These beliefs extend to the vessel families as well as with the outside world. Over the last forty years this
the common peasantry; empty vessels eagerly await changed dramatically. Today Inspired ambassadors can
the chance to serve as bearers of the wisdom of the be found in cities across the globe. Beautiful, clever, and
past, believing that it is the final step to enlightenment. generous with the wealth of their nation, the Inspired
Through the course of the bonding a vessel will eventu- have found favor in the courts of Khorvaire. While
ally learn the true nature of his quori partner, but most they maintain a strict policy of neutrality, the lords of
vessels are soon corrupted by the power of the Inspired Riedra have strong ties to the young nation of Q’barra.
personality and no longer care about their old beliefs. The Inspired want access to the rich dragonshard
Riedrans consider all foreigners to be barbarians. deposits of Q’barra; the Q’barrans primarily trade for
CHAPTER 5 Foreigners live for the pleasures of the moment and food and spices, but they have also accepted the aid
OTHER RACES risk their eternal souls for temporary power. They are of Riedran troops, allowing the Inspired to establish
superstitious fools who make up gods and demons two garrisons to help defend against the lizardfolk and
to avoid facing their own fears. They are violent and Lhazaar raiders. So far the Riedran soldiers have been a
dangerous. As a result of these beliefs, Riedrans pity great help for the people of Q’barra, but the time could
foreigners and do their best to avoid them. come when this foothold will prove a threat to Q’barra
As for the Inspired themselves, the quori believe and Khorvaire itself.
only in the quori and the supremacy of the Dreaming INSPIRED CHARACTERS
Dark. The Dark is their god, and they see themselves as
angels: divine and immortal, superior to any creature Inspired are not intended for use as player charac-
of mere flesh and blood. Humans are toys and cattle, ters. Virtual immortality and biplanar existence
tools to be put to use and thrown away when they have are both difficult abilities to balance within a party.
served their purposes. The kalashtar are a better match for PC adventurers;
Language: Riedran is the dominant tongue of the newborn kalashtar (see page 59) are an option for
land. All vessels learn Quor, which is considered to be the characters who want to have a close tie to the Inspired
language of the enlightened; most business in the Riedran for purposes of backstory.
courts is conducted in Quor. Many vessels learn Common Adventuring Inspired: The Inspired have no
in order to conduct business in foreign courts. interest in personal wealth or power; their daily life
Relations: Throughout the history of Galifar, Riedra is merely a shadow of their true life on Dal Quor. An
was an isolationist nation that had virtually no contact Inspired may assemble a team of dungeon delvers to
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ROLEPLAYING AN INSPIRED meet every night in Dal Quor and spend hours planning
The Inspired are cunning and subtle creatures. As true their next moves.
immortals, their patience is even greater than that of the
elves; an Inspired scheme may take years or even centu- Being virtually immortal, Inspired make ideal recurring
ries to come to fruition. If the Inspired have a racial flaw, villains. Death and imprisonment are only temporary set-
it is their arrogance. An Inspired considers all mortal crea- backs for an agent of the Dreaming Dark; as soon as she
tures to be animals, incapable of matching wits with an settles into a new vessel, she can return to battle the party
immortal; this may cause the Inspired to underestimate once more. The Inspired should be the villains adventurers
the abilities of an adventuring party. The Inspired are also love to hate, turning up when least expected. After all, can
extremely vain. They can overcome this flaw in order to a character ever be certain that the seemingly harmless
accomplish a critical mission, but in general they expect innkeeper isn’t possessed by his archenemy Torashana?
to have the best of everything: fine clothes, exotic foods,
and most of all beautiful hosts. An Inspired will quickly Here are some tips and ideas to use when playing one
abandon a host who is crippled, disfigured, or beginning of the Inspired. These apply only if the true nature of the
to suffer the ravages of age. character is known; otherwise, the quori acts in a manner
that fits its current disguise.
When dealing with the Inspired, it is important to bear
their biplanar nature in mind. The quori spirit within the In a diplomatic situation, appear to be kind, generous,
Inspired returns to Dal Quor while its host is asleep or and understanding. Always maintain your composure and
unconscious. Because of the time differential between your manners. When your true nature is revealed, turn
the planes, this means that a quori spends 40 hours cold, calculating, and cruel.
in Dal Quor for every 20 hours it spends in the waking
world. Among other things, this gives the Inspired an Look for any opportunity to sow discord between char-
unparalleled ability to communicate and scheme. An acters. Sense Motive and telepathy allow you to identify
Inspired spy in Flamekeep and an infiltrator in Sharn can touchy subjects—use these to your advantage.
Always remember that nothing that happens in this world
can truly harm you. Laugh off threats of torture or death.
The only thing that you fear is the Dreaming Dark itself.
