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Races of Eberron v1.0 PDF
Races of Eberron v1.0 PDF
1
Slam: When making an unarmed combat check, Warforged
Warforged add +1 to their base damage and have a Critical rating of 3.
Created as soldiers for the Last War, warforged are artificial Power Down: Warforged do not take an automatic critical
humanoids who are intelligent and selfaware. Without a war for exceeding their wound thresh hold. Over their WT they go
to fight, freed of their creators, and with no heritage or culture inert and subsequent hits result in critical hits as usual.
of their own, warforged are searching for a place in the world.
Warforged Traits
Brawn Agility Intellect Cunning Willpower Presence
3 2 2 1 2 1
2
Shifter
Shifters, sometimes called the weretouched, trace their Shifter Traits
lineage to distant human and lycanthropic ancestors. Unlike
their lycanthropic ancestors, shifters cannot fully change Brawn Agility Intellect Cunning Willpower Presence
form. Instead, they can take on animalistic features, an ability 2 3 1 2 2 1
they call shifting.
Shifters are among Eberron's most distrusted and persecuted Bonus XP: 90xp
races. People often hate and fear shifters for their bestial Wound Threshold: 12 + Brawn
natures, yet some shifters are able to find acceptance within Strain Threshold: 9 + Willpower
groups of open-minded individuals. Lowlight Vision: When making ranged combat or
Perception checks, Shifter remove up to bb imposed due to
darkness.
Bonus Skills: 1 Rank Athletics, 1 Rank Coordination
Shifter Heritage: Pick one of the following lycanthrope
heritage at character creations:
Beasthide
Cliffwalk
Dreamsite
Gorebrute
Longstrider
Longtooth
Razorclaw
Swiftwing
Truediver
Wildhunt
Shifting: Once per scene, as an incidental, a shifter may call
on their lycanthropic background to gain the following
benefits based on their shifter heritage. These benefits last 3
rds + Brawn. A Shifter gains +1 rd per 10xp of shifter talents
and +1 use per scene per 20xp. While shifting a Shifter is
granted a b to all checks with a specific attribute along with
one or more abilities. These bonuses are based on their
Shifter Heritage trait. (See Sidebar)
Shifter Heritage
Beasthide: Brawn, Enduring Talent
Cliffwalk: Agility, Free Running Talent
Dreamsite: Willpower, Speak w/ Animals,
Soothing Tone Talent
Gorebrute: Brawn, Gain Horn Attack (+2 Dmg, 4
Crit, Knockdown)
Longstrider: Agility, Gain an additional free
maneuver per turn. They still may not perform
more than two maneuvers per turn, however.
This maneuver may only be used for movement.
Longtooth: Brawn, Gain Bite Attack (+2 Dmg, 3
Crit)
Razorclaw: Brawn, Gain Claw Attack (+1 Dmg, 3
Crit, Pierce 1)
Swiftwing: Agility, Gain Fly equal to your
movement speed.
Truediver: Brawn, Gain Amphibious
Wildhunt: Brawn, Expert Tracker Talent
3
Dragonborn
Dragonborn stand between the realm s of mortals and those
of the great dragons, at home in neither.
Draconic Heritage
The Dragonborn come from Argonnessen, the continent of the Black or Copper: (Acid) Damage 6; Critical 4;
dragons. While the beaches of Argonnessen are populated by Range [Short]; Blast 3, Slow-Firing 2, Pierce 2
the tribes of the Seren, within the jungles of the continent's Blue or Bronze: (Lightning) Damage 6; Critical 4;
interior lie the great city-states of the Dragonborn. The Range [Medium]; Slow-Firing 2, Ion, Disorient 2
Dragonborn rarely leave Argonnessen, with the exception of a Brass, Red or Gold: (Fire) Damage 6; Critical 4;
large colony of Dragonborn that founded a settlement in the Range [Short]; Blast 5, Slow-Firing 2, Burn 2
Green: (Poison) Damage 5; Critical 4; Range
land now known as Q'barra. [Short]; Blast 3, Slow-Firing 2, Concussive 1,
Stun Dmg
Dragonborn Traits Silver or White: (Cold) Damage 6; Critical 3;
Brawn Agility Intellect Cunning Willpower Presence Range [Short]; Blast 3, Slow-Firing 2, Ensnare 1
3 1 2 2 2 2
4
Kalashtar Human
The kalashtar are the children of two worlds, born of a For good or ill, humans are the dominant race on Khorvaire
spiritual symbiosis between humanity and renegade spirits and the most numerous on Sarlona. Adaptable and ambitious,
from Dal Quor, the Region of Dreams. The touch of the quori humans have defined history in the recent age, and wherever
subtly altered the physiology of the human host, and thus the Eberron's fate goes in the future, humanity will undoubtedly
kalashtar are a unique species, distinct from both human and be the guiding force.
