You are on page 1of 4

Eberron Race Conversions

Changelings
Shapechanger Subtype: Changelings are humanoids with the Shapechanger
Subtype
Medium: As Medium creatures, changelings have no special bonuses or penalties
due to their size.
Speed: A changelings base speed is 30 feet.
Slippery Minds: +2 racial bonus on saving throws against sleep or charm effects.
Intuitive Reader: +2 racial bonus to Bluff, Intimidate and Sense Motive checks.
Natural Linguist: For every rank in Linguistics, you learn two languages instead of
one.
Minor Shape Change (Su): Changelings have the ability to alter their appearance,
as the Disguise Self spell, which affects their bodies, but not their possessions. This is not an illusary change, but a minor
physical alteration of a changeling's facial features, skin color and texture, and size within the limits of the spell. This
ability is an at will ability, and the alteration lasts until the changeling changes shape again. A changeling reverts to her
natural shape when killed. A true seeing spell reveals her natural form. Using this ability provides a +10 circumstance
bonus on Disguise checks. Using this ability is a full-round action.
Languages: Common. Pick from the following languages, equal to your Intelligence modifier (min. 0): Auran, Dwarven,
Elven, Giant, Gnome, Halfling, and Terran.

Kalashtar
Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size.
Speed: Kalashtar base land speed is 30 feet.
Dual Spirits: Kalashtars receive a +2 racial bonus on saving throws against mind effecting spells and abilities, and
possession.
Social Masters: Kalashtars receive a +2 racial bonus on Bluff, Diplomacy and Intimidate checks.
Looks Human: Kalashtars receive a +2 racial bonus on Disguise checks to impersonate a human.
Dreamless: Kalashtar sleep, but they do not dream. Therefore, they have immunity to the dream and nightmare
spells, as well as any other effect that relies on the target's ability to dream.
Mindlink (Su): You create a telepathic bond with another creature within 30 feet, which must have an Intelligence
score of 3 or higher. The bond can only be established with a willing subject, and therefore receives no saving throw and
gains 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 a result of the bond. Once the bond is formed, it
works over any distance (although not from one plane to another), but
only lasts for 1 round per character level. This is a mind-effecting
ability.
Languages: Common and Quor. Pick from the following languages,
equal to your Intelligence modifier (min. 0): Draconic and Riedran.

Shifters
Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype.
Ability Score Modifiers: +2 Dexterity, -2 Charisma. Shifters are lithe and agile, but their fundamental bestial nature
detracts from their social interaction.
Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
Speed: A Shifter's base land speed is 30 feet.
Shifting (Su): A shifter can tap into the lycanthropic heritage to gain short bursts of physical power. Once per day, a
shifter can enter a state which is superficially similar to a barbarian's rage. Each sifter has one of six shifter traitscharacteristics which manifest themselves when a character is shifting. Each sifter trait provides a +2 bonus to one of the
character's physical ability scores (Strength, Dexterity and Constitution) and grants some other advantage as well. Shifter
traits are described below.
Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter's Con modifier (if a shifter trait or
other effect increases the character's Con modifier, se the newly improved
modifier). For every two levels after 1st level (3rd, 5th, 7th, 9th, 11th, 13th,
15th, 17th and 19th), the shifter can shift an additional time per day.
Shifting, though related to and developed from lycanthropy, is neither an
affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter
can't be cured-shifting is a natural ability for the race.
Low-Light Vision: Shifters can see twice as far as a human in starlight,
moonlight, torchlight and similar conditions of poor illumination. They retain the
ability to distinguish color and detail under these conditions.
Athletic: Shifters gain a +2 racial bonus on Acrobatics and Climb checks. A
shifter's animalistic heritage enhances many of her physical skills.
Languages: Common. Pick from the following languages, equal to your
Intelligence modifier (min. 0): Elven, Gnome, Halfling and Sylvan.

Shifter Traits
Beasthide (Su):
While shifting, a beasthide shifter gains a +2 bonus to Constitution (+1 HP per
level, and Fortitude increases by +1) and natural armor which provides a +2 bonus to AC.
Longtooth (Su):
While shifting, a longtooth shifter gains a +2 bonus to Strength, and grows fangs which can be used as a natural
weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has [4th, 8th, 12th,
16th, 20th]) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base
attack bonus is high enough to give her multiple attacks. She can use her bit as a secondary attack ( taking a -5 penalty on
the attack roll) while wielding a weapon.
Cliffwalk (Su):
While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
Razorclaw (Su):
While shifting, a razorclaw shifter gains a +2 bonus to Strength, and grows claws which can be used as natural
weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has [4th, 8th,

