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
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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