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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
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
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
39 40
.41
41 42 .42
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
comrnurrit material
y and from
fa" whatever
It
of swashbucklrng
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
2002.
from
We examined
more
tha
submitted
THE
TONE Of EBERRON
ihat most. set Ebe.rron
combines
designers Masters
studios. reviewed
The features
traditional
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
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-
J 25 -page
TW
EllERRON
campaign
of a long, devastat-
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
they submitted
of the setting.
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.
In the end,
out t be cont Inant racy of merchant economy and rare thanb dragon
of the world's
new. while
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
and mindset
BrDlherhoodoIlhe CosablollCll
adventure. of movies
following
~etting'
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 world.
isis to accomplish
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
great king-
d ifferent ,. approach
new campaign whatever up EBERRON products
I hat allows
attractive campaign
D&D pLayers-you
large pieces
can pick
and drop
of them
crown. !he sib 1i ngs rallied to take control imagined long confl icr became
D&D
you happen
to be playing
as the Last War. for everyone the last e for bloodshed than a Cenlu]·y. against
THE W'OR(D
The medieval world
of Eber-rcn
energy the great
The Last War continued with each of the Five Nations or alongside alliances tuniries one or more
for more
alternately
fighting
monsters, greatly
of the others
influences contain
society and industry. skysc.rapi ng castles, and all manner across The niences
cit ies of the cant ine nt of elemental-powered. of enc.hanted conthe face of Eberron, and trappings wodd.
'ling
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
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-
Treat y of'Thron
possible
across
tee h n ically at peace, the nations and polhical so often, tinent especi a lIy in the more are the preferred
allow for
skirmishes
in
some
technologimarvels
and sabotage
the nations engage in trade and discussioll in public while working intrigues and double-crosses in the shadows.
1. If it exists in D&D,
ro'n, A monster boob lone and attitude,
mighL feature
PI!9'~rl
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
provide
To help capture.
of
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
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
rranspor t possible.
to provide
A worki.ng
energy
c lass of
item
and emporiums
uses spells
and. other
Khorvaire.
arcane
Advances
in magic
rner ce der ive t heir power from the dragon marks=nmque. sigHs that on certain
inclibut very
ing implements
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
9.
mytbs ring
c reat ion
parts, the
in three is tied
above.
Each
section.s
of legend~Sibel'ys,
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
and finally
arcane
dragonshards.
of Korranberg.
dragon
heroes can reach a wider range of environof a nadve.ntu.re. of monsters and challenges. of Khorvatre
be co.nu-otled
BOTts can be crafted are rar e and d iffrcult a nd often ch aracrer choose
shards.
civil war
of the of Gali-
In addition to the common player races found in t he PI'!J'~r's Handbook, playe rsca n
kalashtar, are
3
t he establishment
of twelve recog-
shifters
.. and giving
WaI"-
forged in Eberron. the crossing minor lies merged ing powerful shapechanging
C ha ngelings abilities.
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
JlOSI.S who
as they prepare
of psion.icpower.
nated civiliLa
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.
union
thar
g"antS them
limited
bestial
abilities
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
in the world.
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
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.
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,
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
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
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
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
of the Inspired
of Khorvair
con.neeland.
Dragonm.arks, houses.
House
the
Mark
of
and manu-
House Drien
carries
shipping,
trades.
allowing protection. making its its
Vadal.is carries
and training.
CHANGELINGS
Changeli.ngsare
ing their subtle shapeshifters eventually ancestral disguises capable appearance. from
doppelgangers
rate race distinct possess makes
and humans,
becoming
ability of a doppelganger.
and man)'
Personality,
chances
In generaL, changelings
10
are prudent
and
prefer'ring
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
and hasry
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
0 ut of proportion
compared
to other
Thei r faces have slighLly more i neluding blank their eyes remain
Nobody them.
trusts
+2 racial
deception
bonus
on
Bluff,
and Sense
skilled tan, in they can not they with
Change! thoughts
Most members
and intimidation.
for their
and. attitude
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
La Dguwge
have the as their
(So): Changel,i"ng~
to alter their that
appearance affects
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
the back-
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
changeling
receives Using
+]0
this
established
marks.
is a fu!l~round
mimic
the deity known follow a perin wh ich physical amoral, and its
A multiclass changeling's
when poinl determining penalty whether
sh e
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
Names- Changeling names are usually monosyllabic and seem to other races more like nicknames than proper
names. In facl. changelings between collect names
nt
in d i ffere
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
lion th rough the use of thei r shapecha to adventure opportunit toward crime
ies: Changelings
who
have
subtype.
creatures,
no special bonuses
+2: racial
sleep and slippery
Gba
n ge Iings have
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,
kind in order
debts.
Dwarf
bankers power
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
left
rain
Dwarf
Holds, dwarf dans
Lands-
They settled
a loose-knit
federation
in the mo urrtai no us terrain The dwarves risen have never had to the prominence though them
unil':ted empire of the elves their control allies to the from of on car-
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
AerenaJ
degree starting
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.
the beleaguered
from Aererial
rulers into
of
Drago:mnal'ks:
dwar-ven eoabling
Kundarak
brought After
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.
f.
of Cyre belonged
colony with
established
on the This
the empire
the arrival
of humans
ELVES
Many
210.
