandwoier l/day or Leamund's secure shelter lIday. Greater Mark of Hospitality: heroes' jeQst l/day 01' Mordenkain811's mognificent mansion l/day.

per use. The character ca n, leap a horter distance than h.is maximum. as long as the distance is in lfl-Foor increments. U ing dimenSion leap is II standard action, Lesser Mark ofPllssage, dimrnsl'Ql1 door l/day or phantom steed l/day. Greater Mark of Passage, overiondjlighillday or/deport I!day.

Mar1cof Stor.m.

MARK Of SCRIBING
The Mark of Scribing grants power "elated to writing and cornrnu.n.icat iorr, Those who carry it specialize in the magic of the wr-itten word, serving as diplomats and translators 01' fad lilacing communication over long distances. Honse: The gnomes of House Sivi caJTY the Mark of Scribing. This house controls the Speakers Guild. which offers the services of translators and mediator and can facilitate in tantaneous long-range communication by means of sending. In addition. House Sivis controls the or a rias Guild. which uses arcane mark to certify legal documents and similar' work. This guild also prepares secure docu men ts inte nded for speci fi e red pien ts u sing illusory Script and per-Io I'm. tr-a nscr ipt.io n and copying services. House Sivis originated. in Zilargo and has spread along with the gnomes [hroughoullhe Five lations. The house does not usually operate in regions where gnomes are rare. The unmarked members of House Sivis serve as mediators, scribes, messengers. go-betweens, and sometimes diplomats. Marks: The aspects of the Mark of Scribing grant rhe following benefits. Least Mark of Scr ibi ng: arcane mark 2/day. comprehend languages l/day, or wlllspenng I!lind lIday: +2 bonus on Decipher
cr ipt checks,

MARK

OF

MAKING

The Mark of Ma.kinggrants the power to mend or fabricate mater-ia l goods. House: The humans of House Can n it.h carry the Mark of Making. Members 0 - their Tinkers Guild of len travel as widely as more traditional linkers. stopping in villages to repa ir goods as they go. House Cannith also r-uns the Fabr-icators Guild, whose members include those wiLh lesser or greater marks who CII n fabricate new items rat her I han just rep" i r old ones. Unrna rked TIle mbe 1'8 of H ouse Cann.it h are well-to -do art isaris and, less often. mundane tinkers. Marks: The aspects of the Mark of Making grant the foHowing benefits. Least Mark of Making: make whole lIday. mending 2Jday. or repair light damage* l/day: +2 bonus on Craft checks, Lesser Mark of Making: mmorcreation l/clay or r~pUl" serious damage* l/clay. Greaier Mark of Making: fabricate I/day or majorrreatlon I/day. "New spell; see Chapter 5: Magie.

MARK Of PA.SSAGE
The ark of Passage bestows magical powers related to transportation and teleportat ion. Hou 1": The humans of House Or ien are the bearers of the Mark of Passage. They control a worldwide Courter Guild that uses its powers to carr parcels. messages. and people over great distances insranra neously=for a rug]l price. The l~ouse has holdings and operates across Khorva ire, though it traces its origins to Aunda ir. The house's Transportation Guild oversees lightning rail and caravan routes th roughout central Khorva ire, Unmarked members of House Orien work as mundane couriers. often within the boundaries of a single city or nation. Marks: The aspects of the Mark of Passage grant the following benefits. Least Mark of Passage. expeditious retreat llday. mount lJday. or dimenSIon leap l/day: +2 bonus on Survival checks. A character with the dimension I€ap spell-like ability can teleport up LO a total of 10 feet per character level

Greater

Lesser Mark of Sc_ribing: illusory script l/day, secret page l/day, or longues Uday. Greater Mark of Scribing: sending lfd,IIY (a de crip t io n provided by a cl ie n t makes you famillar with the recipient).

65

Mark of Warcl.ing

MARK Of SENTINEL
The Mark of

The two houses

enrinel conve.ys powers that protect creatu res from harm. Hou e: The hu rn a n of House De:neith carry the Mark of Sentinel. They put their powers to use in the Defenders Guild, which offers comprehensive bodyguard services to persoru; of posu icn and wealth. The house also provides sentinel marshals that
jur isd ict io n across national Guild

nage.

continue their a ncienr work of espiou rve i lla nce, and similar intelJigence-galhering wh.i le outwardly Entertainers and i ts spies pur uing mercantile endeavors. sell activities House

activities. Phtarlan's Breland,

ba ed on ente rtainrneru

and artisan and Artisans


work for (or

Guild is based in
information

to) Thrane. Aundair. and Breland. House Thuranni. ba ed ill the Lhaznar Principaliries (bu with an enclave in Breland), controls the Shadow etwork. Its members perform their spy! ng act ivit.ies on behalf of the Lhasaar
pri neel i ngs. Order orthe Kai-r-nath , Droaam. Q'barra, and even the

Leest.

have

boundar-ies.
operates

House Deneith originated

in Kar-rnarh , but the Defenders across

Lesser

Khorvaire. The unmarked members of House Deneith work as bodyguards without the benefit of magicaJ assista nee. Marks: The aspects of the Mark of Sentinel grant t he follow Lng benefits. Least Mark of Sentinel: mage armor llday, protec!ionfrom orrowsl/day, silieid offaith IIday. or shield other I/day: +2 bonus on Sense Motive checks. Lesser Mar-k of Se nu nel. protechon from energy l/day or lesser globf oj Inuulnerobili!J' l/day. Greater Mark of Sentinel: globe ofin7l11/nerobi/i!J l/day.

Emel'ald Claw. Unmarked members of both House Ph iar-la.n and Hou e Thuranni work as entertainers and artisans who gather information and serve a spies and rogue. Marks. The a peets oftbe Mark ofShaclow gram the following benefits. Least Mark of Shadow: darkn« s I/day. disguiJcse/fl/day, or minor image Ilday; +2 bonus on Cather Information checks. lesser Mal·k of hadow. clairoudiellcelc/airv,!!once I/day. shadow co.yuro!ion IIda)" or scrying IIday. Greater Mark or Shado...,.: mislead I/dny, pryillg9cs l/day, or shadow walk l/day.

MARK Of STORM
The Mark of Storm g-r·ll.ms the power LO control weat her, pri rnar-i.ly through the manipulation of'c louds, wind, and rain. A character with this rna rk can create a short. localized dr izzle or a powerful enough rainstor-m. a sbor-t breeze, or

MARK Of SHADOW
of Shadow grants divinatory powers of clairvoyance and saying, as well as illusory powers of deception. Houses: One of the
Th

wind to propel a ship across the sea. House: The half-elves of House Lyrandar carry the Mark of Storm. Their Windwrights Guild dominates the business of shipping and tr a nspor uu ion over both sea a nd sky. Their Raincallers Gu.i1d provides services to
fa r me r s across every trace humans coastal their Khorvai nation reo Both guilds i re , and are lhey found in of Khorva proudly

