races of eberron

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Races of Eberron Changelings Silver-Tongue: Changelings possess a +2 racial bonus to Bluff, Intimidate, and Sense Motive checks. Natural Linguist: Changelings add Linguistics to their list of class skills for any class they adopt. Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling's facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action. Languages: Changelings automatically start of with Common. If they have high enough Intelligence scores, they can also learn Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential. CHANGELING RACIAL TRAITS +2 to any one ability score: Because of their human ancestry, changelings are very adaptable. Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype. Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size. Normal Speed: Changelings have a base speed of 30 feet. Slippery Mind: Changelings possess a +2 racial bonus on saving throws against sleep and charm effects.

Kalashtar

Races of Eberronoppress the kalashtar. KALASHTAR RACIAL TRAITS +2 to any one ability score: Kalashtar are very adaptable creatures thanks to their dual nature. Medium: As Medium creatures, kalashtar have no special bonuses or penalties due to their size. Normal Speed: Kalashtar have a base speed of 30 feet. Strong Mind: Kalashtar receive a +2 racial bonus on saving throws against mindaffecting spells and abilities, and possession. Master Socialite: Kalashtar receive a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Human Resemblance: Kalashtar receive a +2 racial bonus on Disguise checks made to impersonate a human. Dreamless: Kalashtar sleep but they do not dream. As such, they have immunity to the dream an nightmare spells, as well as any other effect that relies on the target's ability to dream. Naturally Psionic: Kalashtar gain 1 extra power point per character level, regardless of whether they choose a psionic class. Psi-Like Abilities: Mindlink (1/day). This ability is like the power manifested by a wilder of the kalashtar's Hit Dice (minimum 1st level). Languages: Kalashtar automatically start with Common and Quor. If they have high Intelligence scores, they can also learn Draconic and Riedran.

The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true. It took three hundred years for the other quori to discover a similar means to physical project their spirits out of Dal Quor and possess human bodies, forming the Inspired, while leaving their own bodies behind-much as mortals project their minds to Dal Quor when they dream. For fifteen hundred years now, the Inspired in their vast kingdom of Riedra have continued to persecute and

Shifters

Races of Eberronof the character's physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifters traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter's Con modifier. (If a shifter trait or other effect increases the character's Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability. These shifter feats are described in Chapter 3 of the Eberron Campaign Setting Guide. Every shifter feat a character takes increases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter's Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attack, and a shifter can't be cured-shifting is a natural ability for the race. Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions. Athletic: Shifters receive a +2 racial bonus on Acrobatics and Climb checks. Languages: Shifters start out knowing Common. If they have a high enough Intelligence score, they can also learn Elven, Gnome, Halfling, and Sylvan.

Shifters, sometimes called the weretouched, are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features-a state they cal shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity. SHIFTER RACIAL TRAITS +2 Dexterity, +2 Wisdom, -2 Constitution: Shifters are lithe, agile, and instinctual, but rely more on speed then stamina. Shapechanger Subtype: Shifters are humanoids with the shapechanger subtype. Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size. Normal Speed Shifters have a base speed of 30 feet. Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian's rage. Each shifter has one of six shifter traits-characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one

Warforged

Races of Eberronconstruct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below. Features: As a living construct, a warforged has the following features. A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects. Traits: A warforged possesses the following traits. Unlike other constructs, a warforged has a constitution score. Unlike other constructs, a warforged does not have lowlight vision or darkvision. Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities. Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal

Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature-living constructs. Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged models are true constructs: some of these remnants of the Last War appear in monstrous varieties, such as the warforged titan. WARFORGED RACIAL TRAITS +2 Constitution, +2 Intelligence, -2 Charisma: Warforged are resilient, powerful, and bright, but their difficulty in relating to other creatures makes them seem aloof or even hostile. Living Construct Subtype (Ex): Warforged are constructs with the living

Races of Eberron effect to a warforged. The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affects objects only, and thus cannot be used on the stone and wood parts of a warforged. A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. As a living construct, a warforged can be raised or resurrected. A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells. Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size. Normal Speed: Warforged have a base speed of 30 feet. Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well. Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Slam: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage. Languages: Warforged automatically start

Races of Eberronof with Common.