216.
elve n houses of Phlarlan carry the Last W~J\', together
day-toMark
day affa irs that ace u py the though ts of 0 ther dOwn-lo-earth: have lived dragonmarled other
its powers
illusion.
and and
of espionage mare
Khor-
centuries
va ire, but t hey also operale the houses. ruthless nance Phiadan competitors in the neld.
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
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.
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.
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
HaH-Orc own,
Lands:
Half-orcs human
of lies of
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
and il carries
focuses
on investigation
the
Five Nations.
in Aundair,
and Thrane,
to participate
and expansi o n of this new elven nation. Two of the dragonmarked carries
half-elven.
operates ing rain tection. produces human[Q
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 the plains
can sometimes
half-elves
the cities, but often the ha I{]i ngs of f he ci ties blend in with
of the
population Lands:
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
the nnmadic
tra-
of years. Techni-
In
, and
of the Talenta
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
in the western
It is
II
rustic
From their
existence Half-orcs
as ruthless
ity, granting
drink,
past. despite
House jorasco
strength.
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
a means
Pia rre once more. Fleeing persecut ion" th ey transthei r physical them nnt
to
allowed
and possess are born, human. the true. means out of bod ies,
possessed:
other Dal
to psychically
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.
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
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
Flexible
by a
have
00
al.l
In
some war forged seem more masculine people might judge ways. The warforged bodies among bodies themselves
or Iemi-
Warforged
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
their creaLororiginaily
physical
with heavier metal plates than those endowed them with. This customweaponry. and other enhancements one warforged
another. Relations:
As the
strive to
fmd
a place in
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
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
repair
and roads
or destroyed
the rest of Khorva ire, £..nd themselves to f1.nd wo.rk or any not being particula and servirude
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
were built to bg],t., not to wonder t hey are perfect ideals. Lands:
fighting
to
Iy capable
of independe
Originated Laboring
in Cyre
and have no homeland, Atur, and Flamekeep. in Sharn atLemptjng the prejudice wa rforged warforgedare much
II
aCI-OSS Khcrvaire.
or slruggling to build
or Korranberg_
A few a new of
Dragonm.a
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
in religion_
Found
Or
existence
by taking
of one
another.
1.0
II
J arot
and the s ta 1" t of the Last Cann ich turned their out new coo-
into
his created
warriors.
h was
Merrtx's in
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
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
Galifar
all around
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
of warforged
warfo,rged
reaches,
fu part
ment status was
I hat
of the TrealY
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
they were no longer Ca_flaith the Some the Many or the of warforgedl
people,
an even
Karrnath,
devoted
to its cause.
By
red ~ervitude.
regat·d
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
roaming
of Khorvaire
are veter-
oldest among
them date back to years ago; the over two tend created warforged
thirty-three
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
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
he continues sometimes
his grandfather'&
he places he sells (3 good
employ.
spec ial clients. how rhey choose of war forged on Iy spar-i ngly. The Mournland. trols other
free
his
Me r r ix is c.irc u mspect
source
ru ns the
wilhin Lord
where
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
new warforged
slowly Bnd
even then,
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
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".
shadowdancer.
me
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.
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.
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'.
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.
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
Middle Agel
ng
Old'
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'
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
of a host of similar
barbar-
monk,
palaIn ih.is
They
with
and wizard.
about any spell from em power rary the constructs function magical power.
one new class, the artificer. the new arti fleer class, new options rath er
1n addition
to del,ailing
alterations-primarily
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
druids options
ited list of rheir own spell-like t.hal they can apply objects.
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 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
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
while artificers
underand do
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
creations. to making
They
search
to acquire
money
any other
adventurers.
CHARACTER
Throughout character
PORTRAITS
futd brief writte.n
who represent illustrate poreach
thischapter
across class. They
you'll
Khorvaire
si multa neously
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.
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
Reserve 20
hI 2
2nd
3rd
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
+3 +3
... 3 ++ +4+4-
+3 +3
... 3 +4+4+4
Crofl
Rod
+8/+3
+9/-.4 +9/+4+10/+5
+ 111+6/+1
+ 12f+7!1-2
+7 +7 ... 8 +8
T5
+5
+5
..5 -/05 .. 6
17th 18th
19th 20th
.. 5
+9 +9 +10 +10
.. 11
+]1
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
it "Works , a nd hypas6
it.
Craft
Homu.ncufus
Construct
(orcaM ge,
magic item, (though he can
if
he does' not have access to the spells for the item , The' a rtineer
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
An artificer
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.