Mark

Greater

most

surprising the

and

devastaiwas

i.ng effects

of the Last War

~~f:eill~II:~~I~~;I~lI
Shadow. House .. elf aramily , an of Phf r.la n ancient lineage. the Mark
for milthe Last as an

~~~4M~i5!~~~

schism of the family that carries the Mark of

carried
of Shadow lennia information before

War and was known

ancestry 10 rhe elves of Ae r e n.a] and the ofThrane. Unmarked members of House Lyrandar are prospet~ ous farmers. plantation owners, and sailors crew; ng the ships driven by their rna rked relatives. Marks: The aspects of the Mark of Storm grant the followi ng benefus. Least Mark of Storm: elldur~ e/~menls l/cla)', fog cloud J/day, or gusl afwlnd l/day; +2 bonus on Balance checks. • Lesser Mark of Storm: sleeblorm l/day. wind'sji:wor I/day. ol'wrnd woll l/day. Wit h 5Ieets"/orm. II character can create either warm rain or freez:i ng sleet. A character using wind's Iavor can create a Ioca li7.ed area of sLIong wind (approximately 30 mph) in an area 10 feel wide. 10 feet high, and 100 feet + 20 feel per caster leve11ong. The wind blows for 1 hour pel' caster level or until the character dismisses it. By concentrating as a FIl.Uround action. Greater the character Mark of Storm: can change the d.lrectlon of the wind by 45 degrees.

c leari.nghouse.

During the war, however. the mission of the house tur-ned its merubel'S against each otl er, eventually resulting in the formation of a new house-House Thuran ni,

confrol winds 1/da)' or con tro I

weather J/day.

Siberys

MARK Of WARDING
The ark of Warding protect place from unwanted intruders and items from theft. House: The dwarves of House Ku ndar.ak caTry the Mark of Warding. They eont.rol the Winding Guilcl. wh ich specia 1izes in secur ity for businesses a-nd precious goods. House Kundarak originated in the Mror Holds and n.ow has interests in many large towns and cities throughout Khorva ire. The unmarked members of Hall e Kundarak work a ecu r it consultants, often peciaLizi_og in Lrapmaking as weI! a running the House Kundarak bank. Marks, The aspects 0 the Mark of Warding grant the following benefits. Least Mark ofWarding: a/arm l/day. arcane lock l/day.fiT~Ir(lp Vday. or misd,re(tlOn l/day; +2 bonus on Search checks. Lesser Mark of Warding: explosive runes I/day. gl),pll of wardmg I/day, or nOllde(eC'liall l/day. Greater 'Mark of Warding: Mordenk--oinen5foithful hound I/day. greater g.!ypil warding llday, or gU(Jr(ll and wards l/day.

DEITIES Race
Changeling

BY RACE
Deities The Traveler 01' by e.lass a:cd alIgnmml

Dwarf

By

class and alignment

"Elf
Gnome

The Undyi_ng Court or by class Rod alignment

By class and aligl'lm~nt

Half-elf
HaLf-ol'e

By class By class

and nUgnment and alignment

lbLfling
Human Kalashtar Shifter Warfol'ged

B class and alignment

By class and alignment


The Path of Ughl or by Dru.idtsm.
01'

elM;

anti alignmem the Traveler,

Balinor.

Boldrel,

by class and alignment None 01' by class )111 d a Iign men [

DEITIES
Class Artifreer Barbarian Bard Cleric Dru.id Fighler lonk Paladin Pion

BY CLASS
De itfes (Align=em) Aureon (L ), Qnnal' (NC), (GE), rhe Traveler (ON) (NE). the Shadow

of

REliGION
In Eberron, mo st people identify not with a specific pall'on deity bu wilh the chu rch to which they belong. The faithful of the Sove ce ign Host. for example, ususJly rever-e the nine deities together in a 51 ngle temple, tbough shr i nes devoted La the individuaJ de it ies appeaJ' in major towns and cit ies across Khorvaire. The Ia it.hful may give pa rt icu lar 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 follower of the Sovereign Host. A paladin devotee of Dol Arrah and a rogue who prays to 01 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 divining them, A paladin ,..ho serves Dol Ar r'ah and a paladin who servesthe Silver Flame. however, II I'll members of different churches and differeru rel igions. Tiley are un ued in their ideals and their devotion to law and good. and they might work wgether extensively in pursuit of common golli, but they are likely to hold endles discussions or even heated at"gumems concerning rheological issues and fundamental behefs about the nature of the world. Race and Religion: The religions of Eberron are not. in general, racially based. OnJy the elves and the kalashrar have religions that are rarely practiced by members of other races. The other races share a number of • ·eligions that welCOTIlC clerics and adherents of all races and kinds. The Deities by Race table below summarizes what few racial leanings do exist toward specific Faiths. and the Deities by Class table suggests common deities for members of the various character classes.

Balinor ( ). the Devourer Dol Dorn (GC)

rhe Fury (NE), OlladrA (NG),


the Traveler Any A"8W~i (NG), Bali.nor (N).
t he Devou re r eNE). the Keepe1' (N E') Dol Arrah (LG), Dol Dorn (CO). Lhe Mockerv (NE), the Silver Flame (LC)

(C

DoL Dorn (Ce). the Mockery Anreon (LN), Qualar ( G).

(N E)

Dol Ar rah (LG). the Silver Flame (LG)


the Parh of Light (L ), the Shadow (GE)

Psychre warrior

Au reo n (LN), Dol Anal. Dol Darn the Path of LIght

(LG),

(CG). t he Mocker}' (NE).

ru )

Ranger

Arawai (NG). Balinor the Devourer

(N),
(NE), ( ),

(NEl. Dol Anal1 (LG),

Dol Do~n (CG). the Keeper


the Mock.,..y (N £) Rogue the Keeper ( E), Kol Korran

orcerer
Soulkn ife

[he Mocker)' ( El. 011.d1'8 ( th e Traveler (eN) Aureon (U l. Onarar (

ci

c»,

Ihe

Shadow (CE) ( C). the Mockery (j E),

Olladra

Wilder.·
Wizurd

the Path of L,ghl (L ). the Traveler (CN) the FUll' (NE). the Path of Ught (LN),
lhe Mockery Aureon Dnalar (LN). necromancers),
t he 'Traveler

(N E), lh" Traveler the Keeper (

(eN) E),

the Blood of Vol (LE .

( OJ, the Shadow (OE). (ON, illusionists)

THE SLLvER fLAME


The lawful good dcity called the Ilver Flame is an abstract, disembodied force closely associated with a once-human woman named Ttra Miron. Herself now immortal, Tira

(now known as he Voice of the i.lver Flame) serves as the intermediary between the holy Silver Flame and the mortals who can never aitai n sufficient purity La communicate with the Silver Flame directly. The Church of the Silver Flame is dedicated to prokcling the com rnon

people against supernatural forces of evil. and thus it au racts a great number of paladins to iis cause. The liver Flame grants access to the domains of . xorcisrn, Good. Law. and Protection. The deity's favored weapon is the longbow, and archery is an important rrad.itron within the church.

a nd the mother of the Fury (as a resuh of her rape at the hands of her evil brother. according LO the holy texts). she oversees the domains of Good. Life. Plant, and ored weapon is the rno r n i ngSlar.

THE SOVERElGN HOST


The Sovereign Host consist> of the deities most commonly worshiped by the majority of Khorva ire's population. Most people revere the Host as a whole pantheon, offering
prayers to different de it ie in different situ-

God of Law and Knowledge A deity of lore and magic, Au reori is lawful neutral, The patron of all arcane spe llcasters, as well as sages, librarians, and scr-ibes, he often appears as a gnome or human wizard in ancient texts, and occasiooal1y as a majesric blue dragon. He is the brother of Onatar, the husband of Bcldre i, and strangely related to the Shadow. Associated with the domains of Knowledge, Law. and MagiC, he favors the quarterstaff, SymboloEthe

ations. Even cleric are often devoted [0 the entire Host rather than to a specific patron (see F'ollo",ring a Pantheon. page 35). Taken as a whole. the pantheon is neutr-al good, and its
favored weapoD is the longsword-the weapoll of

Balinor

its marlial

champion,

Dol Dorn.

Silver F1aIDe

Arawai
God of Ag:riculture A cle:ityof Iert i] ity, plant life, and abundance, A r awa i is neutral good. 81'e claims many druids and rangers among her followers, as well as farmers, sailors. and any who are significandy concerned with weather or fertility. She is usually pOl' rayed a a half-elf woman. someti mes as II haU'ling or a human, and occasion a Uy as a bronze dragon. The sister of Ballnor an d, the Devourer.

God of Beasts and the Hunt A neutral n.atu.re d.eity associated with hunting and animal life. Balinol' claim.s hunters, druids. barbarians, and rangers among his Followers, since he appears as both a protector of nature and an exemplar of gently til ki ng what one needs for sustenance from nature's bou.nty, Usually portrayed as a burly human, sometimes as a crude but good-natured half-ore. and occasionally as a stalking greell dragon. he is brother to Arawai and the Devourer. Associated with the domatns of Mr. Animal, and Earth. he favors the battleaxe,

Boldrei
God of CO:mn:lunity Boldrei, munity. govern and homes. in anciem dragon she under
to

-e lderly human.
and, Hear-rh good deity of coma5 a protector Usually of of villages depicted the lawful

and occasional

Iy

as a black dragon.

The and

wife of Onatar the Keeper. weapon

a nd the mot her of Kol Ko.rran

she is associated
HeaTing,

with the domains

is invoked

of Feast, Good.

and Luck. Her-favored

bless m.arriages.

and to confirm

is the sickle.

rneru appointrnerus. texts

as a commoner as a cappel' The Her

Onatar
God of Artifice Onatar, crafts. industry, the neutral smiths

any race. or sometimes brooding is Au reorr's wife.

over a nest of eggs. domains Good, weapon is favored are Community, of artisans revere him;

and the Forge good deity of


and smellers. as a dwarf

and fire. is the patron

her influence Protection.

and artificers, he commonly

Law. and the spear.

and ali who make lhings. Dwarves in part icular appears smith in holy texts, and sometimes WiZ3J'ds and psions who specialize as a brass dragon. in o.]·e a lso place of OHadra andihe

DolArrah
God ·ofH·onor ablecombat. festsas
SL

and Sacr-ifice good deity of honormani.and a planner.

rheir faHh in him. The husband

Dol Ar-ra h , the lawful self-sacr-ifice, She serves a peacemaker,

Symbol of the
Sovereign Host

father of Kal KOHan


over the domains his favored weapon,

aud the Keepe~" he watches Fire, and Good with the warhammer.

and sunlight,

of Artifice.

a careful as the patron

rategisl.

and diplomats
t ion , in her

who Ftghi their role as a su n god,

of palad ins, genel'a Is. barrles with words. In addtshe b r i ngs light to pierce

THE DARK SIX


In som e ways.
the pantheon accurate,
L he

Da ,·k Six e an be co ns idered Host.

a part of
be more

the darkest sented radiance, cloud.

of the world. She is com monly repreas a human or half-elf ku ight shining with holy
places and sometimes with favored as a red dragon of Dol Dorn the domains weapon perched and of Good. on a Law. Said La be the sister the Mock-

of the Sovereign because ki.nds

ft

would

however.

to say that these deities outcasts, The

have been cast and vil.lains.


at every

OUl of the pantheon

of Ihei revi] ways. 'The Dark as holy texts show tu r n dark and their

Si.x are the pat ro ns of' c rurunals, well as of various for reasons minions that

ery.

she is associated

of

monsters.

SUD, and War_ Her

is the halberd

I_hem sc hem it:lg against likewise

\ he Save ~eig:n Host to deity.

Dol Dorn
God of Strength
The chaotic

vary from deity

plot a_gainst the followers

of the Sover-

at Ar-ms
good deity of war, Dol Dorn perfection train ing. Most often sometimes as a silver dragon, of Dol Arrah with the domains and Wn. and of be appears as who promotes bodily depicted or
II

eign Host.

a paragon
sU'ength half-ore. is said Chaos, as a heavily

of physical muscled

The Devourer
The brother tral evil. thereby of Arawai and Balinor, the Devourer bis sister reef. is neuand all Stories fathered master say that he raped of maelstrom him. and Arawai the Fury. As lord of the deep waters and he represenlS power

as wei I as martial and occastonally to be the brother Associated

human,

as a dwarf

the Mockery. the lengsword.

the destructive gin worship human hail'

of

nat u re , The

sahua-

Good. Strength.

he favors

seek to appease
and

wh ile sa.ilors fear him and him. He is por tr-ayed as a


with seaweed in his beard, as a sahuagi with n, as an him are

Kol Korran
God of Trade and Wealth Merchants. traders.
revere money K01 Korran. or wants more. human lymg trade and money-as fat. cheerful A few ancient white stones. and dragon a nd thieves deity of asa show a gemwbo has nne clothes. of him the. neutral might anyone or dwarfin

or merfolk

enormous The domains Destruction,

shark, or as a dX'agol"l tu. ..tle.


associated Evil. Water, and Weather.

His favol'ed weapon

is the trident.

He is depicted

The Fury
The Fury is the neutral ev i 1 deity of by passion driven to mad ness .. Revered consumes and portrayed those who~e passion thei.r lives. as a half-elf. as a the

representations

on a bed of ice-blue

Said lO be the son of Olladra

a nd Onat"1"

lite twrn brother of the Keeper, the domains of Charm, Commerce,


His favored weapon is the mace.

he oversees
and Travel.

she is commonly
sometimes snakelike wyrm as a drew,

occasionally

of Khyber.

Associated and Passion,

with

Olladra
God of Feast favor ofOHad She is often a nd Good Fortune ha rd s ,and hed on isrs invoke sometimes Ga m bl e1"5, rogues. depicted r a , the neutral good deity ofluck halfling.

Symbol of the Devourer


the as an

domains

of Evil. Madness,

she favors

the rapier.

The Keeper
The :neutraJ evil lord of death and decay. the Keeper twin brother of Kol Korran. is the As Kol Kor ra u represents

and plenty.

as a young

the acquisition greed. hungry

of mater-ial wealth.
for the souls wayward

the Keeper

emhod.ies

The Traveler
The most mysterious of t he Dark Six, t he Traveler is chaotic neutral and seems to have no connection to the other deities of the pantheon. A consummate shapesh ifter, tbe Traveler is said to wall. ..he land in a thousand disguises. A master of cunning and deception, it emphasizes subtlety and careful planning. Ttl some places the Traveler is known as t he Giver of Gifts, but prove rbs war n ... Beware the gifts of the Traveler." Revered by doppelgangers, lycanthropes, and a number of changelings and shifters, it is associated wit h the dorn a ins of At t i flee, Chao.~. T rave I, and Trickery.
Its favored weapon is the sc irnirar,

of thedead.

He lurks in the as a gaulII as of Death,

da!"kn.es~, h<!!>ping to snatch DQjunh,

souls as they pass to or sornet.irnes

the Realm

of the Dead, He is portrayed as a Iich ora ghoul.

or grossly rat human,

a skeletal dragon. Associated with the domains Decay, and Evil, he favors the scythe.

The Mockery
evil deity of treachery over honor, the Mockery betrayed hi 5 siblings, Dol Ar-ra h and Dol Darn, and was subsequently flayed and banished frOITl the Sovereign Host. A ski.lled warrior, he clai.ms evil fighters, rogues, mon ks, and 3SS8SB ins among his followers, He is portrayed as a ghastly hu man warrior with the skin. stripped from his body, cloaked in the skins of h is enemies. and someti mes as a hal f-£.e nd red dragon. He is associated with the domains of Desu-ucrion, Evil, Tr ickerjvand War, and the kama is h is weapon of choice. The neutral

THIS BLOOD Of VOL


The attra and The Blood cts of Vol cult fo llowe
1"8

fascinated

by

death of

the

undead.

mOSI dedicated

The Shadow
The otic
1'1'5

these revere an ancient

lieh who calls hersel f


l iter al shadow its energy Many and
to

Shadow. evil, revere

the

of Aureon dark

, gained and

a the of as

Vol. flows

Queen into

of the

Ii fe of its own as th e pr-ice of his arc ane maste ry. Ch ait devotes of nature. rhe Shad-ow, invoke its name magic corruption Dr oaarn

Dead. The
earn pasl.

Blood
the d is-

evi I wiza rds and sorcermany of the monsters depicted It is usually

as well.

as a shadow,

but sornet imes

a shadow dragon. is aasoc iated with the domains of Chaos. Evil. Magic. and Shadow. and its Favored weapon is the q u anent aff.

rt

(particularly

in Droaam)

rh r-ough the earliest days of huma n civil izat lo.n on. Khorvaire. to the e lf kjngdom of AerenaL and even to Xen'd rik. the
continent ber of secrets. Vol and as invoking in contrast followers see undeaih

a path

to divinity,
enel'gy

A monk dedic.ated
to the Mockery

negative
to

Sr.mbol of tbe Blood of Vol

powers

the positive energy that the UI1dying Court. They are captivated by the figu rati ve and HIera! mean i ng of blood and by he redity.
to manipulate bloodlines to accomplish some ls a powerfu I necromancer

seeking

fiend ish pu fpOSe. Vol herself who has unlocked

the secrets of undead creation. Cle r ics of the Blood of Vol are Lawful evil. They have access to the domains ofDeatb, Evil, Law, and Necromancer. The cult's favored weapon i& the dagger.

THE CULTS Of THE DRAGON BELOW


The Cu Its of the Dragon Below diverse consist grOl.lp sects the of a

of

fa n at i ca]

th at

r eve re

power of the subterranean realms.

Some of these cults seek to draw Khyber, the Dragon Below, up from the
depths others of the world, while

jured

with demons confrom the deep regions. A few


traffic

Symbol of the Cults of the Dragon Below

seek a promised paradise in some lost cavern far below the surface. purifying themselves with blood sacrifice to make themselves worthy to find it, Though little unites these mad cults beyond their reverence for the forbidden powers of Khyber, they are generally neutral evil, and all choose their domains from among Dragon Below, Earth, EviJ. and Mad.ness. Their favored weapon is the heavy pick.

of the Inspired of Riedra. A ev clerics &nd a source of divine magiC in ,/-YclI1nuh, and choose their domains from among Law, editation. and Protection. Their favored weapon is the unarmed strike.

THE UNDYING COURT


The elves of' Aerenal revere i h e i r ancient dead as incarnate deities. seeking advice from deathless COuncilors and petitioning their favor. Unlike undead creatures. the deathless elves of the Undying Cou r-r are ani mated by positive energy and are powerful beings of rieurra] good alignment. The
domains associated with

THE PATH Of LIGHT


The kalashtar of Adar follow no deity, but they do revere" univer al force of positive energy they call1l-Yannllh. or "the Great Light." This force is lawful neutral. Most followers of the Pal h of Light ape psio ns and psychic wa rr iors. seeking to perfect their bodies and minds through meditation and communion with U1J Iigbt to prepaJ"e themselves for co n Il'ict with the Spnbol of the forces of darkness-most parPath oELight ticuJady. the Dre<Jming Dark

the Undying GOUTt a re Deathless, Good, and Protection. The court' favored weapon is the scimitar.

SymboloEt.h.e Undying Court

The City of the Dead in Aerenal

CHAPTER FOUR

PRESTIGE CLASSES
ill this chapter are in an EBERRON campaign. They make par-ticular use of action points, highlight the abilities of'Eb er-ron's u n ique races. or allow characters to further he prestige classes
designed for characters develop their dragonmarks. to these prestige classes, characters the DM' in an can adopt any of the prestige ability to improve