quori ancestry. The most distinctive element of a kalashtar is
his soul. The spirits of the original quori rebels touch the souls Human culture was born on the continent of Sarlona, with the
of their descendants, and this provides a kalashtar with an first settlers sailing from Sarlona’s western coast to the region
excess of psychic energy and a natural gift for psionic powers. of Khorvaire now called the Lhazaar Principalities. From
there, they spread across the continent of Khorvaire,
Kalashtar Traits disrupting the placid elven empire of Aerenal and leaving
ruined goblin kingdoms in their wake. With the arrival of the
Brawn Agility Intellect Cunning Willpower Presence Inspired in Sarlona, human dominance on that continent
came to an end. The humans of Khorvaire feel no particular
2 2 2 2 2 2 connection to their ancestral homeland. Indeed, most don’t
even realize their ancestors came from that distant land.
Bonus XP: 100xp
Wound Threshold: 9 + Brawn Human Traits
Strain Threshold: 12 + Willpower
Bonus Skill: 1 Rank Psionics Brawn Agility Intellect Cunning Willpower Presence
Kalashtar Mindlink: As a maneuver, a Kalashtar can take 2
strain to initiate a telepathic link with a sentient creature 2 2 2 2 2 2
within Medium range. While this bond remains active the
Kalashtar can communicate normally without making sounds. Bonus XP: 110xp
This does not grant any special form of understand if the two Wound Threshold: 10 + Brawn
do not share a language. This link remains until the end of the Strain Threshold: 10 + Willpower
encounter. A Kalashtar may only maintain one link at a time. Additional Non-Career Skills: Humans start the game
with one rank in two different non-career skills of their choice.
Ready for Action: Whether by luck or raw determination,
humans have the ability to shape the world around them like
few others. Once per session as an out-of-turn incidental, a
human may move one story point from the Game Master's
pool to the players' pool.
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Elf Drow
The Elves of Eberron are known to be a strange and diverse The drow carve a deadly existence out of the ruined continent
people. Humans will often find Elves to be as strange as they of Xen’drik. The dark-skinned elves believe it is they, not the
find Orcs and Goblins. The Elves who live among Humans are rebels who fled to Aerenal, who truly preserve the dignity and
viewed as approachable as they have integrated with their valor of the elf race. Allied with monstrous scorpions, the
neighbors now having similar ideologies as Humans. The drow battle the fallen race of giants over the ruins of the
Elves of Aerenal and Valenar are distant from other races and mysterious continent. As the most civilized inhabitants of
care little for affairs outside their borders as they view most ruined Xen’drik, the drow are the heirs to both the lingering
other races as short-sighted and petty. Despite their views of might of giant nations and the ancient elven spellcraft once
outsiders The Valenar and Aerenal Elves are willing to trade learned at the feet of dragons.
and interact with other nations though, neither of these Elven
communities welcome visitors. Drow Traits
Elf Traits Brawn Agility Intellect Cunning Willpower Presence
1 3 2 2 1 3
Brawn Agility Intellect Cunning Willpower Presence
1 3 2 2 2 2 Bonus XP: 80xp
Wound Threshold: 10 + Brawn
Bonus XP: 90xp Strain Threshold: 10 + Willpower
Wound Threshold: 9 + Brawn Bonus Skills: 1 Rank Perception, 1 Rank Survival or
Strain Threshold: 11 + Willpower Arcane
Bonus Skill: 1 Rank Perception Dark Vision: Drow can see in almost total darkness.
Lowlight Vision: When making ranged combat or Remove all b imposed due to darkness.