If he fails a check,
is complete
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
gl'oW's la rg,er
II rtifi
emulated
check-his
Last-ditch
check also falls, then the ereand XP expended prerequisites, his artificer . however, caster Thus, since an level it uses
process For
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
duplicates
level as its caster level. Costs are always level or the a 3rd-leve.l cost for caster deals checks not
For example,
retain
wand of summon
monster
IV
has 20 charges.
ofjireba/l,
the minimum
with 50 charges,
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
apply a metamagic
nonspell
(genel'allya
the appropriate
Feat for the spell trigger expends additional of effective quicken (4 additional 3 charges, The
the item equal For example, the spell by spending artificer item
level to cast a
add to a spell. a spell or trigger item, when using such a as cha rges, At cast cha rges).
do not meet
it
emulate
the
light spell
Bonus available Item
oflight,
light
appears creation
on his infusion
artificer
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
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
toa spell
a scroll),
Wand at 7th level, Craft Ring (8th, art ificer gains feats, Gonstruct Artisan,
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
bonus 12th.
feat at 4th level l Sth, and 20th), must choose a list: Attune Extraordi-
of cone c{co/d, creating of times makiuga pel' day equal Spe llcraft
has a DC
feat from
Weapon,
Craft
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
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: 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
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.
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
may also
decide
that Above.
your Select
in tead
channels
di irie power
of the Dragon
two domains
and
they
draw in
divine wor.ld
from of usu-
pervasive
I force
the
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
an alignment
domain
if his alignment
Feeis: Attune
Artisan. Extra
Ecclesiarch,
m arches
domain.
Extraordinary
A rt i an. Spontaneous Casu ng. Prestige Class: Exorcist of the Si lver flame.
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
an open
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
alignments. Chaotic.
This
rule
supersedes
the
information
in
on the Clerics
fully
I able
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
Law. MagiC
E.nth
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
God of Feast and Good Fortune God of Artifice and the Forge
eutraJ good
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
The Traveler
The Blood of Vol The Cults of he Dragon The Path
0
La"'.
Nel'.romancer'
S'
The Undying Court I New domain; 2 A clerk can be devoted to the entire pantheon
and need not alone. Thls rule upensedes the information undel' Ex-Clerics on page 33 ef the Pll!Jer's Handbook,
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.
Or
ranger
may never
acquire
MOSl druids.
arid
Medium
viper); 4th-dire
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,);
wolf, 4lh-d
bear:
camel. Medium
d ire
13th.-dire
dire badger,
(constrictor
or La rge viper);
lion, rhinoceros,
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
rat, dog.
Flaw,
0" Medium
viper):
4th-ape,
sn a ke (cons!rictor
crocodile. (giant
constr-ictor).
Medium whale;
16lb.-dire
Aquatic:
OCLOpUS,
lst-+porpoise.
shark, orca Ser-e.n., (Small
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
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
01"Medium
viper);
or Med ium viper): lizard. 7th-dire 10th-snake tiger. Reaehes, boar, tiger; ape, lion,
snake
(conslTiClOr
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),
Br e la nd , Darguun, rat, dog, riding owl, snake (Small crocodile. (constrictor snake (giant Demon make
01'
viper);7Lh-giant
IOlh-horrid
l3lh-dil'e rat, viper),
1st-dire
(Small
I, hor-r
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
the 9th-lcve!
Shadow companion. There Marches.
halfHe young
OTC
druid
ea r ned fame in his vi llage while he was still quite by laminga journeyed bard, wild wolf-his
badger,
Oru. Wan-
snake
derlusi struck
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
the chronicler
oped quickly.
They t rave] the Eldeeo Reaches and he seeks to protect dangers. of an ancient
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,
by
Thondred
II fortune
convinced
bre",pkh·i.ng
of'Xeu'dr+k=a
in the past he exploits of knowledge Their
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,
world of Eber-ron
inhis frame,
grunts
Longht
front
ath-Cyre
a discovery warforged
t h ar something
skill.s
past. Learning
more about
in this new
an obsession
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
scholars
and
to
Lhey
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
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
un iq ue ngh ti ng styles
from
traditions.
Steel Strike,
Strike,
fleIl1ling
Strike.
Monastic
Whiding
Steel Slrlke.
Host.
of Strength
are devoted
he Mockery, Bonus
disfigured
may choose
01'
the normal
levels. They
Evil monks devoted to the Mockery may choose ing Strike as their bonus options tion to the normal meet all prerequisites at those
Flerisstill
WARfORGISD MONKS
"When a warforged monk gains the wholeness damage
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,
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,
pair of adventurers
circumvent
against
to learn
one of these
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
to the normal
options
alignmen_t
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
Paladf n Options, by
II
number one
classes,
for paladins.
F~(J/;, Action
ful Charge, Charge. juggernaut. Pursue.
Boost, Silver
Surge,
Heroic.
Spirit,
Knight
Training,
PALADIN MOUNTS
A hal'fling
warpony. paladin
Plains mount,
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
he can use this abtl ity to repair sustained as well as wound s sustained
constructs
companions,
Theabtlny
a s appropriate
functions
La
t he subject.
Kasha is a 2nd-level
human
monk. to
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
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
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
that attacked
the monastery.
and idealistic,
Kasha
lived
a cloistered
life the
She is mystified
by life outside
awed by the soar i ng towers of the destruction but Thiera because to solve assures ofber her
of I he hardships
the my-stery
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
and
Boldrei.
Paladins of the
a recalled
a strict
held to a higller
standard
~er IOwaI'd.
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
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
HandUIfU-
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.
guilt consumes
Feat:
Strong
Mind.