100 pqqqqqqqqqqqqqqqqqqqqrs
obtain an artifact on behalf of the Dreaming Dark or EL 8: This is a typical Inspired observer and insur-
to carry out a short-term mission for the nightmare gent. She could be encountered as an ambassador, a
realm. Such adventurers will usually pose as kalashtar socialite, or an advisor to a wealthy family or guild.
and employ human and demihuman dupes to help Combat is not her specialty; she will try to study
accomplish the mission. the characters, learn their weaknesses, and use her
Character Development: The Inspired generally unnatural charisma and mental powers to trick others
avoid physical combat. Their feats and powers are into destroying the party.
typically oriented around mental manipulation and
the acquisition of information. Inspired who do focus Inspired Manipulator: Female Inspired psion (tele-
on the arts of war are generally monks or soulknives. path) 5/monk 2; CR 8; Medium humanoid (human); CHAPTER 5
With the addition of the psionic HD 5d4 plus 2d8+12; hp 37; Init +1; Spd 30 ft.; OTHER RACES
feats presented in the Expanded AC 21, touch 15, flat-footed 20; Base Atk +3;
Psionics Handbook and this book, Grp +2; Atk +2 melee (1d6–1, unarmed
these stealthy warriors can be strike); Full Atk +2 melee (1d6–1, un-
unpleasant surprises for any armed strike); SA psi-like abilities; SQ
party not familiar with their dual spirits, evasion, flurry of blows;
hidden techniques. AL LE; SV Fort +5, Ref +6, Will +12;
Character Str 8, Dex 12, Con 10, Int
Names: Inspired 19, Wis 18, Cha 21.
names have much Skills and Feats: Auto-
in common with those hypnosis +13, Bluff +20,
of the kalashtar, since Concentration +13 (+17 to gain
both are based on the Quor psionic focus), Diplomacy +22,
tongue. Inspired names are usu- Disguise +5 (+7 when imitating Illus. by S. Prescott
ally three to five syllables long, a human), Gather Information +10,
with a combination of hard and Hide +6, Intimidate +16, Knowledge
hissing consonants. (history) +5, Knowledge (nobility
Male Names: Alharad, Dura- and royalty) +9, Knowledge (the
lan, Farashan, Jolorath, Laramesk, planes) +16, Knowledge (psionics)
Moshakel, Shoralath, Zorash. +16, Listen +9, Move Silently +13,
FemaleNames: Adashara,Daralashtai, Psicraft +16, Sense Motive +18,
Spot +13; Deflect ArrowsB,
Halatavi, Kashanshara, Morasha, Greater Psionic EndowmentB,
Olashtai, Sharaktavi, Torali. Improved Unarmed StrikeB,
Narrow Mind, Psionic Body,
INSPIRED ENCOUNTERS
The schemes of the Inspired should Psionic Endowment, Psionic
MeditationB, Strength of Two,
be difficult for a mortal mind to Stunning FistB.
unravel. Any single encounter is
probably part of a larger scheme. If *New feat described in this book.
the party finds and destroys a thieves’ A pair of Inspired—a female soulknife Psi-Like Abilities: 1/day—body adjust-
and a male psion
guild controlled by the Inspired, it’s ment, id insinuation (DC 17), mindlink,
possible that’s exactly what the Inspired psionic charm (DC 15), recall agony (DC
wanted; a month later the party may discover that the 17); 3/day—body equilibrium, far hand, inertial armor,
power vacuum created by the destruction of the guild psionic scent. Manifester level 6th.
allowed the Inspired to establish a new and stronger Telepath Powers Known (power points 42, mani-
guild in place of the original. The goals of the Inspired fester level 5th): 1st—conceal thoughtsA, defensive
should always be a mystery. The party may learn the precognitionA, mind thrustA (DC 15), mindlinkA, psionic
charmA (DC 15); 2nd—brain lockA (DC 16), cloud mind
truth in time, but it should never be easy.
With the notable exception of soulknife assassins, (DC 16), psionic suggestionA (DC 16), read thoughts (DC
the Inspired prefer to avoid direct combat. The weapons 16); 3rd—hostile empathic transferA (DC 17), time hop
of the Inspired are guile and psionic manipulation. An (DC 17).
Inspired is far more likely to trick the local guards or A: Power can be augmented.
thieves’ guild into attacking the PCs than to face them Possessions: brooch of shielding, ring of protection +1, cloak
in open combat. of resistance, headband of intellect +2, psionic tattoo of body 101
CHAPTER 5 adjustment, psionic tattoo of concealing amorphia, psionic Settlements: The nomadic orcs rarely create any per-
tattoo of elfsight. manent settlements, even at locations of great religious
OTHER RACES significance. Orc settlements often consist of several
INSPIRED ADVENTURES round tents or yurts made of animal skins and long
102 bamboo poles. Such camps lack defensive structures or
Foreigners are not welcome in Riedra, so it is more likely watch towers, so orcs either place their encampments on
that the Inspired will come to the party than that the high ground to view the surrounding territory, or camp
adventurers will journey to the land of the Inspired. on boats, where such structures would be cumbersome.