and use their


others are dragon

dragonmark in their mark heirs.

powers

in

ways that exceptional

go well beyond individuals heirs

houses.

These the

Dragonmark dra.gonmarks

have the ability

to improve

they have manifested.

as well as to develop

additional
within

In
the

addition

Dragonmark command

classes in permissionprestige classes from other sources a well. This chapter is not II comprehensive guide to pt'esuge clas es in Eberron , but a selection of the unique presuge classes available to
EIlERRON campaign

abil it ies related to their dragon marks. heir pes fill a wide variety of roles the dragon marked hou e .. To orne extent, they
II degree

Dungeon Musters Guide. and-with

of respect

from unmarked

members

of

the house. but a more powerful

rna rk does not necessa rily equate to II position of leadership. The economic real it.les of KhOl'vaire demand leadership from those with a keen
mind for business. HitDie: which does not necessarily go hand in hand wiLh a more powerful dragonm ark.

Eber ron char-acters. prestige

As more

of the world

is revealed.

more

classes will 1.1 ndou.bted Iy eme ~·ge. With a. few adjustments. particularly ill the background and flavor text. Dod with the permission of your DM. i hese Eberron prestige classes can be adopted for use in any D&D campaign. The prestige c las es described in this chapter are
ummarized below.

as.

Dragonmark heir

Dragonm.ark Heir: Harne I' the powel' of a dragonmark efficiently and etTectively. Eld.een Ranger: Dedicated to protect; ng some aspect of the Eldeen Reaches. xo rc ist of the Silver Flame: Fights the forces of supernal ural evi], Ext.re me Explorer: Delves into a nc.ie ru ruins in
earch of ecr ets and adventure, Manifests

Heir of Siberys:
dragon mark,

a uniquely

power Fu.l

Master Inquisitive: Inve tigates crimes and solves uncovers secrets and reveal fact. WarCorgedJuggernaut: A c1as for any warforged dedicated to becoming a combat powerhouse. 'Veretouched Master: Explores t he powers of shifter
mysteries; heritage to adopt animal for-ms,

DRAGONMARK HEIR
The dragonmarked
politics and economics influenc Perhaps however, con nection houses are a

ignifica,nt force io the


though their political

of Khorvaire.

is usually behind the scenes and often quite subcle. as many as one person no more ilia n in a hundred manifest

has a blood
a dragonmark. rate a natural

to one of the twelve houses.

Of these thousands.

half

actually

Even more rare are the ind ividuals who demonsl

R~qUIRISMENTS
To qua Lifyto become" dragonmarl heir. a character fulfill al! the following criteria. Race: Member of appropriate dragonmarked
and house. Skills: 7 ranks in any two sktlls. in House, Least

Greater must race


heir manifests

nragonmark: the greater

At 4th

level,

1I

dragonmark
She feat with-

dl'agonmark

of her house. isite.

receives the Greater Dragonmark

feat as a bonus

out haVing

10 meet t.he skill. rank prerequ

Feats: Favored

D,·agonmark.

CLASS SKILLS
The dragon mark heir's class skills (and [he key ability for each skill) are Appraise (Inr), Bluff (Cha). Diplomacy (Cha) , Gather Information (Cna), Intimidate (Cha), Knowledge (arcana) (Jut), Knowledge (nobility and )'oyalty) (Jnt). Perform (Ch,,). Ride (Dex). Sense Motive (Wis). Spea k Language (n/a), and Spellcraft (Inl). Skill Points per Level: 4 + lnt mcdifier.

Greater Dragonmar.k: At 5tb level, a dragon rna rk heil' gains improved mastery of her g-realer dragon mark. She can use rhe greater dragonmark spell-like abiliLy she already possesses one additional time per day.
Improved

A.SHA.VA. D'lYRA.NDA.R
d 'Lyrandar: Fe male h a Jf- el f sorcerer heir 3: CR 7: Medium humanoid (df): HD 4d4+8 plus 3d8 +6: hp 39; l n it +-1: Spd 30 ft.; AC 14. touch 12, flat-footed 13: Base Atk +4: CTP +3: Ark .,.3 melee touch (spell) or +5 ranged touch (spell): Fu Ll Atk +3 melee touc.h (spell) 01' +5 ranged touch (spell): SA Lesser Dragonmark; SQ half-e lf t ra its, low-light vision: AL LN: SV fort +6. Re.f+5, Will +7; Sir 8, Dex 13. Can 14. l nt 12, Wis 10, Cha Hi. Skdl5 and Feals: Balance +3. Bluff +13. Concentration +9, Diplomacy +10. Gat her rn fo r-mation +5. [nt.i mid ate « 5, Knowledge (arcana) +8, Listen +1. Perfonn (dance) +6, Search +2. Spellcra Ft +9. Spot + 1; Empower Spell, Favored in House", Least Dragonm,ark". $New feat described in Chapter 3. nragonmark.: Ashaya has the lesser dragomnark of House Lyrandar (mark of storm) and the following spelllike abilities: 21day-gust ofwmd (DC 15): lIday-ulllld wall (DC 16). wind's fauQr. Caster level 9 th. The save DCs are Ashaya
4/dragonmark Charisma-based.

THE DRAGON MARK HEIR


Base Auack Level Bonus +0 +1 Fort Save +2 Ref Save +2 Will
Save

Special Lesser Dragonm.ark. house >lalu~ AddiLionnJ act ion points. improved
least

bl
2nd

+2 +3

+-3

+-3

dragon rna r-k 3ed '~tll +2

.,.3
+4 +4-

.,.3 +4 +4

+3
+4+4

Improved Grealer Improved drllgonm""k

lesser Dragonmark g'·emer

d""gollITU rk 5L11 +3 +3

CLA.SS fEATURES
AU of the following hell'. Wea"pon and A rrnor Proficiency: D ragan rna rk he irs

are class features

of the dragon-mark

gain no proficiency with any weapons. armor, 01' shields. Lesser Drago:tunark: A dragonmark heir manifests the Iesser dragon mark of her house. She receives the Lesser Dragonmark feat as a bonus feat without ha"ing to meet the skill ra nk pre req u isite , Honse Slatu.s: A dragon mark heir uses her level in this class as a bonus on a.L1 Char-isma-related checks when dealing with members of her own house. Additional Action Points: Al 2nd level and beyond. a dragonmark heir's maximum action points per level is increased by 2. I:rnproved Leat>,t Dragorunark: Beginning at 2nd
level, a d.r"gonmaI"k with
t

Half-ElfT faits, Half-elves have im.mu n.ity to magic sl eep effects, For all effects re la Led Lo race. a ba.lf-e I.f is considered an elf. Sorcerer Spells Known (61714: save DC 13 + spell le"e [), O-arcane marL dded magiC, flare, light-,read magic, lauch offatigue; 1st-disgul'se self feolh~r fa 1/, mogir.missile: 2nd-scorch inK "9. Possessions Bracers of armor .. 2, rongofprotectwn +1. Quaal'r fwther token (Jan). potam of barkskln -t- 3. potIon of cure light !J!oIJllds. scroll of blur. gla mer weave gown. idenri fication papers, letter of credit.

When hu mans first came to the £ldeen Reaches. the ore natives shared their dru id ic u-aditions with the newcomers. Over the centuries, these teachings were twisted and rei merpi-eted. and today live major seers exist in the
Eldeen Reaches. These group~ dominate and settlers see it as their and the g"eat forest.
fTOITl

Some seek to pl'otect travelers


gers of the wild, while others civilization Khorvaire a nd wild. back itsel

the danhom

heil' gains Shecan

improved

mastery

of her abUlly

duty to drive

least dragonma-rk. associated

select a second spell-like rk Ior he r house,

be least d.ragonma

or she

r.

from

the Reaches

u lt irnately

can use the Ieast dragonm.ark


possesses one additional Impl"Qved Lesser

spell-Like ability she already


Starting at 3rd level,

A fte r a ra nge r has lea rn ed the basi e ways of wood he can travel to one to the Eldeen admission of the sects.

time pel' day. Dl'agonm!ll'k:

sect

Reaches and seek usually requires


his skill he has been

a dragorHllark heir gains improved mastery of Iter Lesser dra-gonmark. She can select 11 second spell-like ability associated with the lesser dragonmark for her house, or she call use tlle lesser avag.onrnark spell-like 1Ibility she already possesses one additional time pel" day.

an apphcant
and devotion

to pass one or roore

tests to prove

to the ideals of the sect. Once

accepted into the sect. an Eldeen ranger learns special tech ll.iq ues and abil it ies that help him to Ful £ II the goals
of his sect.

enter

While some levels in the ranger class are required to into rhis prestige class, the best Eldeen rangers also have one or mere levels of druid in their background. This
as
II druid

CLASS SKills
(and the key ability for Craft (lut), Handle Animal (Cha), Heal (Wis), Hide (De:>() , ]Il:mp (Sir), Knowledge (dungeoneering) (I Ill), Knowledge (geography) (Lru), Knowledge (nature) (1nt), Listen (Wis) , Move Silently (De x), Profession (Wis), Ride (Del{), Scare h (Ill t), Spo; (Wts) , Survival (Wi);), Swim (Slr), and Use Rope (Dex). S.kill Pornts per Level, 6 + lnl modifier. The class skills (Str), each skill) are Climb

Eldeen

ranger·s

experience

allows them

to take advantage

of'the

feats associated

with their sects.

Hit Die: d8.

THE DRUID SECTS


Each druid
described beliefs

in Eberron
below. This

belongs fanatical

to one 'Of the druid

sects

Ashhou.ndseek to protect

sect takes the tr ad it ion a] ext rernes. Its members 'Order, the natural

THE ELDEEN RA NGE.R


Base

of the druids

to dangerous

the wilds

and preserve

using a very broad definition 'Of "unnatural" to determine the ir actions. They consider a rca ne and divine magic to be un nacu ral, fer example, and go 'Out 'Of their way to strike at farms and ranches that attempt to confme or cultivate nature. The Ashbound prefer to avoid killing; their goal
is to encourage thelt targets to abandon of nature. beingapa,·,
l".

Anack Level 1.t Bonus

Fer-r

Ref 5.,." ..

Will
Save Special

+1
.. 2 +3

2nd Srd

their

unnatural natur-al

4th
5th

+4
+5

ways and embrace


a r der, d raws some

the harmony Death,


lO

Sav" t2 +3 +3 +4 +4

-2 +3 +3
+4

+0
+0

Sect, ability T
Hated roe Sect" bility II Favored enemy Sect ability III

+4

+1 +1 ...1

ChildrenofWinter,

ofthe

its dark source of powe the land through

The Ch ildren to populate the creation see themso that it

ClASS fEATURES
ALI of the foUow i ng are cl ass fe·a(ures of the Eldeen r:anger. Weapen and Ar:mor Proficiency, E Ideen ra ngers are proficient with all Simple and martial weapens, and with light armor and shields (c..xc.ept tower shields). Sect Ability 1, Each of t be five major sects wi th in the
Eldeen provides Reaches embraces ranger a different aspect of narure. At

of Winter

seek to cleanse

hUghl, disease,

and cold, beBevtug of the current selves as agents can bloom anew.

that the strong

will survive

the great spring that lies beyond Ihe ir- dark wi.n ter, Th e end age is coming, as evidenced

by

of the Meurnland.

and the Children

of Winter
Khorvaire

of nature-cleansing

lst level, an Eldeen

must select a sect. This

choice

Gatekeepers: The Oatekeepers p'·orect nature from fa 1 t hreats .. specifically abe r-rations, fiends, and other ancien t ev ils. See Chapter 8: Orga n izations for add it io n aI information about this dr-uid sect. Greensingers, Th is sm a 11 druid sect rna.i ntains a st rang bond w j th t.h e fey '0 f the Eldee n Reaches. As wild and chaotic as the forest spi r its they revere, the Gl'eensingers ernbr'ace reve h·y as they dance through the magical
unnatu world of the forest and the fey. Wardens entia of the Wood, The

him with a defensive abiJity unique to his sect. AshbQufld-R"SI>t the Arcane (Er): An Ashbound ELdeen ranger gains a +2 bonus on saving tJHOWS to resist arcane spells. (Thill bonus does not apply to saves against spelllike or supernatural abHities.) Children of Win ter-Re.list Poison (Ex), A Chilcl of Winter Eldeen ranger gains a +2 bonus on saving t h rows agai nsL poiscn ra nge,," ga iris a
+

Gale~:e€pcr5-ResJl!

largest and most influ-

Corruption (Et), A Gatekeeper 2 bonus on saving throws to resist


and psionic

Eldeen the

"pell-

Eldeen sects. the Wa rdens 'Of the Wood guard the plains and forests. They are most closely connected to the Great Druid Oalian. See Chapter 8: Ol·ganizations for add.itional infermation about this druid sect,
Ihe

i of

Iike, supernatural.

Greensingers-Resist
Eldeen ranger gai ns abilities
11

Nature',
+4 bonus of fey.

abi Iit ies of aberrations. Lure (E,,): A Greensinger


on saving throws againsi

the spell-like

REqUlRf:M ENTS
To qualtfy to become the following an Eldeen criteria. varies ranger,
,3

character

must

War..:J'en.s f the Wood-Na!ur~ Sense (Ex): A Warden of the o Wood Eldeen ranger gains a 1-2 bonus on Knowledge (nat u re) and-Su rv ival checks.
Hated Foe creature

fulfill all

(Ex),
that

At 2nd

level and to make

highe!", when a mighty

he

Align.m.ent,

Requirement

by sect:

attacks

II

is his favored expenditure attack;

enemy,

an Eldeen
attack

Ashbound, No restriction.
Ghiidren~(W1nter: Any nongood.

ranger
rang"r poi nidie

can spend
to make rol.lto

1 act iori peint (This

againsl that creature.

a1lews the Eldeen

Gatekeeper:;: Any nonevil. GreenslMgers; Any ch aot ic, Word~nsofthe Wood: Any neneviL Base Attack Bonus: +5. Skills: Knewledge (nature) 6 ranks, Survival 8 ranks, Feat: Track. Spedal: Favored enemy class feature. Also, before taking his fun level in this class, a character must train in the Eldeen Reaches with ether
D.

this special the attack damage.

do not add the action

1'011.) If the mighty attack h iu,

it deals double
11

II, AL 3n:l leve 1, an Eldeen ranger gain s new ability related to, his sect. khbound-Feraciry An Ashbound Eldee n ranger continues to fight without penah y even while disabled

Sect Ability

a».

01" dying.

rnern be rs

of the sect t bat he wishes to joi

EJdeen

Children ofWinter" .... -Re.isl Corruption (Ex): A ChUd of Wimer ranger gains immunity to disease, and he also gains

a ..2 bonus and morale

on saving throws effects).

against

mind-affecting

spells

and abil iries (charms.

compulsion's.

phantasrus, pan:erns.

roll and deals 1 extra point of damage per Eldee n Taogel' level. If the character accidentally smites
to his attack a creature ability that is not evil. the smite has no effect but the

Galekei!pers-Darkvisiall (Ex), A Galekeeper Eldeen r-anger gain~ darkvision out to '60 feel. If he all-early has darkvision; the radius of its effect increases by 30 feet, Gl"i!!en;ingers~Ulleorlh9 Grace (Su), A Greensinger Elde.en range:; adds his Char-isma bonus (if any) as a modifier to his saving throws. Wardens Clftl,f Woad-Improved Grn 'cal (&), A Warden of the Wood Eldeen ranger gains the l:mproved Critical feat fOJ'
a thrown gains l'a nger from or ranged Enem.y weapon of his choice, ability and works it allows just Like the Favored
"3 nger's

is still used up for the day.

GATHA.NWARDEN
Gathan Warden, Male human ranger 5/Wa.rdeo of

(Ex): AJ. 4th level, an Eldeen ranger


This ability. the Eldeen enemy

a f~vored
to

enemy.

Favored enemy increase

the borrusagaf

nst one of hrs favored

enemies as if he had JUSt gajned

another favored

his

ranger

class.

relatedto his sect. khbou nd-Spell ResiltQnCf (EJ): A n As h bou nd. El dee n ranger gains spell resistance 20. Childrart of \.y;n./er-rauci> of Contogion (Su), A Child of
Winter E.ldeen ranger gains the ability to spread disease, Eldeen magical as i.he contagion spell,

an na 1 ability

Sect Ability

Ill: At 5th

level. an Eldeen

ra nger gaim

4; CR 9, Medium humanoid: HD 5dB .. 5 plus 4d8 .. 4; hI' 53; Ln it "'3; Spd 30 fl.; AC 19, touch 13. flat-footed 16, Base Atk ...9; Grp .. 11; Alk +14: I·anged (1' dB+3/19-20/x3, ...! compo"ite longb(Jw)or + 11 melee OdS + 2/l9-20. 10ngswQ['d) 0]" ...11 melee (ld4+2/ 19-20 .. dagger or silver dagger); FuU Alk .. 14/+9 ranged (ld8+3/19-20/x3 .... 1 compO$itr IDngbow) or +11/+6 melee (JdS .. 2119-20, longs word) or + 111+ 6 melee (l d4 + 21l920, dagger or Idhl/19-20. silver dagger): SA combat style (archery). favored enemy aberrations +4, favored enemy magical beasts +4. favored enemy humanoids [gnollJ .. 2. hated foe, keen arrows, spells, SQ ani-rna I companion, nature sense, wild empathy; AL N; SV Fort +9, Ref +11, Will .. 4; Sr r 14, De" 16, Con 12. l ru 10. Wis
ranger

the Wood Eldeen

14. Cha 8.
Skills and Feats. Hide + 15. Knowledge
Knowledge (nature) .. ]6. Listen Spot +14, Survival Cril ical Oongbow)8, (geography) + 12. .. 15, .. [4, Move Silently

ihr ee times per day.

+16, Endurance",
Focus

Far Shot,

lmproved

Gatekeepers-Slippery
,·anger gains the ability

Mind (Ex),

A Gatekeeper free him. from

Point Blank 36.01, Precise Shot. Rapid (longbow). are as descr-ibed on page is within

to w..iggle

Shor''. Track!'.
A-nin:tal animal

Weapon Companion

effects that wou ld ot he rwise compel is affected saving by an enchantment he can attempt throw. it again

I f the character
later at the on

(Ex): Garha n has a wolf as an

spell or effect and fails his

companion.

lts statistics

round

283 of the Monster Manu(1i, except that Gatha n ca n hand [e it as a free action 5 feel (see page and share spells if the cornpan.ion

same DC. He gets on ly this one extra chan ce to succeed his o.aving throw.

3G

of the P'~er"s Handbook). Gathan has selected archery.

Gl1!ensinge rs--Dam age Reduc!ion (50, A G reensi nger Eldeen


rangel' gains damage reduction 3/cold iron. per day, a can attempt melee attack. bonus ranger gains

Combat
the

Style (Ex): Shot

He
the

Rapid

feat without

having to meet

Wardens ofihe Wood--Smile fuil (5u): Once


Wuden of the Wood Eldeen to smite evil with one normal

pre requ.is ires .. Favored Bluff. when beasts. against gains a Listen, using Enemy Sense these

(Ex), Gat han gains


Motive. Spot, and skills against bonus

a "'4 bonus on Survival damage subtype. checks or magical

He adds his Charisma

aberrations on weapon

(if any)

He gets the same aberrations

rolls
he

or magical on these (Ex):

beasts.

Against

hn mano ids with


bonus Foe beast.

the gnoll
checks and

+2

skill

on weapon

dam age rolls. Hated


3

When

he attacks with

an aberration. subtype. attack hits, it

magical

or a humanoid

the gnoll attack

Gathan again.st

can spend that favored

I action
enemy.

point

to make a mighty

If t be mighty

deals double Wild improve

damage.

Empathy the attitude

(Ex): Gathancan
of a sentient
OJ·

improve

the an icheck can beast with

tude of an animal

in the same way a Diplomacy being. a magical

He roBs Id20 .. 5,

or Id20 +1 if atte mpt i ng to i nfluence an lotelligence score of 1 2.

Eldee.o

ranger

Ranger Spells Prepared (I: save DC 12 + spel l level): I stlong,IrMer. Possmionl: ...2 studded lrather, longswo!'d. dagger. silver dagge;, ... / composite longbow ( + 2 St r bonus). 3 sleep arroius. 20 5i lver- arrows. 20 arrows, 10 cold iron arrows. sll9'll1g arrow (abel"rations). amulet of natural nrmcr + 1, pullon ofshield offoil.h +3. pation of endlll1!cl~mell!s (acid). potion of endure elemen ts (fire).

THE EXORCIST OF THE SlLVER FLAME


Base
AUaek Level
lSI

For'

Bonus ... 1 +2

Save "1"2
+3

Ref Save

Will
Save Special FI arne of censu re, well pan of the exore i_t

-to

Spells per

DII)'

+2

2nd

+0
I +1

3Td
4th
5lh 6th

-3
+4

..3
+o!:

.. 3 ... 3 .. 4
++ +5

Weapon of silver D$ rkvisron 30 ft., resist poss,,~.ion, smite evil I/day De!<d thought. III will, weapon of good
Silver exorcism Darkvisjon 60 ft .. weapon of Ilame
mile evil Uclay \ eapon of law \ enpon of sacr-ed Warding flame

+1 le~el of eXisting.class +1 level of "xci.lrng class I level of exisri n class I level of e:dsting class ...1 level of exi ling class