Iu an act of penance,
even younger than herself, attacked Kasha, the monastery
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
to Shar n to fight
the agents
wid, fling
a raglag
group
turers,
including
barbarian, these
sorcerer. although
Unsure with
how to pursue
out of con-
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.
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
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
Tam and the cons-table topics. and open reconsider case wound and
he
Tam listened
the situation.
as Oolom
tower was mostly empty. Tam used her skifls to free herself rhe cell (i t rea llywasn't roguel. plished evidence
II
on bel' evaluation
"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
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
families
fOI'
but he's also proud of the life she has built for Iife on the right side of the law.
He recenrly hooked
SORCERER
In many worlds.
ln~jsting of their cosmic Dragon power. dragons, Below, sorcerers The
half-elf
cleric. carriage.
and
II
adventuring
party
has
claim descent
i n their
I'
from
money
defeated
cell, and r-esc ued a Mror Holds noble i.ng along the Dagger Always also has feels his
Ihat II
of Eberron
flamboyant
the Dragon
Eben'on,
the Dragon
t
him to search
he bas a better
II rcarie
speak of dragons luk h the Gold. Silver, and others. and sometimes conic runes
lo godhood,
he Red. prophecy
to II
Ihe magica
whisper
about
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
worlds.
Options: Sorcerers
Eberron
feats.
can choose
versatility-an
prepare
~ny of a hundred
different
Feats: Aberranr
Bind Elements dinal'y Artisan.
Attune
typeof character,
of ancient
Prestige Clam
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.
'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
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
points
extend
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
Blh-l4.!1 15th-20th
2 3
1"011.
a skill check.
a n ability
IS in
action pain
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
(see pages
58-59
of the
Pl~)'er'sHandbook).
Action Point Maximum. II
the result
point
roll (whether
Cha.racter Level
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
If
to
4th-5th
6th-7th 8th-9th 10th-II
t
1 or
more
8 9 10
12 13 14 15
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,
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
orve of the
I actions
some
materials
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
that the
than
is higher
2
Least
action
points
to gain another
class Feat u res I hal has a lim ited Stunning Fist. turn
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
25 22 22 base ~5
base +8 bas .. +3
i lb.ing
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
a warforged
total.
Spending
does notbillg
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
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
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
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
Sp ir it
55).
a character
NPC
this feat without and then the character the storyline, exist
consideration, the to
penaltyon
tbe check,
ca m.paign
SPEAK LANGUA.GE
Common summarized Language Abyssal Argon languages in Ebcnon and table. Alphabet
I
their
alphabets
are
of a campaign.
SKILLs
A few skills ha ve new uses and additional rules t.bal apply to them in an EIIERIl.ON campaign.
Celesual
Common
Typi".l of'Daanv!'
Speaker.
Alphahet
race
Dun
Dael1yT Draconic Druidic
Dwarven Elven
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
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-
Ogres. gianls. drow Gnolls Goblin s, hobgoblins, HaInings Fi,'e- based e rearures Devils of Shavaralh' R,n,lcb. pcsiuve of bug-bean
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~'"
Mab,all
Orc Quod Rieciran Ri.ian Sylvan Syraoian
Terra n
shadows.
Dr",,,,nic
Goblin
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
creal,ures Un'CIercomrnon
Chokers.
denizens
undergrou-nd
Daelkyr
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-
mark and the spell-like Aberran,,rnark LeMtmad Lesser mark Greater mad, S ihery .. mark
Greater
bloodlines
of corrupted
eltmrnated
dragon.marked
an aberrant inspection
in the War
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.
a dragonmarK.
General feats
Aberrant Action Aedan D~go"mark Boost Surge
ability of d6 aerten
.p~nding duration
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
aJfy
Beasr Torem, into H uge a n i.ma I
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
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
Druid
5.[h, "ongoad,
StrLkI'
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
resistance resistance
Dragon
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,
Knowledge
skills
10
Abil.hy
10
rage or fr,m:r;y
duration
Bardlc music Me.mber of appropriate d ragonm arked race and house Exotic Weapon Ability PrCl£dency
in House Strike
I
mercantile
011 attach"
penalty
Lnnnute
rut iate
Initiate
to sporuanecusly
afjy
Perform 9 ranks
Melody
Spir n
Bardie
music,
music inspires
fear ",,,apon
N at ural Atrae k
+4
[ncrease
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
Dngonmark
Greater
Dragonmark
Member
dragonmarked
Least Dragon rna rk, Lesse r Dragon rna rk 12 ranks in any two skills
Monasdc
Mullidas;;
Bard;<- rrrus.ic en h arices animals Bard ic music doubles spells and d Extra damage
Powerful wing
Medil,1m
01'
[aJ·ger. Powerful ·1 5
Charge.
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
1"4 on Spot checks to oppo"e Disgutee Morive ~heul<s 10- opp.ose Bluff checks Use Kn owledge to get information
r~om books
nd scrol'ls
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
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
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
Craf] WoneL·ow; JI....", An)' itern creation Forge Ring. caster feat
by 25%
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
bonus
increases
Ua
to +4
other shifter
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
by IO feetwhrle shifting
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.
character. bonus
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.