Because of the quori power of possession, almost any
adventure can turn out to have a tie to the Inspired. An Orcs also live peacefully alongside the humans who
evil wizard, a mercenary leader, a suspicious prince— came as refugees to the region from Sarlona 1,600 years
anyone could be a servant or host of the quori. ago. These orcs live more settled lives, sharing a unique
• A priest of the Silver Flame hates shifters. He has blend of human and orc culture and residing in raft
towns, stilt villages, and bamboo-walled hill towns.
given his body to a quori spirit so that the quori
can use its powers to stir up a crusade against the Power Groups: Nine thousand years ago, the orcs
local shifter population. Can the party put an end were unified as a tribe or nation; the war with the daelkyr
to the racial violence? Why do the Inspired want to put an end to that. Since then, the orcs have been divided
eliminate shifters? into hundreds of tribes. These tribes shrink and grow,
• A kalashtar monk hires the adventurers to join her absorbing other tribes, splitting apart, allying with one
on an expedition into Xen’drik. She is trying to find another, and fighting one another. Little binds them
an artifact from the first war with the Quori before as a cohesive group but for race. In the past, however,
it can fall into the hands of the Dreaming Dark or this one feature has been enough, allowing the orcs to
the Order of the Emerald Claw. In reality, she is an join together to defeat a common threat.
Inspired agent of the Dark. Will the adventurers
recognize the truth before it’s too late? The main power groups among the orcs are the
• A kalashtar elder asks an adventurer to penetrate the Gatekeepers, the cult of the Dragon Below, and House
depths of Riedra and destroy one of the hanbalani. Tharashk. The Gatekeepers follow the druid traditions
Can the party penetrate the borders of this mysteri- passed to them by the green dragon Vvaraak. Tribes
ous land and evade the Thousand Eyes long enough devote themselves to the Dragon Below in varied man-
to accomplish their mission? Can they find a way to ners; some are depraved and evil, but others are merely
escape with their lives? repugnant. House Tharashk pulls dragonshards from
the swamps in the region, employing both orcs and
ORCS humans in the effort to gain such rare and valuable
treasures. These groups are described in detail in the
“Orcs lived in this land thousands of years before your race EBERRON Campaign Setting.
laid eyes upon it, and we will live here long after your kind
has shut its eyes forever.” Beliefs: Orcs follow only a few religious paths but
do so in many different ways, with the culture of the
—Kavash, Gatekeeper hunter religion often varying by tribe. Three basic systems of
belief hold sway: the Gatekeepers, the Sovereign Host,
Wise and wild, the orcs stand out as a race always on and the Dragon Below. Orcs have personalized each
the edge of savagery. With a proud history and a sacred of these religions, changing the names and aspects
duty, orcs are guardians of some of the world’s most of the Sovereign Host and each tribe giving its own
ancient secrets. interpretation to the worship of Khyber.
Lands: Most orcs live in the Shadow Marches, a vast Only the nature worship and honor paid to the
and rolling landscape of lonely moors and marshlands. Gatekeepers remains stable, with a common view of
Orcs have lived in the Shadow Marches for almost the world across many tribes. This is due in no small
twenty thousand years, but a viewer wouldn’t know part to the orc druids who have passed down through
that from looking at the place. Thousands of years ago, story and song the secrets given to them by Kharaak
the orcs and goblinoids fought a great war against the thousands of years ago.
daelkyr, but the ruins that spot the Shadow Marches
are the remnants of daelkyr settlements, not those of Language: The nomadic orcs of the Shadow Marches
orcs. Orcs have always had a tribal, hunter-gatherer tend to be laconic, rarely speaking when an action can
existence. Today, despite the incursion of humanity show what they mean. When orcs speak, they tend to
and mixing of the races, most orcs continue their blurt out what they think and never apologize; they
traditional nomadic lifestyles. consider this behavior natural and commendable.
Relations: The orcs of the Shadow Marches are wary
of others. In general, orcs judge an individual more
CHAPTER 5
OTHER RACES
A trio of orcs battle to rescue a gnome from the clutches of an otyugh Illus. by F. Vohwinkel
by his religion and actions than by his race. Yet each Marches can claim to be simple commoners, so orcs 103
orc tribe has its own way of dealing with outsiders, make little distinction among outsiders. Orc adventur-
regardless of the tribe’s religion. Knowing an orc’s tribe ers are looked upon as heroes or villains, depending on
is a much surer way to understand him than simply the tribes from which they come and their actions.
knowing you’re meeting an orc.