T5
+6 >-7
+8

+4+5 +5 +6 +6

+1
+2

7th 8th
9th

.. 2
+2

5
+6 +6

~9
...10

10th

+7

+3 +3

[lame

.. 1 level of e>:isting elass

+7

EXORCIST Of THE SilVER fLAME


The ChuTch of the Silve" Flame i dedicated La £ghting supernatural forces of evil across Khorvaire. Trying LO remain above the lingel'ing conflicts of the Last War, the church focuses its energy on combating exiraplanar threats uch as posses~ing devils a.nd corrupt ing demons, Leading th is unceasing war are me esorcists of the Silver Flame, sph-itual heroes who channel the power of the Silver Fl arne to ward off evil outsiders. cast OUL possessing spirits. and smile the material forms of the forces of evil. Exorcists of the Silver Flame are drawn from the I'ank of the most experienced and dedicated champions o the church, primarily cler-ics and palad.ins. Mulriclass cleric/wizards (and accomplished mysLic theurges of the church) are also drawn LO the class, though most of these retain their emphasis on divine spells and power-s, Most exorcists of the Silver Flame are ac i ive in the world. out on the From lines of th.e war against evil. A rew PC exorcists might be fou nd in a Slate of ret irement=so physically and emotionally scarred from their experiences that their minds border on insanity. Hit Die: dB_

cLASS fEATURES
All of the following are class features of' the exorcist of the Silver Flame. Weapon and Arnl,Or Pr-oficiency: Exorcists of the Silver Flame gain no proficiency with any weapons. armor. 01' h ields. Spells per Day" At 2nd level and at the higher levels indicated on the table, wben a new exorcist of the Silver Flame level is gained. the character gains new spells pe,day as if she had also gained a cleric or palad in level. She does not, however. gain any o the I' benefit a che racter of that class would have gai ned (improved ability to turn undead and so on). T'ltis essentially means that he add these exorcist of the Silver Flame levels Lo her levels in Exorcist oft..b.e cleric or paladin. then deterSilver Flame mines spells per day and caster level accordingly. If a character bad levels in both cler-ic and pal ad i n before she became an exorcist of the Silver Flame. she must decide to which class she adds each level of exorcist for the purpose of determining spells per day. Flam.e of Censure (Su): An exorcist of the SiLver Pta me can manifest the mystical power of the Silver Flame to ward off outsiders with the evi I So bl pe. The exorcist makes a Cha r-isrna cheek and corisu Its Table 8-9: Turning Undead, page 159 of

REqUIREMENTS
To qualify to become an exorcist of the Silver Flame, a character must fulfill all the following criteria. Alignment: Any good. Base Attack Bonus: +3. Skills, Knowledge (the planes) 3 ranks. Knowledge (religion) 8 ranks. SpeUs: Able to cast lst-Ievel divine spells. Special: WOI'shiper the Si lve.r Flame.

or

CLASS

suus

The exorcist of the Silver Flame's class skills (and the key ability for each skill) lire Concentration (Con), Craft (I nt), Intimidate (Cha), Knowledge (arcana) (JnL), Knowledge (the planes) (lnt). Knowledge ("eliglon) (Int), Profession. (Wis). Sense Motive (Wis), and pellcraft (Int). Skill Points per Level: 2 + Int mcd ifier.

77

the Plgvers HondbooJ." using bel' character level to derer mi ne the most powerful outsider she can affect. She then rolls 2d6 + her level in this class + her Cha modifier- fOT turning damage. Using both her character level and class level in this man ner mea us that sb e i~ mo re likely to affect a S1 ngle powerful outsider. but un likely to censure more than one of them. A censured outsider is stunned for I round by the power of the Silver Flame channeled thyough the exorcist. If the exorcist's character level is at Ieast twice the outsider's Hi Dice. she ban ishe the outsider back LO home plane. its An exorcist can use this ability a number of Limes per day equal to 3 + her Cha modi fler. Weapon o£the Ex.orcist (Su) , An exorcist of the i lver Flame chooses II weapon with which she dispenses the will of the church. The chosen weapon must be a weapon that Ihe exorcist of the Sil vel' Fl ame is proficient with. and must have been in her possession for the last 24 hours. While wielding this weapon, the exorcist has a +1 sacr-ed bonus on damage rolls. and she treats it as a magic weapon for the purpose of overcoming damage reducrion. An exorcist of the i lver Flame may only have one weapon of the exorcist at a ti me. Weapon of il e1' ( u), tart ing at 2nd level. an exorclst. of the Silver Flame, ielding her chosen weapon treats the weapon as silver as well as magic for the purpose of overcoming damage reduction. Da rkvision (Ex): If she does not already have it, an exorcist of the Silver Flame gains darkvision out to 30 feet at 3rd level. The radius of Ihe effect increases to 60 feel at 6th level. Resist Possession (Su), Beginning at 3rd level, an exorcist of the Silver Flame receives a +4 sacred bonus on saving throws against po session. including magic jar spells. ghostly malevolence, and fiendish possession. he also receives a +2 sacred bonus on saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead, Smite Evil (Su), Starting at 3rd level. once per day an exorcist of the Silver Flame can attempt to smile evil with one normal melee attack. She adds j,eI' Chari~ma bonus (if any) [0 her attack roll and deals I extra point of damage per exorcist level. If an exorcist accidentally smites a crearu re that is not evil. the smite has no effect but the ability is still used up for that day. An exorcist who is also a paladin and! or cleric adds her daily uses of this ability from each class together. and adds her exorcist.level to her paladin level and/ or cleric level to determine extra damage. For example. a 5th-level cleric/lOth-level palad.inl3rd-Level exorcist of the SiJver Flame can smite evil four times per dar (3/day from her paladin levels and lIdal' from her exorcist levels) and deals all. extra IS points of damage OIl II successful smite. At 7th level and higher. an exorcist can smite evil one additional time per day. Detect Thoughts (Sp): Beginning at 4th le el. an exorcist of the Silver Flame can use deled thoughts at will, as t.he spell. The save DC i 10 exorcist's class level + exorc.ist's Cha mod ifier, Weapon of Good (Su): Starting at 4th level, an exorc ist of the Silve r Fla lne wielding her chosen weapon

treats the weapon as good-aligned. silver, and magic f01" the purpose of ovel'coming damage reduction. Silver Exorcis:m (Su), At 5th level and higher, an exorcist of the Silver Flame gains a +2 bonus on Chari ma checks to force possessing spirits out of the bodies they inhabit, as well as on all dispel checks and caster level checks to h.arm, banish, or overcome the spell resistance of evil outsiders. This includes dispel checks to dispel a summon monster spell when the summoned monster is an evil outsider. However. the bodies they in habit Lake 1d6 points of sacred damage. We.apon ofFlarne (Su): Starting at fith level, an exorcist of the Silver Flame Wielding he.r chosen weapon deals an extra Id6 points of fu'e damage on a successful hit. 'W'eapoTlof Law (Su): Stat,ting at Sth level. an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as lawful-al igned, good-aligned. silver. and magic for the purpo~e of overcoming damage reduction. Weapon of Sacred Flame (Su): Starri ng at 9!.h level, an exorcist of the Silver Flame wieldi ng her chosen weapon deals an extra Id6 points of acred damage on a successful hit. Warding Flame ( u), At 10th level, an exorcist of the Silver Flame can bathe her elf ill silver name a a free action. As long as the warding flame covers her, he gain a +2 sacred bonus to Armor Class a,nd saving rh r-ows. In addition, she gains spell resistance 25 against evil spells and spells cast by evil creatures. Any evi I creature that makes a successful melee au.ack ag~j nst an exorcist of the Silver Flame while she is bathed in bel' warding flame must rna ke.a Fortitude save (DC 20 ...exorcist's Cha modil;er) 01" be blinded. The warding Jlame also provides bright illumination up to 30 leet from ihe exorcist and shadowy illumination up to 60 feet. It can be dismissed at any time.

DAVLENNE Of SIGILSTA.R
Davienne of Sigilstar: Female halfling cleric 51 exorcist of the Silver Flame 5; CR 10; Small humanoid; HD 5d8+10 plus 5d8+ 10; hp 68; Init +0; Spd 15 fl.; AC 20, touch 1l,f1at-footecl20: Base Atk+S: Grp+4:Alk+1l melee (ld6+2, +1 gho;t touch mDrn ir1,gl'lar) or +9 ranged (1 dS, heavy C rossbow), Full Ark +11/+6 melee Od6+2, +1 ghostiouch momil1gl"tor) 01,+9 ranged OdS, heav crossbow); SA silver exorcism. flame of censure (+2. 2d6+7, 10th), smite evil I/day, spells, turn undead (;-4. 2d6+7, 5th), weapon of the exorcist (magic, silver, good); SQ darkvision 30 ft .. aelect thoughts at will (DC 17). halfling traits, resist possession: AL LG, +11. Ref +3, Will +12; Sir 10, Dex 10, Can 14. lnt la, Wis 16, Gha 14, Skil.ls Dna Feats: C1Lmb-3. Concentration + 11.Jump -9, Knowledge (the pia nes) + 6. Knowledge (reI igion) +II . Listen +5, Move Silently -3; Extra Turning, Gl"eater Spell Penetration. Spell Penetration. Weapon Focus (morningstar). Silver Exorcis.m (Su) , See prestige class description. mite Evil ( 1.1): Davienne can attempt to smite evil with one normal melee attack. She adds +2 to her attack roll and deals an extra 5 points of damage. Smiting a creature that is not evil has no effect but use the abi.lity for that day. Weapon of the E. orcist (Su): Davienne has deSignated her morningstar as her chosen weapon. She ha a + 1 sacred bonus on her damage rolls wirh that weapon. and

svrs-.

good-aligned, silver, and mag'ie fOJ" the purpose of overcoming damage reduction. Hal£lingTraiu: +2 morale bonus on save against fear: + I bonus on attack rolls with thrown weapons and sling. Resist Possession ( u): +4 bonu on aves again t possession, +2 bonus OD saves against char-ms and COll1pulsicns cast by evil out iders 0,' undead. CluicSpellsPrepared (6/6/5/5/3; save DC 13 + spell level): O-deled magic (2). guidance, light (2), resistance; Ist-blw. detect evil (2). diVine jovor. proiedlon from evil"', remove fear: 2nd-Old": bear's endurance. olt.ls 1Il1sdom. remf ene'!)l. ,pm'tuol weapon: 3rd-dispel magic. invisibility purge, remove cur se'", ,ea 1'1 Ilg hght (2): 4th-dismissal, diuine power. hoJJ smile"'. Caster Level8th, * Domain spell, Domain: Exorcism (force possessing spirits oul of bod ies: see page 106), Good (cast good spells at +1 ca ter Ievel). Posse$Sions, +2 choinmail ... / gilo,t touch mornings/or, [Iametouched iron holy symbol. heavy crossbow and 20 bolts, +1 Ilghl steel shield, scrol ls of 5fclrlnglig/1! and Il!Slerre.llorlliion. pohon of shield offlllih +5. ide nt ificarion papers.

it is considered

EXTREME ExpLORER
The ancie nt depths of Sharn, the tangled jungles of Q'bal"l"a. the bowling crags of rhe Demon Wa t es, and t.he cyclopean rums of Xen'dr ik are like home to the extreme explorer. Whether motivated by a thirst for knowledge about Eberron's mosl ancien r civ i lizat.io ns, a hunger far the long-Iost secrets of tremendous arcane power. or simply a lust for gold, extreme explorers subject themselves 10 tremendous dange.t· to achieve their goals-and sam how manage to escape in one piece. of len by the kin of their teeth. The extreme explorer is the iconic action hero of Eber-roru courageous, resourceful. deterrnined. a nd just plain lucky. The key [eat ur e of the extreme explorer is his use of act.ion points, He gain more action points than most other characters, and gains aCI ion-oriented bonus feats to help him spend those points in dramatically heroic ways, Members of any class can qualify to become extreme explorers without much difficulty. though rogues have a particular inclination toward this prestige class. NPC extreme explorers are qui e rare, They work best in the en mpaign as plot devices, They can fail to ret urD from an expedition deep beneath Shar'n, send their notebooks to a PC pupil before disappeari ng forever in Xen' dr ik, or hire the pes to accompany them into the Demon Wastes. Hit Die: d8.

Script (Inl), Disable Device (Int), Escape rt ist (Dex). Jump (Su-), Knowledge (arcana) (Int) , Knowledge (duJJgeoneeri ng) (T m), Knowledge (1:1 ;"t01"Y) (Int). Listen (Wis) , Open Lock (Dex). Ride (Dex), Sea rch (t m), Speak Language (n/a), Survival (Wis). Swim (Str), Tumble (Dex). Use Magic Device (Cha), and Use Rope (Dex). Skill Points per Level: 6 + I nt 1110diJier.

THE EX REME EXPLORER


Base ttack Level
lSI

Fort

Ref

WiD Save

Bonus +0 +1

Save Save .,.2 +0 +0


+1
+1

Special
Additional trap sense action points,

+0 0
+J
+1

2nd
3rd

+3
+3

Dodge bonus + I. evasion , extreme hustle T,'ap sense ·2, bonus Dodge bonus +2.
extreme aCL10n

REqUIREMENTS
To qualify to become an extreme explor-e r, a cha racte r must rulEdL all the following criteria. Base Attack Bonus: +4. Skills: Knowledge (dungeoneering) 4 ranks, Survival 4 ranks. Feat, Action Boost.

+2
+3

feat

4th 5th

+4-

... 3

..4

1'J

Trap sense "'3. bonus feat

CLA.SS fEATURES
All of the following are class features of t he e xt re me explorer, Weapon andA.rrnor Pr-oficiency: Extreme explorers gain 11.0 proficiency with any weapons, armor. or shield, Additional Action Points, An extreme explo're r" maximum action poi ru s per level iricreases by 2.

cLA.SS SKills
TIle extreme explorer's class skills (and the key ability for each skiD) are Balance (Dex), Climb ( lJ'), Decipher

T~ap Sense (Ex): An extreme explorer ba an intuitive sense that alert him to danger from traps, providing a +1 bonus on Reflex saves made to avoid traps and a + I dodge bonus LO Armor Class against. attacks made by lraps, These bonuses increase by I eve,'y two extreme explorer levels thereafter (to +2 at 3,'d and +3 at 5th level), Trap sense bonuses gained from multiple classes stack. Dodge Bonus ( x): At 2nd level, an extreme explorer's intuitive sense expands to combat, ,,"{hen not encumbered and wearing light armor or unarmored, he gain a +1 dodge bonus LO his Armor CIa s. Al4th level thrs bonu increases to +2. An extreme explorer loses this bonus when he is immobilized 0" helpless. when he wears any armor other than light armor. when he carries a sn ield, or wben he carries a "medium or heavy Load. Evasion (Ex): An extreme explorer of 2nd Level or higher can avoid even magical and unusual attacks wilh great agi.Hty. II he makes II successful Reflex savi ng tbrow against an attack that normally deals half damage on a successful save, be instead takes no damage. Evasion can be used only if an extreme explorer is wearing light 01" no ar mor. A helpless extreme explorer does not gain the bend;l of evasion. Extr-eme Hustle (Ex): As a free action once pel' round, an extreme explor e r can spend I action point to gain a move act.ion. Bonus Feal: At 3rd level and at 5th level, an extreme explorer gains II bonus feat, These bonus [ears must be selected from the following Hst, and the extreme explorer must meet the prerequisites of a feat to select it. Action Surge. Heroic pi r it , Pursue, Spontaneous Casting. Extreme Acrio n (Ex): Any time an extreme explorer spends I action point La improve the result of a d20 roll. he has a chance to rera iri the action point. lfthe result of the modified d20:rolJ was a uccess, and if the result of the action point die Toil was 8, the extreme explorer retains the act ion poi nL

Changeling-Traits (E1</Su), +2 bonus on saves agai.nsl magic sleep and charm effects; minor change shape. Evasion (Ex.): II Rous is exposed to any effect that normally allows him to a.ttempt a Ref'lex saving throw for.half damage. he takes no damage with a successful saving throw. Extreme Hustle (Eli:): As a free ac tion once per rou nd, Rous can spend 1 action point to gain a move action. Trap Sense (Ex): Against attacks by traps, Rous gets a +4 bonus on saving throw and a +4 dodge bonus 10 Armor Class. Trap Einding (Ex): Rous can use a Search check to lo cat.e a trap when the task has a DC higher tb an 20, Uncanny Dodge (Ex): Rous retains his Dexterity bonus to Armor Class even when caught flat-fooled. PO.5€SIIOns: +2Ituddedleatllerarmor. +1 hea~11muce. wh ip, glover oJDe:deriEJ +2, sO/lie oJ5/ipperiness. ung!len~oJlimel€ssnes5. uniller50l soillelll. glyphbook. letter of mat'q ue , ide n t ifl cation pa pe rs. traveling papers.

HEIR Of SIBERYS
The people of Khorvaire have a limited undersland.ing of d.'agonlnarks. and Siberys marks are a complete mystet' , The magic of a Siberys mark is undeniably powerful. generally duplicating a spell of7tb or 8th level. Siberys marks are clearly related-visually, ihernauca lIy. and genet icaUyto the other marks in their house. A dragonrriark heir may spend years perfecting and mastel'ing the powers of his mark. but can never mall irest a Sibe rys mark, wh.ile an unmarked scion of a dragonma.'ked house might suddenly display a Siberys mark against all expectations. Siberys marks are mighty. unpredictable. and rare. and the dragonmarked houses keep a careful eye on anyone who manifests one. If its power' can be used in the service of the house. fine-but an heir of Siberys who does 00\ conceal his dragon mark ability or rerna i n firmly aligned with hi. house is 1ikely ro fi nd hi mseU'lhe target or assassins. Characters of every class manifest marks of Siberys, though not before reaching high level. Hit Die: d6.

ROUS
ROIlS, Male changeling rogue 6/extreme explorer 3: CR 9, Medium humanoid (shapechangel')' HD Gd6 12 plus 3d84-6; hp 55; lnit 4; pd 30 flo: AC 19, touch 14. flat-footed 19; Base Atk +6; Grp 7; Atk 1'-11 melee Od6+21 18-20, +1 rapier) or+ 10melee (ld3 nonlethal. whip); FullAtk 1'-11/+6 meLee Od61'-21I8-20. «! rapIer) or -1-101+5 melee (Id3 nonlethaL whip); SA sneak attack +3d6; SQaction points, changeling traits. evasion. extreme hustle. trap Sense +4. Lrapfi.nd.ing, uncanny dodge; AL I; AP 5; SVFort +5, Ref + 12. WiJl +3; Su- 12, Dex 18. Can 14, Int 14, Wis 10. Cha 8. Skil/s and Feats; Balance+16, Bluff'+l , Cli.mb +13. Disable Device .. 14. Escape Artist +4, Intimidate 1'-1. ump J +13. Knowledge (dungeoTIeering) +4. Open Lock +16. Search ;-.14,Sleight of Hand ..6. Survival +2. Tumble +16. Use Magk Device t8. Use Rope +}1, Action Boost, Action urge. Exotic Weapon Proficienc (whip), Heroic Spirit. Weapon Finesse. Action Points: "Because of his Heroic Spirit Feat and his status as an extreme explorer, Reus gains au addi.tiona1 5 action poi nts per level.

REqUIREMENTS
To qualify to become all hei r of Siberys. a character must fulfill all the following criteria. Race, Dragonmarked race. Level: 15 ran ks in any two skills, Feats: Heroic Spir-it". Special: A character who bas tbe Aberrant Dl'agonmark, Least Dragonmark, Lesser Dragon mark , or Greuel' Dl'agon_mark feat cannot enter this prestige class, Also, once a character gains any Levelsin [his class, h.ecan't adopt the dl'agonmark heir prestige class, '"New feat described on page 55.

cLA.SS SKl(J:.S
