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with two shifter feats can shift two times per day           enemies, sniff out hidden foes, and track by sense of
                      (instead of the usual one), and each use of the ability      smell. A wildhunt shifter can identify familiar odors
                      lasts for a number of rounds equal to 5 (instead of 3)       just as a human does familiar sights.
                      + the shifter’s Con modifier.                                      A wildhunt shifter can detect opponents within 30
CHARACTER RACES




                           Shifting, though related to and developed from          feet by sense of smell. If the opponent is upwind, the
                      lycanthropy, is neither an affliction nor a curse.           range increases to 60 feet; if downwind, it drops to 15
                      It is not passed on by bite or claw attacks, and a           feet. Strong scents, such as smoke or rotting garbage, can
                      shifter can’t be cured—shifting is a natural ability         be detected at twice the ranges noted above. Overpower-
                      for the race.                                                ing scents, such as skunk musk or troglodyte stench, can
                  •   Low-Light Vision: Shifters can see twice as far as a         be detected at triple normal range. These stronger scents
                      human in starlight, moonlight, torchlight, and simi-         block other scents, so they can sometimes be used to con-
                      lar conditions of poor illumination. They retain             fuse or hamper this shifter trait.
                      the ability to distinguish color and detail under                 When a wildhunt shifter detects a scent, the exact
                      these conditions.                                            location of the source isn’t revealed—only its presence
                  •   +2 racial bonus on Balance, Climb, and Jump checks:          somewhere within range. The shifter can take a move
                      A shifter’s animalistic heritage enhances many of her        action to note the direction of the scent. Whenever the
                      physical skills.                                             shifter comes within 5 feet of the source, she pinpoints
                  •   Automatic Languages: Common. Bonus Languages:                the source’s location.
                      Elven, Gnome, Halfling, and Sylvan.                                While shifting, a wildhunt shifter who has the Track
                  •   Favored Class: Ranger. A multiclass shifter’s ranger         feat can follow tracks by smell, making Survival checks
                      class does not count when determining whether she            to fi nd or follow a trail. The typical DC for a fresh trail
                      takes an experience point penalty for multiclassing.         is 10 (regardless of the surface that holds the scent). This
                                                                                   DC increases or decreases depending on how strong the
                  Shifter Traits                                                   quarry’s odor is, the number of creatures producing
                  Each shifter has one of the following special traits, which is   the odor, and the age of the trail. For each hour that
                  selected when a character is created and cannot be changed       the trail grows cold, the DC increases by 2. This ability
                  thereafter.                                                      otherwise follows the rules for the Track feat. Shifters
                        Beasthide (Su): While shifting, a beasthide shifter        tracking by scent ignore the effects of surface conditions
                  gains a +2 bonus to Constitution and natural armor that          and poor visibility.
                  provides a +2 bonus to AC.                                            When not shifting, a wildhunt shifter gains a +2
                        Longtooth (Su): While shifting, a longtooth shifter        bonus on Survival checks due to the lingering effects of
                  gains a +2 bonus to Strength and grows fangs that can be         the scent ability.
                  used as a natural weapon, dealing 1d6 points of damage
                  (plus an additional +1 for every four character levels she
                  has) with a successful bite attack. She cannot attack more
                  than once per round with her bite, even if her base attack
                                                                                   WARFORGED to fight in the Last War,
                                                                                   Built as mindless machines
                  bonus is high enough to give her multiple attacks. She can       the warforged developed sentience as a side effect of the
                  use her bite as a secondary attack (taking a –5 penalty on       arcane experiments that sought to make them the ulti-
                  her attack roll) while wielding a weapon.                        mate weapons of destruction. With each successive model
                        Cliffwalk (Su): While shifting, a cliffwalk shifter        that emerged from the creation forges of House Cannith,
                  gains a +2 bonus to Dexterity and has a climb speed of           the warforged evolved until they became a new kind of
                  20 feet.                                                         creature—living constructs.
                        Razorclaw (Su): While shifting, a razorclaw shifter             Warforged are renowned for their combat prowess,
                  gains a +2 bonus to Strength and grows claws that can be         their size, and their single-minded focus. They make
                  used as natural weapons. These claws deal 1d4 points of          steadfast allies and fearsome enemies. Earlier warforged
                  damage (plus an additional +1 for every four character           models are true constructs; some of these remnants of
                  levels she has) with each successful attack. She can attack      the Last War appear in monstrous varieties, such as the
                  with one claw as a standard action or with two claws as a        warforged titan (described on page 302).
                  full attack action (as a primary natural weapon). She cannot          Personality: The warforged were made to fi ght in
                  attack more than once per round with a single claw, even         the Last War, and they continue to fulfi ll their purpose
                  if her base attack bonus is high enough to give her mul-         with distinction. They fi ght fiercely and usually without
                  tiple attacks. She can attack with a claw as a light off-hand    remorse, displaying adaptability impossible for mindless
                  weapon while wielding a weapon in her primary hand, but          constructs. Now that the war has ended, the warforged
                  all her attacks in that round take a –2 penalty.                 seek to adapt to life in this era of relative peace. Some have
                        Longstride (Su): While shifting, a longstride shifter      settled easily into new roles as artisans or laborers, while
                  gains a +2 bonus to Dexterity and a bonus of +10 feet to her     others wander as adventurers or even continue fighting the
                  base land speed.                                                 Last War despite the return of peace.