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
an Eldeen
that normally
vermin
vermin
as welL A mindless
Choose
is considered
to have an Intelligence
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-
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
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
trait i.mpr-oves, Prerequisite, Shifter with the beasrhlde While shifting. your natural
spider. Medium
3rd L,o.1
this feat, a beastb.ide has a Giant ant. queen GianI ant. !oldie!" Mon"trous
MO!lSirOU5
4th L.u,J
Gi~nl praying mantis Giant wasp Locust swar rn Monstrous scorpion. Large
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
as a receptacle.
The elemental
5/n [rue!.
Monslrous
MOllSU-OUS
centipede.
Gargantuan
by
scorpion, Huge
binding
plonor
description. spell
b,nding
by
successfully
spider. Gargan.tuan
Magic Device
check caster
you attempt
your
8th ["".1
Monslrol,\.s centipede sco'1'ion, .. Colossal GaI"gantuan
·effective
Use Magic
of opposing
Monstrous
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.
Prerequ.isite.
Ben·efit.: (local) Add to yOUl'
Knowledge
6 ranks .
and benefit Knowledge representS he
Gathe
r Information
list
of class skills.
This
deta ils about any com m unity from! take the Leadersh
In addition.
a +2 bonus
jfyou
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
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
he benefit
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.
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
[n add it ion , for the duration you ga in resistance your dragon totem
When
the time
10
LO
(total
15 willie
raging).
than
most. than
he barbarian protector,
Ability
yOUl'
Prerequisites:
afar ig in
as your associ-
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.
times
Nor:maL Ievel .
Special:
A bard without
a number
the Extra
of times
R~d
Silver White
A character
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
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
On
the other
it is
possible latent
dragonmuk. a character,
to discover
his connection
to a house
II
manifests.
DM
will carefully
to
monitor that
YOll
ensure The
Prerequisites: Select
Shifter,
feats.
this ability.
success and
Mark of Handling
at second
ra.it from
of
the
II
use
of a Iavor.
to an ability
DM
You can wear up to four magic rings. and all function Without normally.
at one time ..
pr-acticed
by mon ks devoted
you way. Exotic (kama). Proficiency Focus to your
to the Mockery,
ARTISAN
magic items at a lower
COSt
opponenr's sk in in a very
Prerequisites: Weapon
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
contacts
wilhoutgoing InJormation
through
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"
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
For I
Greater
dangerous,
coaes,
plants,
ad vance 1he plot of an adventu re. A favor that would ezia bLe an adventure
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
You can try to call in a favor a number character call never contact
level.
for
in a given
Su-ike
at 7th level you can ri mes per week. ntcontact from ile house.
in a favor associated
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.
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.
Siber}'s
succeed
OD a Will saving
throw
as if th e creature's
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
Ho.spitali ty
Mark·of
mine the
fmd one
amount
t h is ability
of bard.ic music.
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
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
also represents
a razonlaw shifter, the damage his claws deal increases from Id4 to ld6.
this feat, player characters receive act ion points equal to 5 + 1/2 the ir
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.
by
allowing
you
to notice
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
rhat
and
ih is
of a mystery. touched.
Clues
IMPROVED fORTifiCATION
[WARfORGED]
You improve your warforged farti.hcllI.ion, gaining immunity to sneak attacks Prerequisites: Benefit: extra damage
seen. or because
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
You gain
From critical
abillty
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
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
isn't wear.
notice a secre
U aual
doorvor
[f the check
clue that sounds manner.
DM provides
but is actually only that
analysis flawed
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,
discussed
the symbol Even authenticity provide
above would
of House a successful of a clue.
skill doesn't
Cannith. analysis won't the actual could False clues planted at a scene
are no dues
nnd.)
Search DC Modifier ..0 +5 cilntami-
truthful
(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
tale
can't
""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
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.
the divine
a successful
Search
check what
turns patterns,
up
II
calling
of the paladin
check to discern
about words,
analyze in check
draw conclusions
occurred
specific
OUI
paladin
If you
to
you lose as
t
ability
something,
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
paladin
no! prevent
By
examining fought
whether
that class.
victim
at all. or if
100 ki
claws, a weapon,
ki \led
By
ng at a
scorch
the location
spell was cast. is modified occurred apply. by the lime that rules concern ing and how signincam
Memher
The
skill otherwise
of th is chapter
<e "am.ple)
-t
DC Modifier +2 +0
ih row
DC of
to
(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
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
example.
murdered
analyzing
or runic
a brooch
clutched strands
in the hand
of a blue
of a
a blue cloak
Cit bean
and
ranks
in
mater ial).
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
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.
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]
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.
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
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
Knowledge
Time Needed Id4 hours 1<:14+J hours Jd4+2 hou es Id4 .. 4 hours
DC
10
15 20
Mark of Passage.