12th, 16th, 20th]) with each successful attack. She can attack with one claw as a standard action, or with two claws as a
full attack action. She cannot attack more than once per round with a single 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 primary hand, but all her attacks in that round take a -2 penalty.
Longstride (Su):
While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
Wildhunt (Su):
While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows a shifter to
detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar
odors just as a human does familiar sights.
A wildhunt shifter can detect opponents within 30ft by sense of smell. If the opponent is upwind, the range increases
to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice
the ranges stated above. Overpowering scents, such as skunk musk or troglodyte stench can be detected at triple
normal range. These stronger scents block other scents, so they can sometimes be used to confuse or hamper this
shifter trait.
When a wildhunt shifter detects a scent, the exact location of the source isn't revealed - only its presence somewhere
within range. The shifter can take a move action to note the direction of the scent. Whenever the shifter comes within 5
feet of the source, she pinpoints the source's location.
While shifting, a wildhunt shifter who has the Track class ability can follow tracks by smell, making Survival checks to
find or follow a trail. The typical DC for a fresh trail is 10 (regardless of the surface that holds the scent). This DC
increases or decreases depending on how strong the quarry's odor is, and the age of the trail. For each hour the trail
grows cold, the DC increases by 2. This ability otherwise follows the rules for the Survival skill. Sh ifters tracking by scent
ignore the effects f surface conditions and poor visibility.
When not shifting, a wildhunt shifter gains a +2 bonus to Survival checks
due to the lingering effects of the scent ability.

Warforged
Living Construct Subtype (Ex): Warforged are constructs with the living
construct subtype. A living construct is a created being given sentience and
free will through powerful and complex creation enchantments. Warforged
are living constructs which combine aspects of both constructs and living
creatures, as detailed below.
Features: As a living construct, a warforged has the following features:

A warforged derives its Hit Dice, base attack bonus progression,


saving throws and skill points from the class it selects.

Traits: A warforged possesses the following traits:

Unlike other constructs, a warforged has a Constitution score.


Unlike other constructs, a warforged does not have low light vision
or darkvision.
Unlike other constructs, a warforged is not immune to mindaffecting spells and abilities.

Warforged are immune to poison, sleep effects, disease, nausea, fatigue, exhaustion, effects which cause the
sickened condition and energy drain.
A warforged does not heal damage naturally.
Unlike other constructs, warforged are subject nonlethal damage, critical hits, stunning, ability damage, ability
drain, and death effects or necromancy effects.
As living constructs, warforged can be affected by spells which target living creatures as well as by those which
target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a mending spell. As
well, warforged are vulnerable to disable construct and harm. However, spells from the healing subschool and
supernatural abilities which cure hit point damage or ability damage provide only half their normal effect to a
warforged.
The unusual physical construction of warforged makes them vulnerable to certain spells and effects which
normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if her were
wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal
armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to
rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + Caster's Ability
Modifier). A warforged takes the same damage from a rust monster's touch (DC 17 Reflex half). Spells such as
stone to flesh, stone shape, warp wood and wood shape affect objects only, and thus cannot be used on the
stone and wood parts of a warforged.
A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged
with 0 hit points is disabled, just like a living creature. He may only do a standard action (an action or a move), or
else he suffers an additional point of damage, but does not need to roll to stabilize unlike living creatures. When
his hit points equal his (-Constitution Score) the warforged becomes inert. He is unconscious and helpless, and
cannot perform any actions.
As a living construct, a warforged can be raised or resurrected.
A warforged does not need to eat or breathe, but he can benefit from the effects of consumable spells and
magic items such as heroes' feast and potions. As for sleeping, warforged must enter a 4 hour meditative state,
to "charge".

Ability Score Modifiers: +2 Constitution, -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 special bonuses or penalties due to their size.
Speed: Warforged base land speed is 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural
armor, and does not stack with any other effects which provide an armor bonus (other than natural armor). This
composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot w ear
armor or magic robes (unless the plating is removed, a 200gp project). Warforged can be enchanted just as armor can
be. The character must be present for the entire time it takes to enchant him.
Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing
light armor. Any class ability which allows a warforged to ignore the arcane spell failure chance for light armor lets him
ignore this penalty as well.
Light Fortification (Ex): When a critical hit or a sneak attack is scored on a warforged, there is a 25% chance the
critical hit or sneak attack is negated and damage is instead rolled normally.
Slam: A warforged has a natural weapon in the form of a slam attack which deals 1d4 + (1.5(Str. Modifier)) of
bludgeoning damage.
Languages: Common. Warforged do not get any additional languages, unless through the skill Linguistics.

You might also like