                        Wildhunt (Su): While shifting, a wildhunt shifter               Physical Description: Warforged appear as massive
                  gains a +2 bonus to Constitution and the scent ability.          humanoids molded from a composite of materials—obsidian,
                  This ability allows the shifter to detect approaching            iron, stone, darkwood, silver, and organic material—though




          20
they move with a surprising grace and flexibility. Flexible
plates connected by fibrous bundles make up the body of a
warforged, topped by a mostly featureless head.
      Warforged have no physical distinction of gender; all




                                                                              CHARACTER RACES
of them have a basically muscular, sexless body shape. In
personality, some warforged seem more masculine or femi-         Warforged
nine, but different people might judge the same warforged
in different ways. The warforged themselves seem uncon-
cerned with matters of gender. They do not age naturally,
though their bodies do decay slowly even as their minds
improve through learning and experience.
      Unique among constructs, warforged have learned to
modify their bodies through magic and training. Many
warforged are adorned with heavier metal plates than those
their creator originally endowed them with. This custom-
ized armor, built-in weaponry, and other enhancements
to their physical form help to differentiate one warforged
from another.
      Relations: As the warforged strive to find a place in
society for themselves after the Last War, they simultane-
ously struggle to find ways to relate to the races that created
them. In general, the humanoid races of Khorvaire regard
the warforged as an unpleasant reminder of the brutality of
the Last War and avoid dealing with them when possible.
      In Thrane and Karrnath, the warforged are still seen
as the property of the military forces that paid to have them
built, and most warforged in those nations serve as slave
labor, often used to repair buildings and roads damaged
or destroyed in the war. Throughout the rest of Khorvaire,
they have freedom but sometimes find themselves the vic-
tims of discrimination, hard-pressed to find work or any
kind of acceptance. Most warforged, not being particularly
emotional creatures, accept their struggles and servitude
with equanimity, but others seethe with resentment against
all other races as well as those warforged whose only desire
is to please their “masters.”
      Alignment: Warforged are generally neutral. They
were built to fight, not to wonder whether fighting is right.
Though they are perfectly capable of independent thought
and moral speculation, most choose not to wrestle with
ethical ideals.
      Warforged Lands: Warforged originated in Cyre
before its destruction and have no homeland. Most of them
have dispersed across Khorvaire, laboring as indentured
servants in Korth, Atur, and Flamekeep, or struggling to
find work and acceptance in Sharn or Korranberg. A few
congregate in the Mournland, attempting to build a new
warforged society free from the prejudice and mistrust of
the older races.
      Dragonmarks: The warforged never possess
dragonmarks.
      Religion: Just as most warforged are not inclined
to align themselves with any particular moral or ethi-
cal philosophy, few show much interest in religion.
Some warforged have found a kind of answer to
the questions of their existence by taking up
the cause of one religion or another, but these
remain a small (if rather vocal) minority among their
kind. A larger number gravitate to a messianic fi gure
called the Lord of Blades. This powerful leader gathers




                                                                             21
THE NATURE OF THE WARFORGED
                       Before the death of King Jarot and the start of the Last    near-sentience into his created warriors. It was Merrix’s
CHARACTER RACES




                       War, the master crafters of House Cannith turned their      son, Aarren, who made the breakthrough that resulted in
                       creation forges to the task of churning out new con-        the warforged becoming living constructs. The first war-
                       structs for a new age. Constructs designed for labor and    forged that were truly alive emerged from the creation
                       industry soon led to experiments with models developed      forges thirty-three years ago.
                       for exploration and defense. When King Jarot saw the              House Cannith sold warforged fighters throughout
                       possibilities inherent in the work of House Cannith,        the last thirty years of the war to anyone who could afford
                       he began to outline his plan to protect Galifar from        them. Breland, Thrane, and Cyre boasted the largest
                       the threats he imagined were gathering all around the       armies of warforged on the continent, and most of the
                       kingdom. King Jarot was growing more and more ner-          various competing factions had at least a token force of
                       vous about the dangers he believed were posed by the        warforged fighting for them. By the final years of the war,
                       monster hordes of the western reaches, the mysterious       the warforged had become thoroughly associated with the
                       elves of Aerenal, the barbarians of Argonnessen, and        ever-escalating conflict.
                       others from beyond his realm. At the king’s urging, House         As part of the Treaty of Thronehold, the docu-
                       Cannith began to experiment with constructs designed        ment that ended the Last War, two important decisions
                       for war.                                                    regarding the warforged were agreed upon. First, the
                             Merrix d’Cannith, one of the lords of the house,      status of the warforged changed; they were no longer
                       developed the first version of the warforged. It was a      property, they were people. Second, House Cannith
                       remarkable achievement, but Merrix believed he could        was forbidden to produce any new warforged; the
                       create an even better soldier. When King Jarot died         creation forges were shut down and destroyed. Some
                       and his scions divided the kingdom, each faction had a      nations, such as Thrane and Karrnath, sidestep the
                       complement of warforged fighters devoted to its cause. By    property clause through indentured servitude. Many
                       the second decade of the conflict, Merrix had introduced     people regard the warforged with suspicion, anger, or
                                                                                   fear, but the living constructs have begun to find a level
                                                                                   of acceptance they never imagined attaining when the
                                                                                   war ended.