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
check,
the information
seeking or similar
you glean.
date, map,
the way you can use the .mation,
t he
Benefit: This
Knowledge skills.
it
the OM might
to navigate
repository. discover guage tbough
or a church's information.
to
You must
read
the lan-
to perform doesn'
if the material
rime (usually
t contain
OM
can increase
of material researching. exists within ing. The de tailed the source When a specific
10 to Lesser
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
a 'i ne
Knowledge records.
the cnlleci ion of mater-ials the check (to the extent our specific
research Knowledge
the better
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
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
or organ.izarions
Benefh,
of your iri your allowed from
By
hered ita ry place famiJy. to enter you are the City ancestor who
are
bonus.
of the Dead
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
your-
sel f before your ancestor. you can gain one of the following The
II
Rewrds: Examining
a Slack of ledgers
or records
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
on
your behalf. ancestor your Guesmatters within its experience and up 10 the limits of its own knowledge.
iate Knowledge
sHU.
The
rions about
Mark of Scribing
Nor':mal: a n-atural
Without
attack with
weapon
takes. a
-5
penalty.
spel l no
level and
XP
The
cost.
to smite
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
IdG pointS
The
rel igious
prev,enting to visit
from enteringwho
is not entitled
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:
you use
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
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
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
I. If you
!iu le
bestowed
by that feat
feat, the to a +2
bon us on era ft checks bestowed +6. If you have the Soothe circumstance bonus on your
shifting,
to improve
or magical
SHIfTER fEROCITY
[SHifTER]
You are a tenacious to fight when others and injury. combatant, would continuing to pain succumb
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.
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,
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.
-4
penalty Special:
secondary takes
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
normal by
abilities
YOUI'
of a
01·
typical ranger
creature Level.
of its kind,
of an animal
UNDEAD EMPATHV
You are adept
the undead. Prerequisite: Bene·&t. made to influence
[GENERAL]
and influencing
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
You can a lso use Diplomacy ofrnindless undead, encounter the +4 bonus on your check.
Wisdom gain
11_
on saving throws attacks. Psion ic abili-
Be nef'it:
ties include
You
sufficient
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
If (be undead
cifical.ly commanded
check sufficiem
make them to make them
au acks include
mental Special, force
the mind
La stun
Flayers
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
spells. psionic
spell-like abilities.
or magic
that
duplicate rule
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.
URBA.N TRACKING
You can track the location individuals Be nen it for within
t:
[GENERAL]
persons or wanted
of missing
To _11 nd the rrai I of an i nd ivi dua I or 'to fol Low requires Gather Information
t i me
I hour
must make another of the search, ofrown. The required community DC of the to track
choosing
as well as each
magical
beast,
as the
you can cast spells to the character's companion's Comparrions. who choose what companions
on it that
check,
and
of checks on the
down
your
quart"y.
to determine
size and the conditions, Gather Information DC village Checks Requir ..d
hamlet,
Or
5
10
Totem Companions
7th L"vd Or Higher Cockalri~" Displacer bea,t
Small or hn·[<'"cily
Metropolh
l5
20
(Lu"J-6)
Kr"nshar
(Level -9)
-1
.. I +5
-2
Level or Higher
Yrthu k
don The
cheek,
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.
9th.
of saving by 2 and the
the DC
effect
out information
level is increased
by
2.
5 ran ks in Knowledge
on Gather
r nformation
checks check
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 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
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
Dru.id level Srd, nongood ability to acquire a new animal (see below). level requirement
evil
ion, minimum
When
choosing instead,
companion.
41 h leve J: locate
6th Ieve 1:
c;reolure
it that normally
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
level (in pa reru heses) to determine cial powers of the (&ee A1ternatjveAnimal
PII9er's Handbook).
Vermin Companions
3rd Level or High,,- .. (Level-O) Giant ant, worker
Cht.nl am, soldier
Benefit: weapon,
as a special
aUowingyou
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
cal creature
its kind,
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
distinctive
spell-like
of dragonmarks, related
of closely creature
no living mark,
on Eber ron must take the the power mark and in rhe
it.
a character
Ihe Lesser
lfith
the vermin
levels
dragonmark
the Aberrant
Mark
fami while
ly produce
Ihe
Mark of Sentinel
d ragonmark-like
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.
powerful
a single spell-like
DRAGONMARK
A general ence starts each mark's
NAME
powers and infludescription.
is mentioned
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
Ih"
Mark mark.
of Shadow.
two famili·es),
By
no
does
ragonmal·ked
rare of one of such
is in addition
for a person
I hese
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
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
as indicated
even among
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
mark retains
of its lesser
of the Windwrights Guild, controlled by House Lyrandar, work aboard ships; the marked heads of the
powers
associated
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
houses,
Bladema,'k,;
Elf
Elf Half-elI
Entertainers and Arti.M1l.'l Guild Shadow NeLwork Windwrigbls Raincallers Banking Wal'ding Guild, Guild Guild, Ouikl
Dwal'f
mercantile
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
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
ba ed on ente rtainrneru
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
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
~~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!~~~
carried
of Shadow lennia information before
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,
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
"Elf
Gnome
Half-elf
HaLf-ol'e
By class By class
lbLfling
Human Kalashtar Shifter Warfol'ged
elM;
Balinor.
Boldrel,
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.
(C
(N E)
Psychre warrior
(LG),
ru )
Ranger
(N),
(NE), ( ),
orcerer
Soulkn ife
ci
c»,
Ihe
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
(eN) E),
(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.