ny skill that is a class skill for one of an heir of Siberys' other classes is a cl as kill for his heir of Siberys clas as well. Skill Points per Level: 2 + lnt mod ifier.

THE HEIR OF SlBERYS


Bas« (tack Level

Fort
Save .L2

Ref Save ,,2

Will
Save ~2 Special Additional acrion points, bunus feal Spe11s per Day

ht
2nd

Bonus '1-0 +1

lrd

~2

+3 +3

+3 +3

+3 ~3

Sibtrys mark rmpro~eJ $ilmys ",ark

+1 level of ex_i~ti:ngclass (or bonus fea1)


,I Ievel of ex_isung daM (or bouus feat)

CLASS fEATURES
All of the following are class features of the heir ofSiberys. Weapon and Axm.or Proficiency: Heirs of Siberys gain no proficiency with any weapons, armor, o r shields. Additional Action Point : At l st level. an hei r of Siberys's d.ragonmark begins to form and his maximum action poi n ts per level increases by 2. Bonus Feat: An heir of Siberys gains a bonus Feat, The bonus feat must be selected From the following list, and the heir of Siberys must meet the prerequisites of the feat (0 select it. Action Boost, Action Surge. Favored in House, Pursue. pcntaneous Casting. Siberys Ma rk (Sp): At 2nd level. an heir of Siberys manifests the full Siberys mark of his house, gaining a pel.l-Like abiJhy from the oLlowing list. Lf the mark associated wilh the char-acter" .house offers two spell-like a biltt ies, he selects one. Mark of Detection ; Moment ofprescience l/clay. Mark of Finding: DIscern location I/day, Mark of Handling: Awaken I/day or summon Malum's QI!J VI lIday. Mark of Healing: Mcm heQ/ l/day, Mark of Hospitality: Refuge lIday. Mark of Making: True creaiio» l/day. Mark of Passage: Grealer teleport IIday. Mark of Scribing: !}ymbolofdeatn l/day. Mark of Sentinel: Mind blank I/day. Mark of Shadow: GJ"Poter pryIng ryes l/day or greater scrymg l/day, Mark of SIOrm: St()rm ()fvengeance IIcla)'. Mark of Warding: Prismatic wall IIday. A sa ing throw against a Siberys dragon mark power has a DC of 10 + the level of the pell heir's Cha modifi r, The caster level for any iberys dragonmaI"k power is 151h. p el.ls FeT Day: At 2nd and 31'd level. an heir of Siberys who previously had levels in a spellcasting cla ss gai ns new spe IIs per day as if he had also gained a level in that class. He does no!. however. gain any other benefit a character of that class would normally gain. This essentially means that he adds one level to his levels in one other spellcasring cla ,then determines spells per day and caster level accordingly. If the character has no speUcasting classe , he gains a bonus feat or ills choice instead. He must meet the prerequisites of a feal to elect it. Improved Siberys Mark ( p): Ai 3rd level, an heir of Siberys gains improved mastery oEhis Siberys

mark ability. He can use the Siberys dragoumark spell-Iike ability he already possesses one additional time per day.

RURIK D'KUNDARAK
Rurik d'Ku.ndaraJc.: Male dwarf fighter 12/11e;l' of Siberys 2; CR 14, Medium humanoid; HD 12d10+36 plus 2d6+6; hp 119; lnit +2; Spd 20 ft.: AC 19, touch 12, flatfooted 17, Base Atk +13; Orp+16, Ark +19 melee +1 defondingdwarnen wara:r:e) or +17 ['angecl (Jd8+3, +l thmwing warhammer); Full Atk +19/+ 14/+9 melee (+/ defending dwaruen waraxe) 01" ... 17 ranged (+1 throwingwarhommer); Qaclion points. darkvision 60 Fr., dwarf traits, Slbery mark: AL : AP 5; SVFort ]4. Ref +9, Will ...7; Btl" 16. Dex 15, Con l6. Int 12, Wis 10, Cha 6, Skills and Feats: Intimidate +15. Heir of Listen + II, Spot + 11; AlertSiberys ness, Cleave, Great Cleave. Greate[' Weapon Focus (d wa r ve n wa 1'3 xe)1I, Greater Weapon Specialization

o-ne-s.

(dwarven W3l"in<e)8, Heroic pirit", Power Arrack, TwoWellp.on Defense", Two-Weapon FightingB, Weapon Focu (dwarven "'arax:e)B,Weallon Focus (, arhammer)B, Weapon Specialization (dwarven wanxe)8. *New feat descr-ibed on page 55. Action Points: Because of his Heroic Spirit feat and his status as an hei r of Sf berys, Rurik gains an addit ional 5 action points peT level. Dwarf Traits: +4 bonus on ability checks to resist being bull rushed or tripped: +2 bonus on saving throws against poison, spells, an.d spell-li.ke effects; +1 bonus on attack rolls against Ol'C and goblinoids; ..4 bonus to AC againslgiants: +2 bonus on Search checks to notice unusual stonework: +2 bonus on Appraise or Craft checks related to Slone or metal. Siberys Mark (Sp): l/day-prismatic wall. Caster level 15th, Possessions: Bracers of armar .. 5, +1 throwmg warhammer. +1 defending dworoen woraxe, amulet of natural armor + J, potion oj shield of jfJIth +5, potion afblur, spiked gau_ntlets, idanrificat ion papers.

THE MASTER INQ; I lTIVE


Bas..

Attack
Level l st Bonus +0 +1 +2 +3 +3

Fort Save

Ref Save

Will Save Special


.(J11l(

·0
+0
-..1 +1 +1

2nd

+2 .... 3 ,,3
+4 +4

,,0
+0 +1 +1

vII ru Ih

Bonus Iear, contact (3Td level)


Duar« Ii••

3Td
4th 5th

Bonus real.
contact (Gth level)

Tru"."",og

CLASS fEATURES
All of the following are class features of the master inquisitive. Weapon and Armor Proficiency: The master inquisitive gains DO pro£ciency witb any weapons. armor, or shields. Zone ofT :ruth (Sp): A master inq uisit.ive can use .zone of truth once per day a a pel'l-Hke ability, duplicating the effect of the zoneof truth spell. The character Can spend 2 action points to gain one additional use of th is ability. Bonus Feat: At 2nd and 4th level, a mast.er inquisitive gain~ a bonus feat. The bonus feat must be selected from the following list. and the master i nquisit ive must meet the prereq u i~ites of the feat to select it. Alertness, Deceitful. Heroic Spirit, Improved Initiative. Iron Will, Negotiator. Persuasive, Recognize Impostor, Research, Toughness. Track. Urban Tracking. Contact: A master inquisitive of 2nd level or bigher cultivates associates and informants, Each lime the character gains a cont.acr, the OM should develop an NPC to represem the contact. The contact must be a member of an NPC class (adept. ar-istocrat, commoner. expert, magewright, 01' warrior). Contacts might be Informants, cr-iminals, chroruclers, shopkeepers, coach drivers, household servants, clerks, or others who can provide limited aid and information pertaining to a master inquisitive's endeavors. A contact does not accompany a master inquisitive on missions or risk h is or her Ufe in any overt manner. A contact can. however, provide information, develop lead. or render a service (make a specific skill check on behalf of the inquisitive). At 2nd level. a master inquisit.ive gains a 3rd-Ievel contact. At 4t h level. a rna tel' in q u iait ive gai ns a 6thIeve I contact. The character cari't call upon the same contact more rhs n on ce pel' week. When he calis on a can tact. compensat ion is required fo,' the services rendered. Professional contacts. such as adepts, ar-istocrats, and magewrights, require favon in rerurn. Criminal or working-ela s contact ,,including commoners. experts. and warriors. usually demand money for the service they pr-ovide, Price for a contact's services are based on the contact's class and level. a shown on the following table. Unl ike with hirelings, a master inquisitive personally knows and has a longstanding relationship with his contacts.

MASTER INqUISITIVE
The master inquisitive takes the an of investigation and deducrfcn to [he u lri mare Ievel, rising to the top of the field ..A master i nq oistt ive could be an elite freelance i nvesligiilor, or a master detective working For a recognized lawen fcrcement organization somewhere in Khorvai re , He might be an j nvesrigative chrorricler digging up details on corruption and conspir-acies. Whatever his occupation, the master inquisitive specializes in solving mysteries and shedding light on the darkest secrets. Many dabblers in the field call themselves Inquisitives, but only a select few attain the status of master. The master inquisitive is the qui ntessen tial invesligator. with a reputat ion for tenacity and succes that is well deserved, The best in the field often come up through the ranks of rogue or bard, but members of evel'yclass with all i nsatiable curiosity and a need to solve mysteries can attain the title of master i oqu isttive. The master inq uisi live's inru ilion and i.nsight becomes so finely luned as to appear supernatural. and, indeed. he manifests a few spell-like abrllries LO help him in his search for truth and I he solutions La the mysteries he confronts on a J'egular basis, Hit Die:

as.

REqUIREMENTS
To qualify to become a rna ter inqu.isit ive, II eha racte r must fulfil! all the fQUo,~ingcrh.eria. Skills: Gather Information 6 ranks, Searcb 3 ranks, Sense Motive 6 ranks. Fear: Invest igate*_ *Newfeal described on page 55.

cLA.SS SK1L(s
The master inquisitive' class kills (and the key ability for each skill) are Bluff (Cha), Decipher Scrip (Int), Gather' Information (eba), Knowledge (local) (lnl), Listen (Wis), Search (l m), Sense Motive (Wis), and Spot (Wis). Skill Points per Level: 6 + Int modifier.

Contact's Adept Ar-istocrat Commoner Exper t

Olass

Cost

fOJ'

er-vices Renda-ed

I g?/lc:vel or favor in retur-n

Favor in return
2 <p/level 5 s p/le v e I

Magewrlghl
Waroior

I gp/Jevel or favor III return


5 sp/Ievel

Discern Lies (Sp): Starling at 3rd level. a master inquisitive can use discern lie, once per day as a spell-like ability. duplicating the effect of the discem lies spell. The characier can spend 2 action point to gai n one additional U I.' of this abil iry. True eeing (Sp) , At 5Lh level, a master inquisitive can use true seeing once per day as a spelJ-like ability. duplicating the effect of the Ifues~e,"gspeU. The character can spend 2 action points to gain one additional use of this abUity.

CREltATH

MOVA.NEK

Creilath Mova.ne"k:Male half-elfbard 4/m aster inquisitive 4: CR 8: Medium humanoid (elf"); HD 4d6+4 plus4d8+4; hp 42; Init +1; Spd 30 a.. AC 17. touch 12. flat-footed 15; Base Ark "-6; Grp+6; Alk:+7 melee (ld8+1119-20. +1 Jongsword) or +8 ranged Od81J9-20. light crossbow): Full ALk +7/+2 melee (ld8+l/19-20. +llongnvord) or+8 ranged (ldBIl9--20. light crossbow): SQbardic knowledge +7. bardic music 5/day (countersong,foscinote. inspire competence. inspire courage). ~one aprulilllday. comaci (3rd-level warr-ior), discern lies l/day, low-Light vision. half-elf traits; AL N: gy Fort +3, Ref + 10. wm ...!:; Str 10, De" 14. Can 12, lnt 14. Wis 8. Cha 16. < S~'ilJsond Feats. Bluff +14, Diplomacy +9, Gather Infermat ion +20, Intimidate ...5, Knowledge (local) +13. Listen + 13. Perform (oratory) +15, Search +18, Sense Motive +10, Spar +10; Alertness. lnvest igare". Research'", Skill focus (Perform). *New feat described on page 55. Bar-die Music; Cre ilath can use bardic music five times pel' day. Counlersong (Su): Cre ilarh can counter magical effects that depend on sound by makiJ1g a Perform check for each round of'countersong, Any creature within 30 feel ofhirn who is affected by a sonic or language-dependent magical attack can use the Creilath's Perform check result in place of h is or her saving throw if desired, Countersong lasts for' up LO 10 rounds. Fascinate (Sp): Creilath can cause up to three creatures within 90 feet that can see and heal' him to becornefomllated with him (sit guieliy. -4 penalty on sk il] checks made as reactions, such as Listen and Spot checks). His PerfonD check result is the DC for the opponents' WiJI saves. Any obvious th real breaks the effect: Fascination lasts ror up lo B rounds. Inspire Gampl'lence (Su), An ally within 30 feel who can see and hear Creilath gets a +2 competence bonus on skill check with a par-ticular skill for as long a. he can hear the music. lnspi re competence lasts for up to 20 rounds, InsplreCouragf (Su):Allies (includingCreilath himself) who can hear Crei.lath receive a +1 morale bonus on saves against charm and fear effects a.nd II +1 morale bonus on attack rolls and weapon damage rolls. The effect lasts for 5 rounds after the ally can no longer hear Creilath ,

Half-Elf Traits: Half-elves have immunity to magic: sleep effecrs, For all effects related to race. a half-elf is considered an elf. Bard Spells Known (3/4/2; save DC l3 + spell level), O-date. detect magic, know direction, magr hand, message. reod mog'[; ISl-comprehend ionguages, [ute lighl wounds, disguis~ self. obscure (I~j2d! 2nd-detecllhQughts. locate objecl. suggestion. Possemons, + J chain 5hirl.+ 1 Icngsword. lens of dtlerlion. Heward's honeb hOllersack. inquisitive's kit. flute, identification papers.

WARfORGED

JUGGERNAUT

Some bel ieve'that the ultimate expre sion of t he war forged experiment is lhejuggernaut. a path that allows war forged to become more and more Jjke true const r ucts and less Ii ke their Iiv i ng creators. As a machine of war. Lhejuggernaul is among the best at dealing d3JTIageand sustai n ingpunishment. Some warforged refuse to lake up the mantle ofjuggernaul because it acce nruat es their construct heritage al the cost of their living aspects. Nonetheless. for a warforged who wants to become an engine of destruction. the juggernaut prestige cle s is the best road bywhicll to geJ there. A number of warforged juggernauts make their homes in the Mournland. Many of thes characters Iol iow the powerful juggernaut known as the Lord of Blades. Hit Die: cU2.

Wa.r:forged juggernaut

REqU1REMENTS
To qualify to become a warforged juggern.aut, a character must fulfill all the following criter ia. Race: Warforged. Base Attack Bonus: +5. Feats: Adamantine Body", Improved Bull Rush, Power Attack. .. ew feat described on page 50.

ciASS

SKILLS
class skills (and the key abil(Su'), CraIL (Int), Int im idate (Wis) , and Swim (St1'). 2 + T at modifier.

The warfOl'gedjuggernaut's ity for each skill) are Climb (Cha),Jump (Str), Survival kill Points per Level:

clA.SS fEA.TURES
All of the following are class features of the warforged juggernaut. Weapon and Armor Pr-oficiency: Warforged juggernauts gain no proficiency w it.h a Dy weapons. armor, or shields (except as noted below), Ar-mor Spikes (Ex): At lst level. a warforged juggernaut grows armor spikes and gains proficiency i» thei r use as a weapon. These adamantine armor spikes deal ld6 points of piercing damage on a successful grapple attack. While the spikes can't be removed, they can be affected by spell like any other weapon, t 4th level. the damage the e armor pikes deal increa es to IdS, E~ert Bnll Rush (Ex): wal'forgedjuggernaut can add its class level to Strength checks when making a bull rush attempt 01' defending against a bull rush. Awarforged

juggernaut can also add its class Ievel to Strength checks WMn u'ying to break clown door , Powerful Charge: A warforged juggernaut gain Powerful Charge (see page 57) as a bonus feat. Reserved, Starting at [st level. a warforged juggernaul begins to distan ce itself from living creatures, Because of this change in its nature, a warfcrged juggernaut lakes a penalty equal to its j uggernau! cl ass level (- J at Ist level. -2 at 2nd level, and so on) when using the foUowing skillsBluff, Diplomacy, Cather Information, and Sense Motive, Charge Bonus (Ex): Starring at 2nd level. a warforged juggernaut gains an extra "*') bonus on its attack 1'011 when making a charge (to al bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4), Construct Perfection (Ex): A warforged thai follows the path of the juggernaut seeks to improve itself by embracing its con str uct heritage. As a warforged juggernaut advances, it abandons what it considers Ihe weaknesses of the living construct for-m to gain qual ities more indicative of true constructs, While retaining its intelligence and sentience, a warforgedjuggernaul gains the following construct features as it advances in level. Construct Perfection I-At 2nd level, a wuforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits. Con5trud Perfection [J-At 3rd level. a w31'forged juggernaut gains immunity all mind.-affecting spells and abilities (chums. compulsions, phantasms, patterns, and morale effects). Conm-uclPerftct,on1JJ-At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects, Construd PerfochonN-At 5th level. a warforged juggernaut is no longer subject to ability damage or ability drain. Extended Charge (Ex): Starting at 2nd level. a warforged juggernaut gains +5 feet to its speed when making a c.harge. Healing Immunity: Staz-ting at 3rd level, as a W3rforged jugge,'naut becomes more like II construct and le s I ike a I iving creature, it becomes immune to the effects of spells from the healing subschool. In addition, it can no longer benefi.t from the effects of consumable spells and magic items, such as heroe5'feosi and potions, Superior Bull Rush (Ex): Starting at 3rd level. when a warforged juggernaut makes a successful bull rush again t an opponent. il can choose to deal damage equal to that of irs armor spikes plus it trength modifier against the opponent in addition to the normal results of a bull ru h. If the bull rush was made as pari of a charge, LhejuggeTllaut can add its extra damage from the Powerful Charge feat or t.he Greater Powerful Cbarge feat as well. Greater Powerful Charge: At 5 t h Ieve I, a war forged juggernaut gai ns Greater Powerful Charge (see page 54) as a bonus feat.

,0

BATTERING RAM
BatteringRam: Male; per onalitywarfOl'ged fighter 51 warforgedjuggernaut 4: CR 9; Medium construe! (living); HD 5dlO+15 plus 4d 12+12: hp 85. Jnil +6; Spd 20 fl.. AC 20, touch 11, flat-footed 19; Base Atk.+S: Grp+ll;Atk+13 melee (Id8+6/X3, +1 boH/eare) or +11 melee (ld8+3, a1'1nOI'

THE W. RFORGED
Base track Leve l IsL 2nd 3rd Bonus Fo er
Save

J GGERNAUT
Ref
Save

WllJ Save Special Armor Charge rmcr +1 spike, bonus 'pike' 1d6. E~ pe rt Bull RU5h, Powerfu 1Ohar;ge. reserved .. 1. construct Jda, bonu: perfection

·0
+1 +2
+3

+2

4111
5th

+3 +3 +4
4

+0 +0
+1 +1 I

+0 +0
.1

I. extended.

cbarge Bu 11Rush IlI

Cc;onSlI'UCIp.HIe"-llon COllSt.J'~t pel' ecuon

1L, hea Ling !m mu

ru1 y,

Superior

on c.barge ~2, cousrr-uct perf~ction

J , Grealer Powerful Chltrge

spikes): Full Atk +13/+8 melee Od8+,6/x3. +1 battlea.w) or + 11/+6 melee (Id8+3. armor spikes}, SA charge bonus +2, expert bull rush. extended charge. uper-ior bull rush; SQ construct perfection IlJ, clamage reduction 21adama at ine , healing immun hy, light fortificatioll (25%), living construct [nits. reserved- AL N: SV Fort + I L Ref +4, Will +2:
tr

16, Dex 14.

COD

L6, Int 10, wi, 10, Cha 6,