                                                                                         Warforged do not reproduce. The vast majority of
                                                                                   warforged roaming the continent of Khorvaire are veter-
                                                                                   ans of the Last War. The oldest among them date back to
                                                                                   the original production run thirty-three years ago; the
                                                                                   newest emerged from the creation forges just over two
                                                                                   years ago in the last days of the war. Older warforged tend
                                                                                   to be fi ghters or barbarians. The more recently created
                                                                                   warforged, especially those less than five years old, are
                                                                                   more inclined to try different class options.
                                                                                         Two sources of new warforged currently operate
                                                                                   in secret. Merrix d’Cannith, grandson of the original
                                                                                   creator, continues to run an illegal creation forge in the
                                                                                   bowels of Sharn. Here, he continues his grand father’s
                                                                                   and father’s experiments. Sometimes he places the new
                                                                                   warforged in his employ, sometimes he sells them to
                                                                                   special clients, and sometimes he sets them free to see
                                                                                   how they choose to survive in the world (a good source
                                                                                   of warforged adventurers). To preserve his secret,
                                                                                   Merrix is circumspect and runs the creation forge
                                                                                   only sparingly.
                                                                                         The other source hides within the ruins of the
                                                                                   Mournland, where the renegade Lord of Blades con-
                                                                                   trols the remains of the Cannith forge that once oper-
                                                                                   ated in Cyre. He hasn’t really mastered the process, and
                                                                                   the forge was damaged in the disaster that destroyed the
                                                                                   nation, so he can only produce new warforged slowly and
                                                                                   in small numbers—and even then, some of the warforged
                  SP                                                               who emerge from his creation forge show signs of defects
                                                                                   and mutations.




                                                                                   A House Cannith
                                                                                     creation forge
a cultlike following of disaffected warforged by preach-                     —The unusual physical construction of war-
ing a return to the Mournland and rebellion against the                forged makes them vulnerable to certain spells and
“weak-fleshed” races.                                                   effects that normally don’t affect living creatures.
     Language: Warforged speak Common, since they                      A warforged takes damage from heat metal and chill




                                                                                                                                      CHARACTER RACES
were designed to communicate with their (mostly human)                 metal as if he were wearing metal armor. Likewise, a
creators and owners.                                                   warforged is affected by repel metal or stone as if he were
     Names: Warforged do not name themselves and only                  wearing metal armor. A warforged is repelled by
recently have begun to understand the need of other races              repel wood. The iron in the body of a warforged makes
to have names for everything. Many accept whatever names               him vulnerable to rusting grasp. The creature takes
others see fit to give them, and warforged traveling with               2d6 points of damage from the spell (Reflex half;
humans often are referred to by nicknames. Some war-                   save DC 14 + caster’s ability modifier). A warforged
forged, however, have come to see having a name as a defin-             takes the same damage from a rust monster’s touch
ing moment of their new existence, and thus search long                (Reflex DC 17 half). Spells such as stone to flesh, stone
and hard for the perfect name to attach to themselves.                 shape, warp wood, and wood shape affect objects only, and
     Adventurers: Adventuring is one way that warforged                thus cannot be used on the stone and wood parts of
can fit into the world—at least as well as any adventurer ever          a warforged.
fits in. In the wilds of Xen’drik, the ancient continent of                  —A warforged responds slightly differently from
secrets, few people care whether you were born or made, as             other living creatures when reduced to 0 hit points.
long as you can help keep your companions alive. A fairly              A warforged with 0 hit points is disabled, just like a
large number of warforged choose an adventuring life to                living creature. He can only take a single move action
escape from the confines of a society they didn’t create and            or standard action in each round, but strenuous activ-
at the same time engage in some meaningful activity.                   ity does not risk further injury. When his hit points
                                                                       are less than 0 and greater than –10, a warforged is
WARFORGED RACIAL TRAITS                                                inert. He is unconscious and helpless, and he cannot
•   Living Construct Subtype (Ex): Warforged are con-                  perform any actions. However, an inert warforged
    structs with the living construct subtype. A living                does not lose additional hit points unless more
    construct is a created being given sentience and free              damage is dealt to him, as with a living creature that
    will through powerful and complex creation enchant-                is stable.
    ments. Warforged are living constructs that combine                     —As a living construct, a warforged can be raised
    aspects of both constructs and living creatures, as                or resurrected.
    detailed below.                                                         —A warforged does not need to eat, sleep, or
        Features: As a living construct, a warforged has the           breathe, but he can still benefit from the effects of
    following features.                                                consumable spells and magic items such as heroes’ feast
         —A warforged derives its Hit Dice, base attack                and potions.
    bonus progression, saving throws, and skill points                      —Although living constructs do not need to sleep,
    from the class it selects.                                         a warforged wizard must rest for 8 hours before pre-
        Traits: A warforged possesses the following traits.            paring spells.
        —Unlike other constructs, a warforged has a Con-           •   +2 Constitution, –2 Wisdom, –2 Charisma: War-
    stitution score.                                                   forged are resilient and powerful, but their difficulty
        —Unlike other constructs, a warforged does not                 in relating to other creatures makes them seem aloof
    have low-light vision or darkvision.                               or even hostile.