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
she is associated
HeaTing,
is invoked
of Feast, Good.
bless m.arriages.
and to confirm
is the sickle.
Onatar
God of Artifice Onatar, crafts. industry, the neutral smiths
over a nest of eggs. domains Good, weapon is favored are Community, of artisans revere him;
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
Symbol of the
Sovereign Host
aud the Keepe~" he watches Fire, and Good with the warhammer.
and sunlight,
of Artifice.
rategisl.
and diplomats
t ion , in her
of palad ins, genel'a Is. barrles with words. In addtshe b r i ngs light to pierce
a part of
be more
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-
ft
would
however.
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.
is the halberd
Dol Dorn
God of Strength
The chaotic
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
human,
as a dwarf
of
nat u re , The
sahua-
Good. Strength.
he favors
seek to appease
and
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
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
a nd Onat"1"
he oversees
and Travel.
she is commonly
sometimes snakelike wyrm as a drew,
occasionally
of Khyber.
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.
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
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.
the Realm
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
fascinated
by
death of
the
undead.
mOSI dedicated
The Shadow
The otic
1'1'5
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-
as well.
as a shadow,
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
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
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.
of
fa n at i ca]
th at
r eve re
Some of these cults seek to draw Khyber, the Dragon Below, up from the
depths others of the world, while
jured
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 GOUTt a re Deathless, Good, and Protection. The court' favored weapon is the scimitar.
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
powers
in
houses.
These the
Dragonmark dra.gonmarks
to improve
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
of respect
from unmarked
members
of
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.
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
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
Of these thousands.
half
actually
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
At 4th
level,
1I
dragonmark
She feat with-
dl'agonmark
feat as a bonus
out haVing
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.
Special Lesser Dragonm.ark. house >lalu~ AddiLionnJ act ion points. improved
least
bl
2nd
+2 +3
+-3
+-3
.,.3
+4 +4-
.,.3 +4 +4
+3
+4+4
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
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
the danhom
improved
mastery
of her abUlly
duty to drive
be least d.ragonma
or she
r.
from
the Reaches
u lt irnately
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.
sect
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
tests to prove
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
in Eberron
below. This
belongs fanatical
sects
Ashhou.ndseek to protect
sect takes the tr ad it ion a] ext rernes. Its members 'Order, the natural
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".
Fer-r
Ref 5.,." ..
Will
Save Special
+1
.. 2 +3
2nd Srd
their
unnatural natur-al
4th
5th
+4
+5
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
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.
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.
of Winter
Khorvaire
of nature-cleansing
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!
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.
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
he
Align.m.ent,
Requirement
by sect:
attacks
II
enemy,
an Eldeen
attack
Ashbound, No restriction.
Ghiidren~(W1nter: Any nongood.
ranger
rang"r poi nidie
can spend
to make rol.lto
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.
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
EJdeen
Children ofWinter" .... -Re.isl Corruption (Ex): A ChUd of Wimer ranger gains immunity to disease, and he also gains
against
mind-affecting
spells
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
GATHA.NWARDEN
Gathan Warden, Male human ranger 5/Wa.rdeo of
a f~vored
to
enemy.
the borrusagaf
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
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
+16, Endurance",
Focus
Far Shot,
lmproved
Gatekeepers-Slippery
,·anger gains the ability
Mind (Ex),
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
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
Combat
the
He
the
Rapid
feat without
having to meet
pre requ.is ires .. Favored Bluff. when beasts. against gains a Listen, using Enemy Sense these
aberrations on weapon
(if any)
rolls
he
beasts.
Against
the gnoll
checks and
+2
skill
on weapon
When
he attacks with
magical
or a humanoid
Gathan again.st
I action
enemy.
point
to make a mighty
If t be mighty
damage.
(Ex): Gathancan
of a sentient
OJ·
improve
tude of an animal
He roBs Id20 .. 5,
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).
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
+7
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.
Fort
Ref
WiD Save
Bonus +0 +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
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.
Fort
Save .L2
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
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.
Attack
Level l st Bonus +0 +1 +2 +3 +3
Fort Save
Ref Save
·0
+0
-..1 +1 +1
2nd
+2 .... 3 ,,3
+4 +4
,,0
+0 +1 +1
vII ru Ih
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.
Olass
Cost
fOJ'
er-vices Renda-ed
Favor in return
2 <p/level 5 s p/le v e I
Magewrlghl
Waroior
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.
ru1 y,
Superior
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
COD
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
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,
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
proficiency
(Su),
AI Ist level,
I. type that
a weretouched
represents wolf,
0.1'
Shifrer
h is
master
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
In
addition,
he gains
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
If he
already
has (be
Natural
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
10 feet.
master master charges a foe.
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
+ I for evel'y four character gore or bite attack. trait or the Improved damage increases or Wolf: +2 bonus Natural
a touch attack
Ra!
gains a (plus
While
shifting,
to Dexterity weapon.
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_
faux character
He
cannot
U he
n , he is not winded
toot h shifter
bite damage toucbed
Shifting
an
Wild Empathy
master vocalizations, made to improve master and his Charisma check r esu
gains
u osettli_ng
ahiLity
10 improve
or charges,
check
level
hi~ attack
may become
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
adds b is we retouched
level. An
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
An
opponent
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
the animal
his Iycaruh rope heritage Instead of using form though into animal hit points form
30
with
under
normal take lo
GeTJ~r"lly,
influenciI)g
minute.