k'llis and Feats, Bluff -6, Climb +2, Diplomacy -6, Gather Information -6, Intimidate 10.Jump -4, Li ten +2. Sense Motive -4; Adamantine Body"'. Cleave, Improved Bull RushB• Impr-oved In it iat ive". Power Attack'', Powerful Cha!-ge*"o. Weapon Focus (banlea,.-e). Weapon pec ial.ization (battleaxe). "New feal described on page 50. ew feat described on -page 57, Charge Bonus (Ex): Battering Ram gets a +2 bonus on attack rolls when chal·ging. Construct PerfecdonI11 ( xc), Battering Ram is not subject to nonlethal damage or extra damage from critical hits. It has immunity to all mind-affecting spells and abflitles, death effects. and necromancy effects, Expert Bull Rush (Ex): Battering Ram can add +4 to its trength checks when makinga bull rush attack, defending against a bull rush. or trying to break down doors. E. tended Charge (Ex), Balteri.ng Ram's speed is 25 feet when making a chaJ'ge, Healing Im.munity: Battering Ram is immune to the effect s of spells from the healing subschool and ca n not benefit from spells that rely on eating. such as heroes'feast, Living Construct Traits: Immune to poison. sleep effects. paralysis. disease. nausea. fatigue. exhaustion, and energy drain, Cannot heal damage naturally. Subject to stunning, ability damage. and ability drain, Subject to spells that Large either constructs or living creature. Superior Bull Rush. (Ex): When Battering Ram makes a successful ball rush against an opponent, it can eboose to deal Id8+3 points of piercing dam.age from its armor sp ikes to! he opponent in add ilion 10 the norma I results of a bull rush. If the bull rush was made as part of a charge. Battering Ram can add extra damage from the Powerful Charge feat as we ll , Possessions: + 1 (lrmorenhancemenl, swordbOlld with + 1 baH1eaxe. oil oj repcrir moderate d"ma~

*'"

lycanthrope heritage, They quickly learn not just to alter their humanoid form but to actually take on animal forms as their ancestors did. Over time, they grow to master botb animal and hyb!'id forms of all the once-common lycanrhropes. Along with their' growing mastery of their physical form. weretouchecl masters become increasi ugly wild in pir it. less comfortable in human society. Most weretouched masters begi n their careers as ranger or barbarians and seek to enhance their combat ability thl"Ough mastery of animal forms. Few are druids. becau e druids learn to assume more animal forms more quickly than we retouched masters and have little to gain from th.is class. The Eldeen Reaches are home to the greatesl number of PC we rerouched masters, The more advanced masters enjoy the rugged wi ldern e ss and Slay far from human civilization. Hit Die: as.

RlSqUIREMENTS
To qualify to become a weretouched master, a character must fulfill all the following criteria, Race: Shifter. Base Attack Bonus, +4. Skills: Knowledge (nature) 5 ranks, urvival S ranks. Feat: Any shifter feal.

cLA.SS SKILLS
The weretouched master's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), HandJe Animal (Cha), Hide (Dex), Intimidate (Cha},Jump (S[r), Knowledge (nature) (Im). Listen (Wis), Move Silently (Dex). Spot (Wis) , Survival (Wis) , and Swim (St.). Skill Points per Level: 2 + In modifier.

THE WERETOUCHED

MASTER

B"",,
Attack Level
lSI

Fort
Save

Ref
Save

W;U

Bonu.

2nd

+0 +1
+2 +3

+2. +3
+3

+2 +3 +3 +4+<1-

Save +0

Special Werelouched

+0
+1
.. I

Wild empai hy, bonus sh ifrer feal Werelouched Fl'ightful 1I

3rd

W"ERETOUCHED MASTER
Weretouched masters are shifters who learn to eo hance their shifting ability to accentuate the powel' of their

4th 5th

+4 +4

shifting,

bonus shifter feal +3 +1


Alt er nate form

CLASS FEATURISS
All of the following
master, Weapon masters libields. Wel"etouched master verine. lycanthrope When heritage, gain and
I10

are new feats described of the werereuched WeretoTIched armor. or Great Factor. master

in Chapter

3.) These
to

bonus. feat .. select lL. Hea ling Ferocity.

are class features Armor Proficiency:

must be selected from the fOllOWing List, 11 d the wererouched n


must meet the pr-erequ isites of a feat Bite. GFeat Rend, Long-stride Multialtack. II (Su), At 3rd level, a weretouched he manifests ancestor gains the scent ability. Greater Shifter Defense.

Beasthide .EI ite, Cliffwalk Elne, .E.\:tra 8h i fler Trail.


Defense, Shifter Elite. Shifter

proficiency

with any weapons.

(Su),

AI Ist level,
I. type that

a weretouched
represents wolf,
0.1'

Shifrer
h is
master

chooses one anima

Weretouched sped al bene he is shifting.

bear ..boar,

rat. tiger.

wol-

ch a nges to strongl y resemble a hybrid lycanthrope of the chosen type, His facial Features becomemore bestial. fur SPT'OUIS on his
shifti ng, his appearance body, and he grows a short extra tail.

n\ derived

In addition,

from h is lycanthrope

when

Bea"_lmproved Grab, Touse this ab i Ii ty. the weretouched


master start must hit with a claw attack. He Can then attempt to a gl'app.le as a fj·.ee action without

In

addition,

he gains

one of the followin.g depending

benefits each time he shifts,

provok.i ngan

attack

on b18 lycanthrope ancestor. Bea r or Tlg~r: W hi Ie shift.i ng. the were touched master ga ins a 1"2bonus to Stl'engr.h and man ;Jests cl aws thatcan be used as natura] weapons. These attack. claws deal Id4 points of damage. razorclaw plus an addruonal shifter +1 for every four character

levels he has, on a successful h.is claw damage gains


a +2 bonus

If he

already

has (be

trait or the lmproved increases

Natural

Attack feat, master

of opportunity. Boar-Fierce Will, The weretouched IT! aster ga i nsa +4 bonus on Will saves. Rat-ClImb Speed, The wererouched master manifests a cI i IT! b speed of 20 feet. In add ition, he can use his Dexte rity modi6el' instead of h is Strength modifier For Climh checks. U he already has the diffwalk shifter trait, his
c Iim b speed inc r eases by

by one die size.

10 feet.
master master charges a foe.

Boornr Wolverrne: While shifting.


to Constitution Id6 points boars) or fan~ weapon, dealing

the were touched


and manifests

71ge,._Pounce, If the weretouc.hed he can make a full attack. Wolf-Trip: If the weretouched
attack. without he can attempt making
LO

tusks (fol'

(for wolver-i nes) that ca n be used as a riatu ra] of damage, plus an addit ional shifter levels he has, on a successful has the longtooth Attack feat. his bite or gore rn aste r of damage levels he

hits wit h a bite as a fl-ee action all attack of

Irip the oppone!ll or provoking

+ I for evel'y four character gore or bite attack. trait or the Improved damage increases or Wolf: +2 bonus Natural

a touch attack

If he already by one die size.

Ra!
gains a (plus

While

shifting,

the we rerouched IdS points already

to Dexterity weapon.

and manifests dealing

fangs that can

be used as a natural an additional traitor has) wilh a successful

If the au empt fails, "the opponent cannot react to t-rip the weretouched master. Wolverine-Rage, If the were touched master takes damage. he flies into a berserk l'age on his next turn, biting madly until either he or his opponent.i s dead, or unri I his shifting ends. He gains +2 to Strength. +2 to Constitution. and
opportunHy. -2 to Armor voluntarily, Frightful his rage ends. Class while raging_

+ I for every bite attack. the Improved

faux character

He

cannot

end his rage after

U he

has the long-

but u 01 ike a barbar-ia

n , he is not winded

toot h shifter
bite damage toucbed

Natural Attack feat, his


or a ranger, a wereof

increases gains and ability

by one die size.

Shifting
an

Wild Empathy
master vocalizations, made to improve master and his Charisma check r esu

(Ex), Like a druid


the ability functions demeanor

master shifting attacks

gains

u osettli_ng

(Ex), At 4th level. a weretouehed presence when he uses hi.


form within ability. When he 30 feel who witness with fewer Hi character
L

to use body language. the atl itude Diplomacy master like


<I

ahiLity

or llis alternate opponents shaken

10 improve

or charges,

an ani mal. This

check
level

hi~ attack

may become

for 5d6 rounds. Dice master's


II

the attitude modifier he has druid If the animal

of a person. to determine or rauger

The were touched the wild empathy level s, he add]; his his as the kind

This ability affects onl y opponents or levels than opponent the wererouched master's can resist the effect "'Ltb who succeeds

rolls a d20 and

adds b is we retouched

level. An

successful Will save (DC


is immune

It. I f

10 + weretouched

class Ievel + his Cha modifier). on the saving throw fear effect.

weretouched
total bonus animal modiheT. weretouched

master master's

leveJ to those levels 10 determine is of the same ancestor. lycanthrope

An

opponent

to that weretouched Frightful master


(0

master's frightful is a mlnd-affecting

shi fli_ng for 24hou rs.

he gai ns a +4 master and the

shifting can assume

on this c.heck. the weretouc.hed feet of each other i n.fluencing can people, rnu st be a ble La st udy each other. be within wh ich mea n s Lhat

Alternate

Form

(Su): At 5th level. a we rerouched


form or hybrid form related shifting using ability. he can (rhe sa me ani rna I se Iecred at 15t

To use wild empathy, they must conditions. takes more

the animal

his Iycaruh rope heritage Instead of using form though into animal hit points form

30
with

under

normal take lo

level). shift regain

his normal as though

GeTJ~r"lly,

influenciI)g

an an irna] in this way it might ability

the po!vmorph spell


be does n ot heritage call

minute.

As

on himself, animal The scores

his gear is nOI affected. form, for the lycanthrope master

01'

less ti me. master also use this a magical Shifter maste beast with an Intelligence on the check. and ,agai n at 4lh level, Feat, At 2ncllevel
I'

for changing

and only the specific

A we retouched i nfluence Bonus

indicated

score of I

be assumed. we retouched does not assume adds table)


10

or 2. but he takes a ~4 penalty a were touched

the ability abil-

of the animal,

but instead

the animal's

gains a bonus sh ifte" Ieat. (A II ofthese

iry adjustments

(se.e the following

his own ability

scores.

A weretouched

master

can

also assume

a bipedal

hybrid form with prehensile hands and anirnallscic features. In hybrid form. he can use weapons and armor. A slain we retouched master reverts to his humanoid form, although he rerna i ns dead. Separated body parts
reta in the; r a nirnal An.i.mal
8tH
fOI" Ill,

Shifting (Ex), When Gwent an attacks ng. opponents within 30 feel ",ho witness h ls attack may become shaken for 5d6 rou nds. Th is ability affects only opponents with fewer ilia n
or charges wh i le shift; 10 Hit succeeds Dice or leve ls. An affected with a opponent can resist tIle effects

frigh.tful

however. or llrbrid Form}

Ahility AdjuslJnenlB {Animal


Sir +16, Dex .. 2, Con +8 St,· +,J" Con +6 D e ~ +6. Con +2 81 r
+ 12.

frighlfuJ fell 1" e Ffec t,


raging.

who on the saving t h .. ow is im mu.ne. to Gwe ntn n's · shifting for 24 hours. This is a rn i od-affecting

DC 13 Will

save. An opponent

Boar
Rat

Tiger 'l';c>lf Wolve,.ine

Dell; +4. Con +6

Sn- +2, Dex .,.4. Can +4 Sri" +J, Dex +4. Ccm ~8

GWENTA.N THE BEA.R


G~entan the B ea r, Male sh iftc r barbar-ian 3/range
r

can rage once per day. When he has the foJ1o\"ing characteristics, hp 90: AC [6, touch II, Ilat-footed 13: G'·p+13: All +13 melee Od6+5. dub), SV Will+6: Str 20, Con 18. When boih shifting and raging, Gweman has tbe folIowingcharacter+srlcs. hp 100 i AC 20, touch II, flat-fooled 17: Grp+ 14 i Ark +14 melee claw) f Full Atk +14/+ 14-

Rage (Ex): Gwenra n

uas-s,

melee

(1d8+9, 2.
2/silver:

claws):

SA improved

grab:

SQ damage

21wel·elouc:.hed master 5~ OR 10; Medium humanoid (shspechs nge r): ED 3d 12+ 6 pi us 2d8+4 pi us 5 dS +I 0: bp 70: Init +3; Spd30 r.., AC 18, touch 13. flal-fooled 15: Base Atk 1"8: Grp+ II: Atk '1-11 ranged (Jd6+2/X3,

reduction day. When melee claws):

SVWiI! +6: Str 22, Con 20.


can shift four times pel· characre r-ist ics. 19: Q"p+12: Alk+12
melee

Shifting

(5'11): Gwentan

shift; ng. he has the follow1ng

hp 80; AC 22, touch

+1I melee Od6+3. club): Full Ark +91+9/+4 ranged (ld6+21x3. composite shortbow) or +111+6 melee (IdS. dub), SA favored enemy magicorrrposi te ~hOI·tbow)
01'

Od8t7.

13, flat-footed claw), Full Atk +12/+12


grab: SQ damage

(ldS+7. 2.
21silver:

SA improved

reducrion

ca I beasts +2, hightful shifting, rage I/day. shifting (beasth ldeor razol'claw) 4/day. we.retouched II (bear): SQ low-L gill vis ion. fast moveme n t , scent. tr ap se nse + I., un ca nny dodge. wild empathy: AL CN; SV Fort + 13.
Ref

+12, Will +4: St r 16. Skill~ ~1!dFeats.


Balance

Dex

16,

Con

14,

Int

8.

Wis

12,

Cha 6. +2, Climb


+6. Listen +2. Hide +2, Jump +2, +2, Knowledge (nature) +9. Move Silently

Su rv iva I + J 3; Beasth ide EJ ite*. Extra Sh i fter Trair", Great Rend", Healing Factor", lmproved Natural Au a lJo; $ , Rapid Shot. Shifter Defense", Track. -----*New feat described in

Srr 18, Can 16. Wild Empathy (Ex:), Gwentan can improve tbe altitude of an an imal LO the same way that a Diplomacy check can improve the altitude of a sentient being. He rolls ld2.0~5, or IdZO+l if attempting lO influence a magical beast with an Intelligence_ score of 1 or 2. He gains a +4 bonus on this check against bean. Possessions. +2 hide armor. composite shortbow (+2 SIr bonus) w ith 20 arrows. amulet of mighry fots + 1. daak aJ resistanGe +1. pOlion ofbarkshin +2.

Chapter 3.
(Ex):
on

Favored Ene.:my Gwe m a n

gai.ns a

+4 bonus Bluff, Listen,


Motive, and when

Sense
Spot. checks these magical tbe weapon against

S·lI rvival using


aga i.n st He gets on bonus

skills
sa m.e

beasts. damage

rolls
beasts. II

magical

"\Veretouched

(B ear): [mpr()vQd Gr~b (&)-To use chis ability, Gwentan must hit
with while can a free tn start a claw shifting. a grapple action attack He as of

t.he n attempt
wtthoui

provoking
opportunity.

an attack

CHAPTER

rrvr

MAGIC
agic infuse the world of Ebe rron , It rages high above in the Ring of Siber-ys that encircles the world. It binds things d a rk and foreboding in the deepest caverns of the underworld of Khyber. It seeps from the land it elf. a source of energy as well as a means for bending the laws of reality. This chapter discusses the role of magic in Eber rc n, presents new rules for magical effects such as fiendish possession and celestial channeling. describes the planar cosmology of Ebe r non , and includes spel l l ists and new spells for spellcasling characters. professional spel lcasti ng. Many of the unmarked Tncmbel'S of the houses are magewrigh[s and adepts. and pr-ofess io n al spe llcasters who are not members of the families usually work for the guilds that the dragonmal'ked houses cont rol. Elite spel.lcaster s include wizards, artificers, sorcerers, clerics. druids, bards. and members of other spellcasting PC classes. ELite spel lcasters might sell their services. bUI they rarely rely on such act.ivu y as their sole occupation and sou rce of income. Few people can afford to pay for a hlgh-level spell, and the market for elite spe llcasters is too small to suPPOrt many of them through their speflcast mg alone. Most el ite spel lcasrer s have olher professions-they are sages, pr-iests. advisor or adventurers.

MAGIC IN THg WORLD


Magic, and reliance upon magic. shapes and defines the societies ofEberron. For thousands of years. wizards, sorcerers, clerks, artificers. adepts, and magewIighls have brought their magical talents La bear to solve the problems Iife poses. (T be art ifieer character class is deta iled on page 29 i the magewright NPC class appea rs on page 256.) These soluuons have helped humanoid society develop and thrive on every continent-particularly on Khorvaire. 'The result is a society suffused with magic. Skycoaches fly among the soaring lowers of Sharn. Blacksmiths chant spells over forges to improve the way they work. Airships ferry passengers from ZUargo to Kar ruath. Weavers draw threads of shadow into their fabrics. Streets are illuminated with continuol flame spells. and arcane mark emblazon letters of credit and other i mporrant documents. Magic is in common use, and Low-level spells are easily accessible, although hlgh-level magic is rare and wondrous.

SERVICES
Most citizens of a Khorvairian city can't afford to have even a low-level spell cast on the ir behalf. The 125 gp price for remove diseose. for example. puts that spell out of reach of most cit ize ns (even those with the House joraseo discount) and pr act ica lly guarantees that disease will never be eradicated from any of Khorva ire's nations. On the other hand, most people can afford to hop on a s.kycoach to travel from one end of Sharn to the other, getting a fusthand experience of the incredible magic that keeps the City of Towers running. Even the pooresl resident of a gl'eat city still benefits from the rverbright /al1tem~ found along major thoroughfares. A3 wit.h any other services. some magical effects are easily affordab.le and widely available, and others are with i'n the reach of only the weah h iesi people. This section discusses in general terms the kinds of magical services that are available and their impact on society. Specific prices for these services are given in Chapter' 6: Adve nru ring Equipment.

SPEt(CASTERS
Two broad categories of spe llcasrers work across Eberron: professional spe l.lcasters and elite spellcasters. Each has a widely different impact on SOCiety. Professional spel.lcasrers include adepts, magewrights. and others who actually earn a relatively mundane living by casting spells. These worki ng-cla s casters keep the wheels of industry tu ruing-sometimes literally. Broadly. this categol'Y also includes most d"agonmarked individuals; they pUl i.he ir inborn magica 1 ability La economic use for their house or famil . In fact. the dragonmarked houses of Khorvair-e dominate tbe economic life of the co nt irie n t through their near-absolute cont rol over

C orn.:m.unication
Magica I, long-distance communica ion i one of the services offel'ed by House Siv1 , which carries the Mark of Scribing. The.dragonmarked members of this house have abi I it ies such as wh,spmngwil1d and 5ellding, which they can en.ha n ce with cer iai n dl'agonshard items. In add it io n. they can an-ange for secure wr-itten communication with illusory script. translate docu me nrs wilh comprehend languages. and notarize documents with orcane mark-. House Sivis

may be one of the most tmportaru houses in Khorvai r e, simply because it provides its services to customers off the t reet as wen as to members of the other houses. Without Sivis notaries. for e rample, the banking industry would be seriously jeopat·dlzed. Haase SivLsalso o-pel'ates message stations throughout central Khorvai r-e. 1'01' a fee. a persall can send a shor-t verbal or written message from one stat ion to the. other, where it can be picked up by. or otherwise delivered to. the recipient in a relatively timely manner. Faster still , but more expensive, are the courier services offered by House Orien. For a hefty fee, a teleporrer {'rom the Couriers Guild can cal'fy a docmneIH or small package from one location to another. Cheaper than both, though not as fa t, is the mail ervice operated by House Or-len and protected by the not ar iear io n processes of House Sivis.