         —Unlike other constructs, a warforged is not              •   Medium: As Medium constructs, warforged have no
    immune to mind-affecting spells and abilities.                     special bonuses or penalties due to their size.
        —Immunity to poison, sleep effects, paralysis, dis-        •   Warforged base land speed is 30 feet.
    ease, nausea, fatigue, exhaustion, effects that cause          •   Composite Plating: The plating used to build a
    the sickened condition, and energy drain.                          warforged provides a +2 armor bonus. This plating
        —A warforged cannot heal damage naturally.                     is not natural armor and does not stack with other
        —Unlike other constructs, warforged are subject                effects that give an armor bonus (other than natural
    to critical hits, nonlethal damage, stunning, ability              armor). This composite plating occupies the same
    damage, ability drain, and death effects or necro-                 space on the body as a suit of armor or a robe, and
    mancy effects.                                                     thus a warforged cannot wear armor or magic robes.
        —As living constructs, warforged can be affected               Warforged can be enchanted just as armor can be.
    by spells that target living creatures as well as by those         The character must be present for the entire time it
    that target constructs. Damage dealt to a warforged                takes to enchant him.
    can be healed by a cure light wounds spell or a repair light            Composite plating also provides a warforged
    damage spell, for example, and a warforged is vulner-              with a 5% arcane spell failure chance, similar to
    able to disable construct and harm. However, spells from           the penalty for wearing light armor. Any class abil-
    the healing subschool and supernatural abilities that              ity that allows a warforged to ignore the arcane spell
    cure hit point damage or ability damage provide only               failure chance for light armor lets him ignore this
    half their normal effect to a warforged.                           penalty as well.




                                                                                                                                     23
•   Light Fortification (Ex): When a critical hit or sneak        Sharn (in Breland), and thus have more in common with the
                      attack is scored on a warforged, there is a 25% chance       humans of Breland than with other elves. Members of all
                      that the critical hit or sneak attack is negated and         the common races are regularly found in cities across Khor-
                      damage is instead rolled normally.                           vaire, mingling with every other race and, at least to some
CHARACTER RACES




                  •   A warforged has a natural weapon in the form of a            extent, taking on the characteristics of the host culture.
                      slam attack that deals 1d4 points of damage.                      Classes, feats, and prestige classes marked with a
                  •   Automatic Languages: Common. Bonus Languages:                superscript E (E) are new to this campaign setting. Classes,
                      None.                                                        skills, feats, and prestige classes marked with a super-
                  •   Favored Class: Fighter. A multiclass warforged’s             script P (P) are from the Expanded Psionics Handbook. All other
                      fighter class does not count when determining                classes, skills, feats, and prestige classes mentioned here
                      whether he takes an experience point penalty for             can be found in the core rulebooks (the Player’s Handbook
                      multiclassing.                                               and Dungeon Master’s Guide).

                                                                                   ADAR
                  OTHERa RACES where members of many
                  Khorvaire is complex region
                                                                                   The residents of Adar are mostly human and kalashtar.
                                                                                   Their opposition to the Inspired rulers of Riedra defines
                  different races may meet as equals and find themselves            their culture, and many of them have learned effective
                  on the same side of a conflict. The goblinoid kingdom of          techniques for resisting psionic powers.
                  Darguun, the orc populace of the Shadow Marches, and                   Classes: Monk, psionP, psychic warriorP, rogue, soul-
                  the monster realm of Droaam are significant players in the        knifeP, wilderP.
                  political scene of Khorvaire. It is only fitting, then, that            Skills: AutohypnosisP, Knowledge (psionics)P, Knowl-
                  hobgoblins, goblins, bugbears, orcs, gnolls, and a variety       edge (religion), Survival.
                  of other creatures commonly viewed as monsters might                   Feats: Strong MindE, Wild TalentP.
                  appear as player characters in an EBERRON campaign.                    Prestige Classes: Assassin, elocaterP, master inquisi-
                       All the rules you need to play a character belonging to     tive , pyrokineticistP, shadowdancer, war mindP.
                                                                                       E

                  one of these races are found in the Monster Manual and Dungeon
                  Master’s Guide. Cultural information about many monstrous        AERENAL
                  races appears in Chapter 7: Life in the World, particularly      The natives of Aerenal are all elves. They revere their
                  in the sections concerning Darguun, Droaam, and the              dead ancestors—to the point of keeping them close as
                  Shadow Marches.                                                  death less creatures.
                       Dragon player characters are not recommended in                 Classes: Cleric (the Undying Court), ranger, wizard.
                  an EBERRON campaign, since the motivations and outlook               Skills: Craft (woodcarving), Knowledge (religion),
                  of dragons are far removed from what is familiar to the          Profession (lumberjack).
                  humanoids of Eberron. Similarly, sahuagin and drow are               Feats: Right of CounselE.
                  not ideal races for player characters.                               Prestige Classes: Arcane archer, archmage, eldritch
                                                                                   knight, hierophant, loremaster, mystic theurge.