As
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
indicated
score of I
of the animal,
but instead
the animal's
iry adjustments
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
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
Sn- +2, Dex .,.4. Can +4 Sri" +J, Dex +4. Ccm ~8
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-
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,
Shifting
(5'11): Gwentan
+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.
(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
Dex
16,
Con
14,
Int
8.
Wis
12,
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
gai.ns a
Sense
Spot. checks these magical tbe weapon against
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.
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.
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
the Eldeen
Reaches When
ability of illusion
to camouflage spells.
used as a component
Village
400 g-p
3rd-Ievel scroll.
2nd~Jevel potion, 1 t-Ievel wand
mall town
LOOO gp
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
mall city
Large uty
Metropolis Livestock: of HandJiog, Khorvaire. enhancements with enhanced easily trained. The
empowering
Vada.lis, which
much of House
Mark
in
Empower
the spell's
Hathil
the Shadow mutation the saving oft white
il plant
the
swamps
of
magebred
animal
of a trans-
spell.
(The magebred
beasts produced
Irian Crystal:
through
though nomically
House in general
Vadalis breeding
these creatures
is used as a com-
important
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
know n
as the Madwood,
as
II
component
for an
optiona
30% chance
one of them
The
antelope
hor ns that
found
they
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
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).
01-09
10
Fire Chaos
EI er-n al Da
37-45
46-54 55-63 54-72 73-80 81-88 89-96 97-00
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
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'
description.
UriOL,
and
approximately
it back into
The planes
II coterminous
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.
for definitions
of planar
plane shifl
i.n to tracking
ns tend
ideal
crops,
regi-
campaign
demand.
peaceful th.roughin
MANifEST ZONES
Certain locations locations dose on. within. connection
Similar
share
These
D&D
cosmol-
live in harmony
!I.S manifest
the
has a
with i n rhe
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
theRealm
magic
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
level) to
Form ian
Parts of Aerenal
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-
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
creatures
Daa nvi exerts no unusual Plane to link of Daanvi, Plane when it ib tends historical but this for one
Material
zones Plane.
somet irnes
whenanother zones
to the proximity
claim .is unsubstantiated. are detailed Daanvi Remote, the Mat'erial seem
to
Specific.
important
manifest These
to the Material
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
manifest
out of existence,
ZOD es
by a century.
ia 0
plane's
relative exists.
tal he Minor
DalQuor
to Dal Quor, is ringed short
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
on Eherron.
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
exists an entirely
deser-t b ed A the is
Magnificent void of dreamstuff dreamscapes, access to their ing mortals. of dream-born without
cities called up from the formless across the inside the quod who of the ring of easy boil of dreamIrve there
a list of creatures
ha I plane.
fe·w mcnsters
sources Each
in some
psych ic energy
Monster Malluca/
effe~ts
plane's
also details
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
become
common
on EbenLO
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
is coterminous,
of Dal Qual',
can manipulate
II
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.
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
100 Dolurrh
every
he connection,
the planes,
great
and decimation
In the process, off its orbit, The
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.
Remote, When Dolurrh is remote, spdls rhar b"jog back the dead do not
function, and it is impossible of to Dolurl·h
0\'
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
by journeying
prajedlon. the
gate.
work
the soul
Plane.
and
and
~onSlJmiog
Dolurrh
wbere reward.
mortal
go after
death,
It is not a punishment.
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.
for a period of one year every cenfifty yeal's after each corermrnous phase.
despai r while
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
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
Fi"e-dominant,
an outsider
evil-aligned.
magic: Spells with the fire descriptor are and enlarged.
trapped
by Doluci-h
Enbanced maximized
to do so.
Monster
/11,
Sorrowsworn
(demon),
ephemeral
slip-
Dolur-rh is coterminous,
between
I he
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.
True ment
chaotic
nature, is utterly
move-
linor negative-dominant.
Enhanced including magic: Spells thar use negative energy.
lh rough
ing a coterminous
at apparently
enterintervals
a day to
and remaining
~ century. Remote: noticeable
is remote,
il exerts
no
Lamannia,
nature are not unbounded. name. sultry
HS
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).
Monster ManuallIl,
va uthant , ),ugoloth from Despite
Gloom
golern,
necrcnaur,
trUloch.
LO
(all).
energ
by
civilization.
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
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,'-
coterminous
Risia
consists
mountain
of layer upon
al}y
ice. Though
he re and
break
t he surface
the Material
Plane.
lhey are formed of solid ice. Lakes and streams mark the landscape. but
there, of water-they
LO
Lamann ia is remote
power plants-even diminishes. cultivated
from
congealed
the
Plane,
Animals
crops-grow
of one week
/lu/ure'l
for a period
after
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.
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
is a 50% chance
Risia Inhabi ants. Ice devil, ice mephu, Manual oflhe Planes: lee paraelerneutal (al1), Monster Manual Il. Frost salamander. irn moth.