Thrane, and Zilal'go. In association with House Vadal is. House Orien also operates caravan routes that use some combination of magical conveyance, magebl'ed animals, and mu uda ne draft animals to move goods and pa~sengers 1h '"OughoUl Khorva ire. House Lyrandar, which carries the Mark of Storm, uses irs mastery of w i nds to dominate sea travel and sh.ippi ng, as weU as La Oy airships across Khorva i reo Since the destruction of lightning rail lines in the area now called the Mournland, which prevents House Or ieu's I igbtning rail carriages from reach ing between western K.horvaire and Ke r-rnarh . House Lyrandar has dominated t rade and passenger service between the two sides
of t he co nt i ne.nt .

Other Services
WeaIt hy neigh borhoods in Iarge cit ies boast ellerbrighf /anirm15 that amplify the light of coll!illUoljlome spells to illuminate the Streets. House Kundarak 0peTates banks, using arcane marA·s provided by House Sivis to notarize letters of credit that allow the wealthy to access rhei r resources anywhere in civilized Khorvai re. House Sivis also creates papers for those with a need La prove their identity. often used when traveling throughout the Five at ions and thei I' neighboring cou.nt ries. Tinkers (usually affiliated with Hou e Carm ith) use mending and repair moderate damagr to repair household goods. Some cities and lawns boas! laundries and street cleaners who rely on prestid',gilatian for the ir work.

Healing
Hou e Jorasco carries the Mark of Healing, Because of rb house's eHorts and the quality of its services, the people of Khorvaire visit] orasco hosp irals and not churches or temples when they need wounds healed or diseases removed. Though magical healing is prob ibilively expensive fOI' most people. House Jorasco' Healer:; Guild employs man people trained in the mundane art of healing. These guild members use the Heal skill to treat disease and injuries effectively and even provide. long-term care to sick or injured people. Chu relies and their clerics _t'eerve their heaUng abilities for members of the Ia iihfu l and the aristocracies of the nation who are in most need of them (and can be of rhe most benefit to the congt'egation in question).

GOODS
o Lesscommon than magical serv-ices are products made the use of magic. whether 01" not they retain any ji ngering dweorner once the creation pl'ocess has ended. Magecraft Ibem.s. Every magewright wOl'lh) of the name knows the magecraJt spell (see page 113).Tr ul expert coopers r ec it e the magecraJt spell over their bar-re l . the best blacksmiths chant it as they hammer hot iron. and the n nest potten cast it while they spi n thei I" clay. The spell's effect is simple (it provides a competellce bonus on Craft checks), but its ramifications are extensive, U ing magerraJt, an artisan can produce fine good in as liu le as Lhree-quaJ·ters of the time normally required, and an artisan who might otherwise find masterwork goods loo challengi ng to produce can create them by using magerraft. AIl a result, Khorvai re has a larger supply or high-quality goods av-ailable, while magewright artisans make t he i r goods faster and thus earn more money fOI'their labor. Magic heIns: Magic items are no easier to create in Eberron, hut there are more spe.llcasters rnaking them. The industry of the world turns on the production and sale of magic items, which are created by everyone from common adep and magewrights to artificers and other elite cas en. In general, minor magiC items are easier to nnd and purchase in Khorvaire than described in the Dungeon Master! Gwde. This difference is reflected in some adjustments La the gp limit for smaller settlements, as shown on the following table.
wit.h

Hospitality
House Ghallanda enjoys a secure economic position thanks to the Mark of Hospitality. Plenry of inns and taverns operate just fine without any magIcaJ suppOrt, but establishments affiliated with House Ghallanda's Hostelers Guild can offer conveniences such as herl)es'foGs/ meals, meals and water guaranteed pure. and even secure exrrad irnensional shelters LO those with the need and the abilhy to pay. The Hostelers Guild also inspects and. to some extent. regulates nonaffiliated businesses, improving I he qual ity of accommodaLions throughout Centra 1 Khorvaire. When the r ich and influential want to throw a memorable party, they call upon the services of House Ghallanda to make the event come together.

Transportation
Magical transportation is available ina variety of forms and controlled by different dragonmarked houses. House Orien, which carr-ies the Mark or Passage, controls ihe Couriers Guild and the Transportation Guild. Certain scions of House Orien can use teleport to travel limited distances. carrying passengers for a Fee. However, far more lJeopJe hav-eaccess to (and can afford) the lightning rail. A sequence of magical carTiage.scon nee ted one to another. t-he lightning rail 0 ies along a predetermined line that stretches between the major cities ofAundalr. Breland.

TownS.,.e Tho.'p Hamiel

GP Limit 50 gp
150gp

MinoT IteJWi I r-Ievel croll. O-level potion 2nd-leveJ scroll, Isr-level potion

Cathier bivore native has a magical the casting tor an. illusion

Spleen: The cathier. a small,


0

harm less herto a hare,

the Eldeen

Reaches When

and similar itself.

ability of illusion

to camouflage spells.

Its spleen aids in

used as a component

Village

400 g-p

3rd-Ievel scroll.
2nd~Jevel potion, 1 t-Ievel wand

mall town

LOOO gp

4Ih-kvl'.] scroll, 4th-level 2nd-level porlon , wand wand

spell, a catb ier spleen has a 50% chance of dou bli ng the spe II's du ration .. Covadish Leaves: The covad ish plant grows on the island of Aerena I. where-it is highly valued by the elves for its necromantic prcperrles. When used as a component in a necromancy spell, covad.ish leaves have a 30% chance of
increasing Q'bana. cation spell fire, wirh the effective and its acorn an energy the spell, Spell Root: feat caster level by 2. The dragonseye oak grows of certain cold. had in aids in the casting descriptor as if the without (acid, acorn caster evoDl'agonseye corD:

Large

IOW11

4-,500 gp

Srh-Ievel scrol], 3rd-levcl Any Any Any carries the breeding

mall city

Large uty
Metropolis Livestock: of HandJiog, Khorvaire. enhancements with enhanced easily trained. The

15.000 gp 40.000 gp 100,000 gp


House controls breeders to produce ability

pells. When used. as a component


or sonic). a dragonseye (but

for an evocation electr-icity. of the applied

has a 10% chance


changing
gJ'OWS in

empowering

Vada.lis, which
much of House

Mark
in

Empower

the spell's

of the livestock Vadalis

effect: ve Ieve I).

use magical and mare is detailed also exist. eco-

Hathil
the Shadow mutation the saving oft white

The hath When

il plant

the

swamps

of

magebred
animal

animals-creatures template programs

Marches. throw light.

used in the casli"g

of a trans-

scores that are fa t , hardy, number of magical

spell.

(The magebred

harlril root has a 35% chance DC by 1'1.


This transparent crystal crystal When an Irian

of increasing glow's with


B

on page 295.) A small

beasts produced

Irian Crystal:

through
though nomically

House in general

Vadalis breeding
these creatures

is used as a com-

have not yet become public.

important

or ava.ilable to the general

ponent in any conjuration (healing) spell. it bas a 15% cha nee of maximizing the spell. as if the caster had applied the Maximize Spell feat (but without changing the spell's effect ive level).

OPTIONAL
Due to the nature substances, that in rial spell that focus Eberron. 1 (and plants magical Many

MATERIAL
of the oL'igin of the world, with alchemical item These energy, of these for spells. Using magic-laced

COMPONENTS
propert ies, minerals and similar rna er ials abound
can be used pell as a component provides description can as mateare in any a chance in some below. is one components

Kieros Leaves,
in t he region used death have saving laskin, native Reacl,es, [hat are and other of Eberron exist, back
II

The herb

known

as kieros

grows only

of Aerenal When the the plant of spell's

know n

as the Madwood,
as
II

component

for an

spell with desc.r iptor,

component. description). the potency

leaves of the kieros In c r e as i ng Laskin to the the

optiona

rhus nOt specified of the spell

30% chance

one of them

will be improved or not,

Lhrow DC by +2. Horn: Eldeen

way. as indicated Whether consumed optional wide!

in each component's A character

The

the spe ll is Improved in the casting. component available

the component use only

a small bas swept-

antelope

in the casting table include minerals.

of any spel l, A number pal'ls, regions of tales teJl

The following of add itional substances

only components animal

hor ns that

on the open market. plants. in the wilderness spellcasting; only through

found

that can enhance can be d.iscovered of adventures,

if these actually quests

they

and over the course

OPTIONAL
Component Cathier Covadish Dragon Irtan spleen leave.

SPELL COMPONENTS
Price Component La kin horn 1abar cr ~l3] Mll$lh.in sheet
j

Price 55 gp

125gp
750 gp 60 gp 90 gp

50 gp
60 gp 500 gp J20gp

eye:acorn

Hathll root crystal Kieros leaves

arsrone

115gp
150 gp

Reath leaves

91

an be used as a material component. When used in the casting of a spell that requires a touch attack, (melee or ranged). the caster has a 40% chance LO receive a +1 bonus on the attack roll. Mahar Crystal: This inky black crystal. dark as obsid.ian and slightly translucent, fiJ Is certain regions of ihe Khyberian underworld, When a chunk is used as a componem in an evocation (darkness) spell , it has a 40% chance of doubl ing the radius of the effect. Masthin Shoots: The masthin plant. native to the jungles of Q'bal'ra, produces natural intoxica nts during its early growth and often attracts an irnals in the wild. When used as a component for any enchantment spell that targets an animal or magical beast, rnast h in shoots have a 40% chance of doubling the spell's duration. acrstone: This strange stone found in the Demon Wastes is believed to bel he rem ains of petr-ified demon bones. When used as a component in a summoning or calling spell, a narstone has a 20% chance of granting any creature called or summoned by the spell a +1 luck bonus to its Armor Class. Reath Leaves: The reat h vine is a parasite thai grows on trees in the Eldeen Reaches. When used as a component for a spell that largets plants or plant creatures, reath leaves have a 45% chance of increasing the saving throw DC by +2.

detailed in the Monster Manual. In co nt.rast LO the core D&D cosmology. these plane. are not the homes of the deities. and only one of them, DoluErh, is a plane where mortal spirits go upon their death. The thirteen orbiting planes are separate frOI11 each other, with no connections between them. They are coexistent with the Astral Plane, but separate from the Ethereal Plane and the Plarie of Shadow, so certain spells (~ther~()1 jaunt and shad()w !Volk, for example) aren't available to casters on these planes. Each of them occasionally becomes coterminous with the Material Plane. allowing connections b erwee n the planes (see Planar Connections. below).

RANDOM PLANAR DESTINATIONS


This table serves the same function 151 of the Dungeon Mos/ers Guide.
d% Plane

as Table 5-7 on page

01-09
10

Daanvi. l he Perfect Order


Dal Qual'. the Region of Dreams Dolurrh. Fernie. [r ian,
I he

11-18 19-27 28-36

the Realm of the Dead the Sea


0

Fire Chaos

EI er-n al Da

37-45
46-54 55-63 54-72 73-80 81-88 89-96 97-00

Kythri. the Churning

Lam arrn ia, rhe TwilighL Forest

Mabar, the EndJes Nighl


Risia, the Plain ef Iee Shava rath, the Battleground

PLA.NES Of ExiSTENCE
Eberron spins within its own Material Plane. enfolded by th ree coexistent transitive planes: the Astral Plane. the Elhereal Plane, and the Plane of Shadow, just as in the core D&D cosmology (see Chapter 5 of the Dungeon Moslers Guide). Within Eberron's stral Plane, thirteen planes revolve in II complex orbit around the Material Plane. These planes are a combination of features of In.ne r Planes and Oute.r Planes: Some have an elemental nature. some have alignment tendencies, and others are simply alien worlds, These planes are home to all the extraplanar creatures

Syrania, the AZ-ure Sky


Thela ni s , the Faerle COLln Xo,.iat, the Realm of Madness

PLANAR CONNECTIONS
As the thirteen planes move through the Astral Plane, their paths take them closer to the Material Plane at time and farther away at other times. A plane's distance from the Material Plane is described in one of three w ..ys. Coterminous: On rare occasions. a plane comes so near [he Material Plane that it actually touches it. Al these times, it is possible to move freely between the

DRAGONSHARDS
Dragons.hards appear in three distinct forms, each associated with and originating in a different pari of the world. These crystal fragments can be shaped and wed to power magic Iterns , a I'll facts, and constructs, or to enhance the "bil itie bestowed by dragon marks. All dragons ba rds appea r as tra nslucent rock or crystal withswirliJlg veins of color suspended within them. The vei.ns are reminiscent of dragon:marks but are DOl copies of them, and the pulsating veins make the stones look almost alive. Though dragonshards are translucent, the glOWingveins running through them lend their color to each crystal. Sihel"ys dragonshard.s fall from. the Ring of Siberys that JOrTIll' a. broken path across the night sky. A pulsating swirl of golden veins glows within the crystalline depths of a Siberys dragonshard. Khyber d.ragonshards are found deep in the earth, near layers of magma. These llving crystals typically grow on cavern walls. A Khyber dragonshard has writhing, midnight blue to oily black veins running through it. Eberron dragonshards are buried in the shallow soil of the world and are usually found encased in geode like stone eggs. An Eberron dragonshard has crimson, blood-red wirls churning witb.in its crystalline surface. Dragonshards and the uses associated with them are described in Chapter 10: Magic hems.

Cosmology of Iberron

lrtan.

Elmes of Existence
Material Plane and the coterminous plane at certain locations on each plane, For example. when Fernia is coter m.irious to the Material Plane. a character can travel to Fernia by means of a volcano or any e tremely hOL fu'e-and the natives ofFernia can enter Ebezron just as ea Hy, Different planes' path through the Astral Plane bring t hern into 11 coter-rn inous re lat ionsh ip with varyi ng frequency: Fer n ia draws near fairly often (one month every five years). while Xoriat has not done so in over seven thousand yeal's, When a plane is coterminous to the Material Plane. certain of its traits may bleed over i.nto the Material Pla ne, or at least into certain regions of the Material Plane, FOT example. when Risia is coterminous to the Material Pla ne, spell with the cold descr-iptor are enhanced in certain area of the Material Plane, ot al] planes have crans that pill over into the Material Plane, Waxing/Waning: As a plane draws close to becoming coterminous il is called waxing. and as it moves away a fte r a period of being coterminous it is wanin.g. No special effects on the Material Plane occur when a plane
is waxing or wa ning.

Rem.ote: When a plane 15 remote. it is diffIcult to rabli h any connection at al l between it and the Material Plane. When Fern ia is remote, fire spells work II'S, effectively. MI'e elernenrals are harder to summon, and it is nearly impossible to reach that plane via plane shift, Usi ng plane shift to ravel to a remote plane or using any spell to call or summon iii native of that plane requires iii Spellcraft check (DC 30 T spel l level), a character with 5 or more ranks in Knowledge (the planes> receives a +2 circumstance bonus on th is check. The Planes in Play Sage and astronorners of Eberron u e complex or-rer-ies and exten ive charts to crack the position of the planes relative to Eber-ron , No Dungeon Master should have to go to such lengths, For simplicit in play. bring a given plane into a coterminous position when it uirs the needs of you I' campaign, If consistency is important to you. keep track of when the event occur-red and when it will happen again. using the information in
I'

each plane's bring

description.

UriOL,

don't wor.ry about it~.iuSl position

coter m.i nous Eberron's

or remote. transirive Se~

and

approximately

how often to those planes

it back into
The planes

II coterminous

the next time it


either waxing or the

these phases occur.


planes are identical as detailed entries in the

suits your campaign. spend most of the time monster Only waning, making using so it is safe to assume that. any Lime it matters, whatever a Spellcraf; check and ellen travel to another pUt as much as the needs positions

here.

Dungeon Mo~ter'5 Guide. so they do not have pages 147-] 50 of the DungEon Masler's GUide
traits oot described below.

PCs can summon

they want to without plane eHon of your

for definitions

of planar

plane shifl

as they desire. the planar

Daanvi, the Perfect Order


Orderly fields where of formia

i.n to tracking

ns tend

ideal

crops,

regi-

campaign

demand.

me n led garrisons communities out the plane and above Eberron


\0

cl isc ipl i ned

soldi ers, and manifest in the

peaceful th.roughin

MANifEST ZONES
Certain locations locations dose on. within. connection

where law reigns supreme of Daanvi, to the plane of Arcadia

rhe Per-Fect Order.

Similar

share
These

many respects ogy, Daanvi born of order.

D&D

cosmol-

part icularly GJoa m i ng, This small

one of the planes. Eld.een Reaches,

is a place wher-e all things

live in harmony

are known a region

!I.S manifest

zorres, For example,

the
has a

with i n rhe

Daanvi has the follOWing traits, Alterable Enhanced

close connection connection magic zones in that region. Madness,

LOMahar, enhances The Shadow tied

the plane of Endless the power Marches of negative have a number of

Night. energy of

mor-ph.ic.
magic, Impeded descriptor SpeUs with magic, are the lawful with descr-iptor the chaotic r eq u iri ng
+ spell

StTongly law-aligned, are maximiaed and enlarged, Spells impeded, a

to Xoriat, trigger the


w] Id

theRealm
magic

which both enhance

tr-ansrnutarion

magic a nd occasionally effects (see page GlIid~), accounts magic and to either prom ine m

149 of
or

Dungeon Master's
which

Spellc raft check (DC 15


cast successfully. Da.anvi worker,

level) to
Form ian

Parts of Aerenal

have close ties

I dan
(at least role

Mabar,

Inhabitants,

in pari) of necroma

for the
otic. on

t he Undying

Court

form ian warrior, formian taskmaster, for m ia n myrma reb, formian queen, kolyar ut (inevi-

the elven continent.

table),

To an extent, manifest
the normal the planes. wane plane passage cotermf Chapter around sughtly draws is remote vanishes int.errelationship The effects when closer,

zones de_fy
among plane when neci ion the never aUow becomes in plane periods coterm i nous, of a Lone may

zelekhut (inevitable). Manual o] the Planes; Axiomatic


(template). Juslicator. I'isi-

creatures

Monster Manual IIL


ligllL.
Cote'Tminous, influence of stability on tbe Superstition