                  REGIONanOF Ocampaign is never just a human
                  A character in E
                                   RIGIN
                                      BERRON
                                                                                   ARGONNESSEN
                                                                                   Tribes of human barbarians inhabit the northern coast of
                  or a dwarf: He is a human from Thrane or a dwarf from            Argonnessen, the continent southeast of Khorvaire, and
                  the Mror Holds. Humans from Thrane have all the same             the nearby island of Seren. They view the dragons of that
                  game statistics as humans from Breland or Riedra, but            continent as divine patrons and protectors, and incorpo-
                  they differ in important cultural ways. In the context           rate draconic elements into their clothing and culture.
                  of the game, these cultural differences are expressed in              Classes: Barbarian, druid.
                  the choices of class, skills, feats, and prestige classes that        Skills: Knowledge (nature), Survival.
                  characters from different regions make. In addition, a                Feats: Dragon RageE, Dragon TotemE, Extend RageE,
                  character’s region of origin can dictate his selection of        Raging Luck E.
                  animal companions (if he is a druid or ranger).                       Prestige Classes: Dragon disciple, hierophant.
                       This section describes the most common choices of
                  game-related options for each known region of Eberron.           AUNDAIR
                  The countries and regions of the world are described in          The people of Aundair, mostly human but intermingled
                  much greater detail in Chapter 7: Life in the World. These       with the other common races, value both education and
                  choices are not intended to be restrictive, since exceptions     agriculture.
                  always exist to such general rules. They simply offer guide-          Classes: Artificer E, bard, cleric (Sovereign Host),
                  lines for making a character seem like a representative of       monk, wizard.
                  his native culture.                                                   Skills: Knowledge (any), Profession (vintner).
                       A character’s race does not necessarily have any bear-           Feats: Education E, Favored in HouseE, Monastic
                  ing on his region of origin. An elf character, for example,      TrainingE.
                  might come from ancient Aerenal or from Valenar, or he                Prestige Classes: Archmage, dragonmark heirE, heir
                  might come from a long line of elves that live in the city of    of SiberysE, hierophant, loremaster, master inquisitiveE.




          24

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  • 1. with two shifter feats can shift two times per day enemies, sniff out hidden foes, and track by sense of (instead of the usual one), and each use of the ability smell. A wildhunt shifter can identify familiar odors lasts for a number of rounds equal to 5 (instead of 3) just as a human does familiar sights. + the shifter’s Con modifier. A wildhunt shifter can detect opponents within 30 CHARACTER RACES Shifting, though related to and developed from feet by sense of smell. If the opponent is upwind, the lycanthropy, is neither an affliction nor a curse. range increases to 60 feet; if downwind, it drops to 15 It is not passed on by bite or claw attacks, and a feet. Strong scents, such as smoke or rotting garbage, can shifter can’t be cured—shifting is a natural ability be detected at twice the ranges noted above. Overpower- for the race. ing scents, such as skunk musk or troglodyte stench, can • Low-Light Vision: Shifters can see twice as far as a be detected at triple normal range. These stronger scents human in starlight, moonlight, torchlight, and simi- block other scents, so they can sometimes be used to con- lar conditions of poor illumination. They retain fuse or hamper this shifter trait. the ability to distinguish color and detail under When a wildhunt shifter detects a scent, the exact these conditions. location of the source isn’t revealed—only its presence • +2 racial bonus on Balance, Climb, and Jump checks: somewhere within range. The shifter can take a move A shifter’s animalistic heritage enhances many of her action to note the direction of the scent. Whenever the physical skills. shifter comes within 5 feet of the source, she pinpoints • Automatic Languages: Common. Bonus Languages: the source’s location. Elven, Gnome, Halfling, and Sylvan. While shifting, a wildhunt shifter who has the Track • Favored Class: Ranger. A multiclass shifter’s ranger feat can follow tracks by smell, making Survival checks class does not count when determining whether she to fi nd or follow a trail. The typical DC for a fresh trail takes an experience point penalty for multiclassing. is 10 (regardless of the surface that holds the scent). This DC increases or decreases depending on how strong the Shifter Traits quarry’s odor is, the number of creatures producing Each shifter has one of the following special traits, which is the odor, and the age of the trail. For each hour that selected when a character is created and cannot be changed the trail grows cold, the DC increases by 2. This ability thereafter. otherwise follows the rules for the Track feat. Shifters Beasthide (Su): While shifting, a beasthide shifter tracking by scent ignore the effects of surface conditions gains a +2 bonus to Constitution and natural armor that and poor visibility. provides a +2 bonus to AC. When not shifting, a wildhunt shifter gains a +2 Longtooth (Su): While shifting, a longtooth shifter bonus on Survival checks due to the lingering effects of gains a +2 bonus to Strength and grows fangs that can be the scent ability. used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack WARFORGED to fight in the Last War, Built as mindless machines bonus is high enough to give her multiple attacks. She can the warforged developed sentience as a side effect of the use her bite as a secondary attack (taking a –5 penalty on arcane experiments that sought to make them the ulti- her attack roll) while wielding a weapon. mate weapons of destruction. With each successive model Cliffwalk (Su): While shifting, a cliffwalk shifter that emerged from