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  1. 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 30CHARACTER 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. 2. they move with a surprising grace and flexibility. Flexibleplates connected by fibrous bundles make up the body of awarforged, topped by a mostly featureless head. Warforged have no physical distinction of gender; all CHARACTER RACESof them have a basically muscular, sexless body shape. Inpersonality, some warforged seem more masculine or femi- Warforgednine, but different people might judge the same warforgedin 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 mindsimprove through learning and experience. Unique among constructs, warforged have learned tomodify their bodies through magic and training. Manywarforged are adorned with heavier metal plates than thosetheir creator originally endowed them with. This custom-ized armor, built-in weaponry, and other enhancementsto their physical form help to differentiate one warforgedfrom another. Relations: As the warforged strive to find a place insociety for themselves after the Last War, they simultane-ously struggle to find ways to relate to the races that createdthem. In general, the humanoid races of Khorvaire regardthe warforged as an unpleasant reminder of the brutality ofthe Last War and avoid dealing with them when possible. In Thrane and Karrnath, the warforged are still seenas the property of the military forces that paid to have thembuilt, and most warforged in those nations serve as slavelabor, often used to repair buildings and roads damagedor 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 anykind of acceptance. Most warforged, not being particularlyemotional creatures, accept their struggles and servitudewith equanimity, but others seethe with resentment againstall other races as well as those warforged whose only desireis to please their “masters.” Alignment: Warforged are generally neutral. Theywere built to fight, not to wonder whether fighting is right.Though they are perfectly capable of independent thoughtand moral speculation, most choose not to wrestle withethical ideals. Warforged Lands: Warforged originated in Cyrebefore its destruction and have no homeland. Most of themhave dispersed across Khorvaire, laboring as indenturedservants in Korth, Atur, and Flamekeep, or struggling tofind work and acceptance in Sharn or Korranberg. A fewcongregate in the Mournland, attempting to build a newwarforged society free from the prejudice and mistrust ofthe older races. Dragonmarks: The warforged never possessdragonmarks. Religion: Just as most warforged are not inclinedto align themselves with any particular moral or ethi-cal philosophy, few show much interest in religion.Some warforged have found a kind of answer tothe questions of their existence by taking upthe cause of one religion or another, but theseremain a small (if rather vocal) minority among theirkind. A larger number gravitate to a messianic fi gurecalled the Lord of Blades. This powerful leader gathers 21
  3. 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’sCHARACTER 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. 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 RACESwere designed to communicate with their (mostly human) metal as if he were wearing metal armor. Likewise, acreators 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 byrecently have begun to understand the need of other races repel wood. The iron in the body of a warforged makesto have names for everything. Many accept whatever names him vulnerable to rusting grasp. The creature takesothers 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 warforgedforged, however, have come to see having a name as a defin- takes the same damage from a rust monster’s touching moment of their new existence, and thus search long (Reflex DC 17 half). Spells such as stone to flesh, stoneand 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 ofcan 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 fromsecrets, 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 alarge number of warforged choose an adventuring life to living creature. He can only take a single move actionescape 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 isWARFORGED 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. 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 someCHARACTER 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