Perception checks, Elves remove up to bb imposed due to Light Sensitivity: Sudden expose to bright light will blind a
darkness. Drow for 1 round and Drow characters receive a b when
Elven Weapon Training: Elves receive a b to all checks acting in bright light conditions.
with bows. Drow Combat Training: Drow receive a b to all checks
Elven Swiftness: Elves do not suffer the penalties for when attacking with a Xen'drik Boomerang, Xen'drik Long
moving through difficult terrain. Knife or Scorpion Chain. Additionally, all incoming attacks by
Elf Subspecies: Geographic isolation and cultural giants upgrade their difficulty by 1.
differences have lead to several distinct subspecies of elves Elven Swiftness: Drow do not suffer the penalties for
developing. These species share all of the traits list but are moving through difficult terrain (they move through it at
unique in the follow ways: normal speed, without spending additional maneuvers).
Aerenal Elves
The Aerenal elves worship their ancestors as Deathless,
lifeforms much like undead but kept alive by the positive
energy of Irian. The Deathless serve as advisors and
defenders and are considered by those who worship them to
be divine as a whole, in the form of the Undying Court.
Bonus Skill: 1 Rank Arcane or Divine
Valenar Elves
The Valenar elves focus their worship only on their Warrior
ancestors. By emulating the deeds of these ancestors, they
believe the spirits can live again. They do not resurrect their
fallen or beloved as Deathless.
Bonus Skill: 1 Rank Ride or Weapon Skill
Khorvaire Elves
The Khorvaire elves are as diverse as the elf race as a whole.
They divide themselves by nation or by Dragonmarked House
and often follow the local customs. A few still hold their own
race's beliefs in ancestor worship, but not to the same degree
as the Valenar or Aerenal. Their half-elven descendents, the
Khoravar, have formed a separate community.
Bonus Talent: Well Rounded
6
Gnomes are among the most inquisitive of races. They seek
knowledge in all its forms and tend to careers which allow
them to fulfill this thirst: bards, historians, alchemists and
librarians, as well as spies. The gnomes rule the nation of
Zilargo, one of the oldest nations of Khorvaire.
The gnomes’ natural gift for illusion is a manifestation of
their racial bent toward deception; a gnome will rarely engage
in direct conflict when he can strike from the shadows or trick
others into working on his behalf. Most gnomes derive great
pleasure from these subtle games; two gnomes might be
engaged in vicious political feuds with one another and still be
great friends.
Gnome Traits
Brawn Agility Intellect Cunning Willpower Presence
3 2 2 2 2 1
8
Half-elf Half-orc
Half-elves share the continent of Khorvaire with the other The half-orc are originally progeny of human and orc
common races. When the elves first came to the continent and procreation though half-orcs can mate with either species and
began mingling with the human settlers, the first half-elves create half-orc children. Half-orcs occupy a border in society.
were born. Over time, the half-elves gathered and formed two Although orcs are recognized as a civilized race under the
distinct family groups—the groups that eventually became Galifar Code of Justice they are none-the-less looked down
House Lyrandar and House Medani. For two thousand years, upon by the more civilized races and the half-orc inherits
the half-elves of Khorvaire have possessed a culture and enough of their savagery to discomfort many by their sheer
society of their own. presence though the human ancestory in them craves social
Occasionally, elves and humans still produce half-elves, but structure and comforts. Half-orcs are fairly rare in Eberron
those belonging to the two half-elf dragonmarked houses though the half-orcs of House Tharashk in The Shadow
breed true as a race of their own. Marches have developed a society of their own fueled by their
knack for tracking things down, most notably dragonshards.
Half-elf Traits
Half-orc Traits
Brawn Agility Intellect Cunning Willpower Presence
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 3
3 2 1 3 2 1
Bonus XP: 90xp
Wound Threshold: 9 + Brawn Bonus XP: 80xp
Strain Threshold: 9 + Willpower Wound Threshold: 12 + Brawn
Additional Non-Career Skills: Half-elves start the game Strain Threshold: 10 + Willpower
with one rank in two different non-career skills of their choice. Bonus Skill: 1 Rank Survival or Streetwise
Lowlight Vision: When making ranged combat or Finders Knack: Bonus Talent: Outdoorsman or Expert
Perception checks, Half-elves remove up to bb imposed due Tracker
to darkness. Dark Vision: Half-orcs can see in almost total darkness.
Remove all b imposed due to darkness.