the creation forges of House Cannith, gains a +2 bonus to Dexterity and has a climb speed of the warforged evolved until they became a new kind of 20 feet. creature—living constructs. Razorclaw (Su): While shifting, a razorclaw shifter Warforged are renowned for their combat prowess, gains a +2 bonus to Strength and grows claws that can be their size, and their single-minded focus. They make used as natural weapons. These claws deal 1d4 points of steadfast allies and fearsome enemies. Earlier warforged damage (plus an additional +1 for every four character models are true constructs; some of these remnants of levels she has) with each successful attack. She can attack the Last War appear in monstrous varieties, such as the with one claw as a standard action or with two claws as a warforged titan (described on page 302). full attack action (as a primary natural weapon). She cannot Personality: The warforged were made to fi ght in attack more than once per round with a single claw, even the Last War, and they continue to fulfi ll their purpose if her base attack bonus is high enough to give her mul- with distinction. They fi ght fiercely and usually without tiple attacks. She can attack with a claw as a light off-hand remorse, displaying adaptability impossible for mindless weapon while wielding a weapon in her primary hand, but constructs. Now that the war has ended, the warforged all her attacks in that round take a –2 penalty. seek to adapt to life in this era of relative peace. Some have Longstride (Su): While shifting, a longstride shifter settled easily into new roles as artisans or laborers, while gains a +2 bonus to Dexterity and a bonus of +10 feet to her others wander as adventurers or even continue fighting the base land speed. Last War despite the return of peace. Wildhunt (Su): While shifting, a wildhunt shifter Physical Description: Warforged appear as massive gains a +2 bonus to Constitution and the scent ability. humanoids molded from a composite of materials—obsidian, This ability allows the shifter to detect approaching iron, stone, darkwood, silver, and organic material—though 20
  • 2. they move with a surprising grace and flexibility. Flexible plates connected by fibrous bundles make up the body of a warforged, topped by a mostly featureless head. Warforged have no physical distinction of gender; all CHARACTER RACES of them have a basically muscular, sexless body shape. In personality, some warforged seem more masculine or femi- Warforged nine, but different people might judge the same warforged in different ways. The warforged themselves seem uncon- cerned with matters of gender. They do not age naturally, though their bodies do decay slowly even as their minds improve through learning and experience. Unique among constructs, warforged have learned to modify their bodies through magic and training. Many warforged are adorned with heavier metal plates than those their creator originally endowed them with. This custom- ized armor, built-in weaponry, and other enhancements to their physical form help to differentiate one warforged from another. Relations: As the warforged strive to find a place in society for themselves after the Last War, they simultane- ously struggle to find ways to relate to the races that created them. In general, the humanoid races of Khorvaire regard the warforged as an unpleasant reminder of the brutality of the Last War and avoid dealing with them when possible. In Thrane and Karrnath, the warforged are still seen as the property of the military forces that paid to have them built, and most warforged in those nations serve as slave labor, often used to repair buildings and roads damaged or destroyed in the war. Throughout the rest of Khorvaire, they have freedom but sometimes find themselves the vic- tims of discrimination, hard-pressed to find work or any kind of acceptance. Most warforged, not being particularly emotional creatures, accept their struggles and servitude with equanimity, but others seethe with resentment against all other races as well as those warforged whose only desire is to please their “masters.” Alignment: Warforged are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals. Warforged Lands: Warforged originated in Cyre before its destruction and have no homeland. Most of them have dispersed across Khorvaire, laboring as indentured servants in Korth, Atur, and Flamekeep, or struggling to find work and acceptance in Sharn or Korranberg. A few congregate in the Mournland, attempting to build a new warforged society free from the prejudice and mistrust of the older races. Dragonmarks: The warforged never possess dragonmarks. Religion: Just as most warforged are not inclined to align themselves with any particular moral or ethi- cal philosophy, few show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. A larger number gravitate to a messianic fi gure called the Lord of Blades. This powerful leader gathers 21
  • 3. THE NATURE OF THE WARFORGED Before the death of King Jarot and the start of the Last near-sentience into his created warriors. It was Merrix’s CHARACTER RACES War, the master crafters of House Cannith turned their son, Aarren, who made the breakthrough that resulted in creation forges to the task of churning out new con- the warforged becoming living constructs. The first war- structs for a new age. Constructs designed for labor and forged that were truly alive emerged from the creation industry soon led to experiments with models developed forges thirty-three years ago. for exploration and defense. When King Jarot saw the House Cannith sold warforged fighters throughout possibilities inherent in the work of House Cannith, the last thirty years of the war to anyone who could afford he began to outline his plan to protect Galifar from them. Breland, Thrane, and Cyre boasted the largest the threats he imagined were gathering all around the armies of warforged on the continent, and most of the kingdom. King Jarot was growing more and more ner- various competing factions had at least a token force of vous about the dangers he believed were posed by the warforged fighting for them. By the final years of the war, monster hordes of the western reaches, the mysterious the warforged had become thoroughly associated with the elves of Aerenal, the barbarians of Argonnessen, and ever-escalating conflict. others from beyond his realm. At the king’s urging, House As part of the Treaty of Thronehold, the docu- Cannith began to experiment with constructs designed ment that ended the Last War, two important decisions for war. regarding the warforged were agreed