its connected slightly


COD

and wax equally entirety. between nous


to

Daa nvi exerts no unusual Plane to link of Daanvi, Plane when it ib tends historical but this for one

but the Manifest

Material

zones Plane.

somet irnes

the planes the Material

whenanother zones

to the proximity

claim .is unsubstantiated. are detailed Daanvi Remote, the Mat'erial seem
to

Specific.

important

manifest These

is coterminous Just as Daanvis Plane. no unusual

to the Material

7, Life in the Wodd. them and the people

zones are permanent impact on the land Smaller and

cent t1l'y in every four. proxi mity has little impact on likewise for effects. Daanvi is remote the per-iods when it is remote

and. in most cases, have had a profound less i mportan wink

who live there.

t m ani fest 'Zones are located

across Eberron, even as old ones and disappear0 rJ ect

manifest

and it is possible a nee of these to the I inked Material

that new ones appear The appearance

one century periods

in ellery four, separated

from its coterminous

out of existence,
ZOD es

by a century.

does not seem to h ave any co cosmological


10

ia 0

plane's

position Da! Quor

relative exists.

tal he Minor

DalQuor
to Dal Quor, is ringed short

the Region of Dreams


their minds envelopes for
R

Plane. zone linked major zones linked to every other

Wben mor-ta Is d rea m. th ey psyc.hically project the plane where where dreams dreamers wilh dreamscapes-esmall. Withjn temporary live their

No manifest plane

play out , Dal Quo, dreams

zones and occasionally exist somewhere

on Eherron.

of pseudoreality time. different world.

PlANE DESCR1PTIOHS
Tb e p lanes of Ebe rron '5 cosmology below. from entries the Each plane the from description other are briefl
\0 I

the r i ng, however.

exists an entirely

deser-t b ed A the is

Magnificent void of dreamstuff dreamscapes, access to their ing mortals. of dream-born without

domed spread alJowing

cities called up from the formless across the inside the quod who of the ring of easy boil of dreamIrve there

includes are native listed Plane

a list of creatures

Monster MGnua/ that


as welI , these monsters. on are

ha I plane.

fe·w mcnsters

sources Each

are included entry when

in some

food supply-the Beyond landscapes

psych ic energy

s e pa rat e ly from that pla.ne

the cities of the quor-i, a roiling melt, hu.rn, Tales persist

Monster Malluca/
effe~ts

plane's

also details

grow, and dissolve of a cal m eye at

the Material

any rhyme

or reason.

the center

of tb is storm,

but they are most likely li_gme"L~s dream, traits. 10 minutes spent on Dal
II

the Realm of the Dead. Ghosts "on because b"ing calling


II

become

common

on EbenLO

of some half-remembel'ed Dal Quar Subjective Flowing direction time: For

it is as easy for spirits to remain work normally. bu"t run

in the world the risk of Whenever

has the following every

of the 1iving as it is for the m to pass to Dol ur rh. Spells


back the dead back more spir+ts than the one desired. table,

IgJ'avity,

Qual', 1 minute passes OD. the Material Plane. Highly morpluc. The stuff of dream alters wit h the thoughts of the d rea rner. Beyond the dreamscapes,
in the heart altering extended. Dal MaLerial finally between
QUOT

character
d% 01-50 51-80 81-90

is brought
Result

back from the dead while Dolurrh

is coterminous,

l'oll on the following Spell FlUldjon~ nnr m;,Ily,

of Dal Qual',

the quori have

can manipulate
II

matter with ease, while visitors


the environment. magiC' Spells

harder

j me

ld4 ghost" (CR ~ ,-;used char-acrers app eu near l he raised cha racte.r, ,\~ abo" e , but the
as a gho at,
1VT01Jg

level)

Enh a need

or

he i, II u sian sc h 001 a re
(all); see page 296.

"ridl claims the "pu'll rerucns but a instead, a

r'isen body and the mrended Inhabitants, Quori 9J-99 The 'P"U Funct icns normally, na 1fe~h nee POSSeSle. The spel I doe. nOI function. nalfeshnee animates

Dal Quor last became coterrn incus to the some Lorty thousand yean ago, at which time the quod invaded Xen'drik, The giants ofXen'd.rik
Plane managed to end the war and sever but
III j

Remote

the raised "he racier. the hody.

100 Dolurrh
every

he connection,

the planes,

great

of Xendrik of the giants, was thr-own Material

and decimation
In the process, off its orbit, The

cost, The devastarion of the crvil ization


itself Dal

is coterminous for a -period of one yur ce ntury. pr eci se l y fifty years afre reach
of becing remote.

Dal Quor

period

As a result.

Qual' is always remote Plane.

in relation to the only way to reach

Remote, When Dolurrh is remote, spdls rhar b"jog back the dead do not
function, and it is impossible of to Dolurl·h
0\'

to reach (using (]5rra/ pOl'la I of it back

Dal Qual' from the Material Plane is. through the psychic projection of dreaming, and the quod have been
forced their to find new ways
to

Dolur rh by means

plune siliff. Only

by journeying
prajedlon. the

gate.

a per rna nent fInding bringing

work

to the plane),. deceased, to the Mater-ial

the soul

will on the Material

Plane.

and

Dolurrh,. the Realm of the Dead


A place of hopelessness, apathy, souls eternal despair, is

and

~onSlJmiog

Dolurrh

wbere reward.

mortal

go after

death,

It is not a punishment.

It is not It just is,

we realm

Plane can a deceased be rerur.ned to life during this period. Once (he soul is back on the Mat er-i al Plane, no Fur-ther magic is required to restore the dead to life. Both character a n alfeshuees retr-ieved Dolurrh tury, precisely i. remote and m ar uts frown on having souls in this manner,

however.

Dolurrh has the folJowi ng traits:


Heavy gravity. Timeless.

for a period of one year every cenfifty yeal's after each corermrnous phase.

Impeded magic: All spells are impeded.


Entrapping: ing apathy grayer ences native number and Avisitol' and
[Q

Fernia, the Sea of Fire


inc reasbecome of every , any non15 + the

Dolur-rhexper-iences there. Colors

despai r while

less vivid, sou ads duller,


with ennui. time) spent

and all exper i-

Flame covers every-thing on Fernia, the Sea of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame, ash, and debris. The air ripples with
the heat of continual firestor ms. Oceans of liquid flame ebb and £low, and mountains rages. wit h no need burning land-scape, has the fol lowi ng traits. Ferrria Mildly ooze with molten Iava, Fire

tainted must

At the conclusion in Dol urrh throw Dolurrh). (DC

day (of subjective

make a Will saving


clays in

for fuel 01' air, across

this continually

of consecutive of the

Fail u r e

ind i cates that the indivi dua I bas fallen em irely under the control shade, plane Travelers Memories Dolurrh

pla ne,
native

becoming of the -plane.

an tncovporeal can not leave the

Fi"e-dominant,

an outsider

evil-aligned.
magic: Spells with the fire descriptor are and enlarged.

trapped

by Doluci-h

Enbanced maximized

of their own volition of any previous Inhabitants: Monuul

and have no desire

to do so.

life fade into nothingness. (demon), Iemure

a nd it ta kes a l.II!sh or a mimde spell to ret u I'D them,


Nalfeshnee (dev il), mar u t (i nevira ble).

Monster

/11,

Sorrowsworn

(demon),

ephemeral
slip-

swarm, plague brush.


Coterminous, When
!.'

Dolur-rh is coterminous,
between
I he

page ca n sornet irn es occu

Mate1-';a 1 Pta ne a nd

Impeded magic, Spells with tbe cold descriptor are impeded. Ferma Inhahitants: Aur, balor (demon), pit nend (devi 1), Ftre eleme n tal (all), e !Teet). (gen ie), hel] hound, magnun, ·fu·e mephit, magma mephii, steam rneph.it, rast, sa! arna nder (811). MllnuQ/ DIfhe Pllln~: Fine- (eladrf n), magma paraelemental (ali),

Monster Monuol f/l, Cinder swarm. conIlag.ratton ooze, harssaf, phnelarch, zezrr. Got er-m.imo'us : When F'ern ia is eoter-m irrous to rhe Mater-ial Plane, regtons of intense heat=prlmar ily areas surrounding volcanoes-begin to take on some of the plane's U'aits. Conditions of exrr erne heat (air temperatur-e over HO°F) become even more inte-nse, Breathing such hal air deals Id8 poi nt s of damage per minute, and the heat itsel-f dealr. Id6 points of nonlethal damage every 5 rntuures (For-titude DC 20 ...1 per previous check negates). Lava or magma deals 4d6 points of damage per round of exposure, plus 2cl6 points of damage per round for Id4 rounds after ·exposure ceases, Entering a pool of lava OJ' a similar man ifestat icn of tremendous heat (such as a raging ErreSlorm in the Mcurn.le.nd) while F'ernia is coter mi nous has a 30% chance of causing a character to be whisked to [he Sea of Fire. Similarly, natives of Ferrua can enter the Material Plane in such areas, and are 70% like.ly to be encountered near any area of intense heat. In areas of extr eme heat, spells with the fire descrtptor are enhanced by being automatically enlarged and empowered. Fer ni a is coterminous to the Material Plane fOTone month (the midsummer month of Lharvton) every five years. Remote, When Fernia is remote from the Material Plane. heal becomes somewhat less intense. Conditions of extreme heat (air tempe..rature over 140°F) are reduced in severity, Breathing the hot a Ir deals only ld4 poims of damage per minute. and the heat itself deals only Id3 points of nonlethal damage every 5 minutes (Fortitude DC 12 + I per previous check negates). Lava or magma deals 2d4 points of damage per round of exposure, plus Id4 points of damage per round for IdS rounds after exposure ceases. Except in areas of extreme heat, spells with the rue descriptor are more difficult to cast, requiri.ng a Spellcraft check (DC 15 + spell level). Fernia is remote from the Material Plane for one month (the midwinter month ofZar'antyr) every five yeat's. two and a half years afte r eachcoter rnirious phase.

undead. and receive the maximum possible turning damage result. Impeded magic, Spells that use negalive energy are impeded. lr ia n Lilhabitants, LaD tern archon, r'av id. Ma!l~Q/ oJfhe Planes; Xag-ya. Mamler MOllu.ollll, Lumi. Coterminous: When Triao contacts the Material Plane, life blossoms where the two planes touch, Days are brighter, colors are ruo re vibrant, se n sat io n s are more i nrense. Spell s that use 'positive energy a fe cast at +1 caster level, and clerics turn undead as if they we re o ne level higher. UnJ ike with most other planes, Irian's influence does not reach to specific places on the Material Plane during its cot er-mi.nous phases. Rather, its manifestations occur for the hour surrounding noon across Eber ron, Irian is coterminous for a period of ten days in the springtime month of Eyre. once every three years. Remote, As li Fe blossoms when Irian draws near, life loses ill) bloom when Irian moves to its r-emote position. Nights are darker, colors seem to fade, and a numbness hangs in the air. Spells that use positive energy are cast at -\ caster level. and clerics turn undead as if they were one level lower. These effects pervade Eb er ron for a period of ten days in the auru m.n rnoruh of Syphe ros once every three years, a year and a half after each COLerrn inous phase.

Kythri, the Churning Chaos


A rollin g soup of land, water. air. protoplasmic ooze, £ire, magma, hissing steam. smoke, dust, ice. blinding ligbl. pitch darkness, acid, flashing lightning. cacophonous sound, and seemingly everyether substance and energy found in the universe fiJ Is me pl a ne of Kyl hri. Every part of the pl a ne co natant Iy changes. A creauire, native or just visiting. can sometimes exert enough will to hold a location constant and stable-for a short time. Kythri has the following traits: Objec live directiona I gravity, The direct ion of grav ity changes f]·equently. Hjghly rnor ph ic: Kythri constantly cha.nge~. A given area, unless magically stabilized somehow, can react to specific spells or sentient thought. Strongly chaos-aligned. Enhanced magic, Spells with the chaotic descriptor are maximized and enlarged. Impeded magic; Spells with the lawfuJ descr iptor are impeded. Kythri Inhabitants: Chaos beast. githzeraL howler, slaad (aU). t ita n. MC)1].ter MonUQI]ll, Quaraphon. Coterminous, Kylhri's proximity has no unusual effects OD the Material Plane., though popular su perst i-: tion Lin ks its cotej-m i [10US phase to h istor ica] per-iods of un rest and confl ic r, (For example. som e sta rgazeJ'Sbel ieve that Kythri was coterminous to Eberron's Material Plane in the years before KingJ a rot's death and the h rst decades after the start of the Last War, but no fn-m evidence exists to SUppO.l'tthis theory.)

Irian} the Eternal Day


On irian. a br-il li.anr while sun hangs in the center of a crystal l irie sky, bathing the rad ia nt la ndscape below in sh adowless 1ight. Forests of cryst a].li ne growths. mountains of pure quartz, rivers of liquid glass, and sunbleached deserts of pure white sand def:. ne the landscape of this plane. Irian is awash in positive energy-not intense enough to harm life, but sufficient to encourage and sustain life in a variety of unusual forms. Creal ur es of light aDd life rna ke t hei l' home he re , but they a n: not riecessa r i IY ere al u.r'es. of good. Irian has the following traits: Mi nor positive-dam inan t. Enhanced magic, Spells that u.se posirive energy, including cure spells, are maximized. Characters receive a +4 bonus on Char isma checks to turn

True ment

to the plane's phase

chaotic

nature, is utterly

Kythri's erratic. random

move-

linor negative-dominant.
Enhanced including magic: Spells thar use negative energy.

lh rough

the Astr-al Plane in that state When Kythri

ing a coterminous

at apparently

enterintervals
a day to

and remaining
~ century. Remote: noticeable

for a nywher e from

is remote,

il exerts

no

effect on the Material Plane.

Lamannia,
nature are not unbounded. name. sultry
HS

the Twilight Forest


untouched the forests swamps.

Impeded energy are impeded. Mahar lnha bitants: Barghest (all), boda k, succubus (demon). nighahade (all). shadow. shadow mastiff, Manual oJfhe Plane,: Xeg-Yl, rugoLoth (all).

mflict spel.ls, are maxim.ized. magic: Spalls that, use positive

Monster ManuallIl,
va uthant , ),ugoloth from Despite

Gloom

golern,

necrcnaur,

trUloch.
LO

Lamann ia. the Twilight Forest. i a realm of raw and wild

(all).
energ

by

civilization.

the plane's grasslands.

that su-etch in all directions mou nrai ns. wide

only rerrain

feature-majestic

Alilhe creatures listed above are Immune negative energy. i.ncluding the ambient the plane.
Coterminous: When labar

damage of
to

rolling hills. and even deserts and tundras make up the vibrant biosphere of Lamann ia. All kinds of plants. ani mals, magical beasts. and bestial outsiders are found in th.e Twi ligh t Forest, as we II as air. earth, and water alemenrals. Lycanthropes, too-rare on
Eberron-are common in Larnan n ia, i nce many fled lo

is coterminous

I-hi. plane during the crusade that nearly them rom Khorvaire. Laman n ia has the ollowing trait:
Enhanced La=anrua ar rowhawk (all), magic: Druid Inhabitants: Achaierai.

exterminated

spells are extended. animals (al0. animals.

bebilith (demon), hellcat (devi!), air elemental (all), earth elemerira I (0 U). wate I' elemental (all), fiendts han imals, dj inn i (genie), avor al (guard in al), leo n al (guard in a l), hel.l wasp s..... arm. invisible stalker, lycanlbJ'opes (a 11) , air meph.it, dust meph it , eart h meph it. ooze meph it , salt mephit. water meph ir, nightmare, rhoqqua , tojanida (ali), vermin (aU), xor n (all), yeth hound. Marwal of the P/(lne~: dao (genie). marid (geoid, ooze paraelemenral (all), smoke paraelemental (all). Mon5ier Manual J[J, Avalancher, battlebriar, dust wight, gulgar. wood woad, woodling creatures. Coterminous, When Lamannia is coter m inous to the Material Plane, lbe power of nature grows. 1 n regions of unspoiled nature (particularly the Eldeen Reaches), plants grow more verdant and animals breed more prob el ke r , celestial lifically.
Summon Ilohlrei

the Material Plane, every shadow grows blacker and colder, and the nigh ts become far deadlier. Spells that lise negative energy are cast a! +1 caster level if cas! in darkness, and evil c.lerics rebuke or command undead as lhough they were one level higher as long as they are in darkness. During the night and while undel'ground, travel between the plane' is much easier-simply stepping into an area where no light shines can t r-a rrspo r t a character rom Eberron to Mabar, and barghests and shadows emel'ge from the Endless Night to hunt t h e nights of Eberron. Mahar enters a coterminous phase for three dark tl ights once every five years. on the nights of the new moon closes! to the winter solstice. Remote, When Mabar is remote, shadows seem a liu.le lighter and nights not so fearsome. pells that use negative energy are cast aI-I caster level. day or night, and evi I clerics rebuke or command undead a if they were one level lowe,'. Mabar is remote fOI' a period 0 five autumn

days

once

every

five years.

around

the full

moon

nea,'-

est the summer

coterminous

solstice. two and a haJf years af e r each phase,

R:isia, the Plain of Ice


A bl izzard infinite cold and above a. field of blowing glacier, snow that covers layer an of of

Risia

consists
mountain

of layer upon

al}y

spells are extended

throughout of one week the Matehave during each

ice. Though
he re and

break

t he surface

the Material

Plane.

the plain for a period


not stone. it elfha

Lama rm ia is coter minous


every twelve months. Remote: rial When nature's

lhey are formed of solid ice. Lakes and streams mark the landscape. but
there, of water-they
LO

they are not made

are places where to

the air touch. the

Lamann ia is remote
power plants-even diminishes. cultivated

from

congealed

a frigid liquid. deadly

the

Plane,

Animals

srna l l Lin er s , and poorly.


Summon t h is lime.

crops-grow
of one week

/lu/ure'l

alJy spells exactly


six

are impeded months

Lama n n ia is remove months. phase.

for a period

evel'y twelve coterminous

after

Mahar, the Endless Night


Utter blackness where no light shine fil.ls the plane of

The atmosphere of Risia freezes the eyes wind steals breath, and the snow buries all tb ings. Risia has the following traits, Mi Idly ev iJ -a I ign ed. Enhanced magic: Spells with the cold rnaxi mieed and enlarged. Impeded magic, Spells with the fire
impeded.

and lungs. and

e nto mbs

descriptor descripror

lire are

Mabar, the Endless ighL. The srarle nightlasts forever. it gloom never diminishing in the lea L The darkness literally devours the life of vi itors to this plane. extinguishing every spark of Light thai dares Inrrude upon the
Endless Nighl. has the following traits, Mabar

Cold, The-average temperature


given day, here in the form of snow, sleet, hail,

on Risia is OCF. On any


of extr-eme weather or a bJinal'd.

is a 50% chance

Risia Inhabi ants. Ice devil, ice mephu, Manual oflhe Planes: lee paraelerneutal (al1), Monster Manual Il. Frost salamander. irn moth.

You might also like