upon. First, the Merrix d’Cannith, one of the lords of the house, status of the warforged changed; they were no longer developed the first version of the warforged. It was a property, they were people. Second, House Cannith remarkable achievement, but Merrix believed he could was forbidden to produce any new warforged; the create an even better soldier. When King Jarot died creation forges were shut down and destroyed. Some and his scions divided the kingdom, each faction had a nations, such as Thrane and Karrnath, sidestep the complement of warforged fighters devoted to its cause. By property clause through indentured servitude. Many the second decade of the conflict, Merrix had introduced people regard the warforged with suspicion, anger, or fear, but the living constructs have begun to find a level of acceptance they never imagined attaining when the war ended. Warforged do not reproduce. The vast majority of warforged roaming the continent of Khorvaire are veter- ans of the Last War. The oldest among them date back to the original production run thirty-three years ago; the newest emerged from the creation forges just over two years ago in the last days of the war. Older warforged tend to be fi ghters or barbarians. The more recently created warforged, especially those less than five years old, are more inclined to try different class options. Two sources of new warforged currently operate in secret. Merrix d’Cannith, grandson of the original creator, continues to run an illegal creation forge in the bowels of Sharn. Here, he continues his grand father’s and father’s experiments. Sometimes he places the new warforged in his employ, sometimes he sells them to special clients, and sometimes he sets them free to see how they choose to survive in the world (a good source of warforged adventurers). To preserve his secret, Merrix is circumspect and runs the creation forge only sparingly. The other source hides within the ruins of the Mournland, where the renegade Lord of Blades con- trols the remains of the Cannith forge that once oper- ated in Cyre. He hasn’t really mastered the process, and the forge was damaged in the disaster that destroyed the nation, so he can only produce new warforged slowly and in small numbers—and even then, some of the warforged SP who emerge from his creation forge show signs of defects and mutations. A House Cannith creation forge
  • 4. a cultlike following of disaffected warforged by preach- —The unusual physical construction of war- ing a return to the Mournland and rebellion against the forged makes them vulnerable to certain spells and “weak-fleshed” races. effects that normally don’t affect living creatures. Language: Warforged speak Common, since they A warforged takes damage from heat metal and chill CHARACTER RACES were designed to communicate with their (mostly human) metal as if he were wearing metal armor. Likewise, a creators and owners. warforged is affected by repel metal or stone as if he were Names: Warforged do not name themselves and only wearing metal armor. A warforged is repelled by recently have begun to understand the need of other races repel wood. The iron in the body of a warforged makes to have names for everything. Many accept whatever names him vulnerable to rusting grasp. The creature takes others see fit to give them, and warforged traveling with 2d6 points of damage from the spell (Reflex half; humans often are referred to by nicknames. Some war- save DC 14 + caster’s ability modifier). A warforged forged, however, have come to see having a name as a defin- takes the same damage from a rust monster’s touch ing moment of their new existence, and thus search long (Reflex DC 17 half). Spells such as stone to flesh, stone and hard for the perfect name to attach to themselves. shape, warp wood, and wood shape affect objects only, and Adventurers: Adventuring is one way that warforged thus cannot be used on the stone and wood parts of can fit into the world—at least as well as any adventurer ever a warforged. fits in. In the wilds of Xen’drik, the ancient continent of —A warforged responds slightly differently from secrets, few people care whether you were born or made, as other living creatures when reduced to 0 hit points. long as you can help keep your companions alive. A fairly A warforged with 0 hit points is disabled, just like a large number of warforged choose an adventuring life to living creature. He can only take a single move action escape from the confines of a society they didn’t create and or standard action in each round, but strenuous activ- at the same time engage in some meaningful activity. ity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is WARFORGED RACIAL TRAITS inert. He is unconscious and helpless, and he cannot • Living Construct Subtype (Ex): Warforged are con- perform any actions. However, an inert warforged structs with the living construct subtype. A living does not lose additional hit points unless more construct is a created being given sentience and free damage is dealt to him, as with a living creature that will through powerful and complex creation enchant- is stable. ments. Warforged are living constructs that combine —As a living construct, a warforged can be raised aspects of both constructs and living creatures, as or resurrected. detailed below. —A warforged does not need to eat, sleep, or Features: As a living construct, a warforged has the breathe, but he can still benefit from the effects of following features. consumable spells and magic items such as heroes’ feast —A warforged derives its Hit Dice, base attack and potions. bonus progression, saving throws, and skill points —Although living constructs do not need to sleep, from the class it selects. a warforged wizard must rest for 8 hours before pre- Traits: A warforged possesses the following traits. paring spells. —Unlike other constructs, a warforged has a Con- • +2 Constitution, –2 Wisdom, –2 Charisma: War- stitution score. forged are resilient and powerful, but their difficulty —Unlike other constructs, a warforged does not in relating to other creatures makes them seem aloof have low-light vision or darkvision. or even hostile. —Unlike other constructs, a warforged is not • Medium: As Medium constructs, warforged have no immune to mind-affecting spells and abilities. special bonuses or penalties due to their size. —Immunity to poison, sleep effects, paralysis, dis- • Warforged base land speed is 30 feet. ease, nausea, fatigue, exhaustion, effects that cause • Composite Plating: The plating used to build a the sickened condition, and energy drain. warforged provides a +2 armor bonus. This plating —A warforged cannot heal damage naturally. is not natural armor and does not stack with other —Unlike other constructs, warforged are subject effects that give an armor bonus (other than natural to critical hits, nonlethal damage, stunning, ability armor). This composite plating occupies the same damage, ability drain, and death effects or necro- space on the body as a suit of armor or a robe, and mancy effects. thus a warforged cannot wear armor or magic robes. —As living constructs, warforged can be affected Warforged can be enchanted just as armor can be. by spells that target living creatures as well as by those The character must be present for the entire time it that target constructs. Damage dealt to a warforged takes to enchant him. can be healed by a cure light wounds spell or a repair light Composite plating also provides a warforged damage spell, for example, and a warforged is vulner- with a 5% arcane spell failure chance, similar to able to disable construct and harm. However, spells from the penalty for wearing light armor. Any class abil- the healing subschool and supernatural abilities that ity that allows a warforged to ignore the arcane spell cure hit point damage or ability damage provide only failure chance for light armor lets him ignore this half their normal effect to a warforged. penalty as well. 23
  • 5. Light Fortification (Ex): When a critical hit or sneak Sharn (in Breland), and thus have more in common with the attack is scored on a warforged, there is a 25% chance humans of Breland than with other elves. Members of all that the critical hit or sneak attack is negated and the common races are regularly found in cities across Khor- damage is instead rolled normally. vaire, mingling with every other race and, at least to some CHARACTER RACES • A warforged has a natural weapon in the form of a extent, taking on the characteristics of the host culture. slam attack that deals 1d4 points of damage. Classes, feats, and prestige classes marked with a • Automatic Languages: Common. Bonus Languages: superscript E (E) are new to this campaign setting. Classes, None. skills, feats, and prestige classes marked with a super- • Favored Class: Fighter. A multiclass warforged’s script P (P) are from the Expanded Psionics Handbook. All other fighter class does not count when determining classes, skills, feats, and prestige classes mentioned here whether he takes an experience point penalty for can be found in the core rulebooks (the Player’s Handbook multiclassing. and Dungeon Master’s Guide). ADAR OTHERa RACES where members of many Khorvaire is complex region The residents of Adar are mostly human and kalashtar. Their opposition to the Inspired rulers of Riedra defines different races may meet as equals and find themselves their culture, and many of them have learned effective on the same side of a conflict. The goblinoid kingdom of techniques for resisting psionic powers. Darguun, the orc populace of the Shadow Marches, and Classes: Monk, psionP, psychic warriorP, rogue, soul- the monster realm of Droaam are significant players in the knifeP, wilderP. political scene of Khorvaire. It is only fitting, then, that Skills: AutohypnosisP, Knowledge (psionics)P, Knowl- hobgoblins, goblins, bugbears, orcs, gnolls, and a variety edge (religion), Survival. of other creatures commonly viewed as monsters might Feats: Strong MindE, Wild TalentP. appear as player characters in an EBERRON campaign. Prestige Classes: Assassin, elocaterP, master inquisi- All the rules you need to play a character belonging to tive , pyrokineticistP, shadowdancer, war mindP. E one of these races are found in the Monster Manual and Dungeon Master’s Guide. Cultural information about many monstrous AERENAL races appears in Chapter 7: Life in the World, particularly The natives of Aerenal are all elves. They revere their in the sections concerning Darguun, Droaam, and the dead ancestors—to the point of keeping them close as Shadow Marches. death less creatures. Dragon player characters are not recommended in Classes: Cleric (the Undying Court), ranger, wizard. an EBERRON campaign, since the motivations and outlook Skills: Craft (woodcarving), Knowledge (religion), of dragons are far removed from what is familiar to the Profession (lumberjack). humanoids of Eberron. Similarly, sahuagin and drow are Feats: Right of CounselE. not ideal races for player characters. Prestige Classes: Arcane archer, archmage, eldritch knight, hierophant, loremaster, mystic theurge. REGIONanOF Ocampaign is never just a human A character in E RIGIN BERRON ARGONNESSEN Tribes of human barbarians inhabit the northern coast of or a dwarf: He is a human from Thrane or a dwarf from Argonnessen, the continent southeast of Khorvaire, and the Mror Holds. Humans from Thrane have all the same the nearby island of Seren. They view the dragons of that game statistics as humans from Breland or Riedra, but continent as divine patrons and protectors, and incorpo- they differ in important cultural ways. In the context rate draconic elements into their clothing and culture. of the game, these cultural differences are expressed in Classes: Barbarian, druid. the choices of class, skills, feats, and prestige classes that Skills: Knowledge (nature), Survival. characters from different regions make. In addition, a Feats: Dragon RageE, Dragon TotemE, Extend RageE, character’s region of origin can dictate his selection of Raging Luck E. animal companions (if he is a druid or ranger). Prestige Classes: Dragon disciple, hierophant. This section describes the most common choices of game-related options for each known region of Eberron. AUNDAIR The countries and regions of the world are described in The people of Aundair, mostly human but intermingled much greater detail in Chapter 7: Life in the World. These with the other common races, value both education and choices are not intended to be restrictive, since exceptions agriculture. always exist to such general rules. They simply offer guide- Classes: Artificer E, bard, cleric (Sovereign Host), lines for making a character seem like a representative of monk, wizard. his native culture. Skills: Knowledge (any), Profession (vintner). A character’s race does not necessarily have any bear- Feats: Education E, Favored in HouseE, Monastic ing on his region of origin. An elf character, for example, TrainingE. might come from ancient Aerenal or from Valenar, or he Prestige Classes: Archmage, dragonmark heirE, heir might come from a long line of elves that live in the city of of SiberysE, hierophant, loremaster, master inquisitiveE. 24