Character Development: Orc adventurers are most
ORC CHARACTERS often barbarians, fighters, or rangers, with spellcasting
orcs usually taking up the druid class and the Gatekeeper
Orcs have a proud history they can trace back tens dogma. Orcs are powerfully strong creatures who benefit
of thousands of years. Orc heroes and heroines saved from class and feat choices that capitalize on that trait.
the world in the ancient past, and living orcs preserve Their sensitivity to bright light drives most orc adventur-
that legacy. ers to wear shaders during the day (see the sidebar).
Adventuring Orcs: Orc adventurers are most often Character Names: Orc names feature heavy
far-ranging guardians and warriors for their tribes. They consonants and few syllables. Clan names are often
journey forth from the protection of their tribal enclaves translatable as phrases, such as River Wolf, while first
to boldly face challenges in the Shadow Marches that names normally are not. Sample names include:
threaten their clans. Such orcs might travel even farther
afield if a tribal leader asks it of them; far-ranging orcs Male Names: Bludak, Dreggis, Gahdtru, Kaddik, Turg.
might be delivering a message, scouting territory, or
seeking an item or person of importance. pqs
Other orc adventurers split from their tribes to seek NEW EQUIPMENT: SHADERS
their fortunes elsewhere. These orcs might be shunned Orcs of the Shadow Marches sometimes wear shaders
or hunted by their clans, but they rarely worry about the during the brightest part of the day. Shaders are goggles
past and instead concentrate on their glorious futures. of a sort that fit over an orc’s eyes with a loop of leather
tightened behind the ears. Made from a piece of wood or
Orcs consider many parts of the Shadow Marches bamboo with a thin slot carved in it to see out of, shaders
sacred or taboo; they will often fight adventurers who negate an orc’s light sensitivity but impose a –1 penalty
attempt to access those places. In general, however, orcs on Spot checks.
treat most adventurers as they would any newcomers
to their tribe’s lands. Few who journey to the Shadow Cost: 1 sp.
pqs
Female Names: Anka, Guhrta, Karkute, Menko, characteristics: hp increase by 4; AC 14, touch 9, flat-footed
Zarket. 13; Grp +10; Atk +10 melee (1d12+9/×3, masterwork
Orc Encounters greataxe); Full Atk +10 melee (1d12+9/×3, masterwork
greataxe); SV Fort +9, Will +1; Str 22, Con 15.
Orcs make for doughty opponents in melee—and also Uncanny Dodge (Ex): An orc hunter retains his Dex-
at range, if they use thrown weapons or composite terity bonus to Armor Class even when flat-footed or
bows. Their great strength makes encounters with targeted by an unseen foe (he still loses his Dexterity
raging orc barbarians seem the most threatening, but bonus if paralyzed or otherwise immobile).
barbarians backed up by a druid or two casting bull’s Wild Empathy (Ex): An orc hunter can improve the
CHAPTER 5 strength can be a dynamic and exciting battle. Consider attitude of an animal in the same way that a Diplomacy
OTHER RACES teaming orc barbarians such as the one below with check can improve the attitude of a sentient being.
the typical Gatekeeper initiate presented at the end of The hunter rolls 1d20+0, or 1d20–4 if attempting to
the Shadow Marches section of the EBERRON Campaign influence a magical beast with an Intelligence score
Setting and with orcs from the D&D miniatures game, of 1 or 2.
such as the orc raider. Possessions: +1 chain shirt, cloak of resistance +1, master-
EL 4: The orc presented below is an honored warrior work orc double axe, 4 throwing axes, potion of bear’s
among his people. Although he’s likely not the most endurance, elixir of sneaking, silversheen.
experienced fighter in his tribe, he is accomplished ORC ADVENTURES
and has fought in many conflicts.
Adventures involving the orcs of the Shadow Marches
Orc Hunter: Male orc barbarian 2/ranger 2; CR 4; likely involve the dragonshards that can be found in
Medium humanoid; HD 2d8 plus 2d12; hp 22; Init +1; the region or the daelkyr ruins that are taboo to some
Spd 40 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; tribes and sacred to others.
Grp +8; Atk +10 melee (1d8+6/×3, masterwork orc double • House Tharashk has mining rights to a dragonshard
axe) or +5 ranged (1d6+4, throwing axe); Full Atk +8/+8 field held sacred by the Black Bog tribe of orcs and
melee (1d8+4/×3, 1d8+2/×3, masterwork orc double half-orcs. Normally the agreement between the tribe
axe) or +5/+5 ranged (1d6+4, throwing axe); SA favored and the house works well, but recently a group of
enemy (aberrations +2), rage 1/day; SQ darkvision 60 ft., half-orcs was seen stealing dragonshards. Both the
fast movement, uncanny dodge, wild empathy +0 (–4 house and the orcs blame each other for the theft,
magical beasts); AL CN; SV Fort +7, Ref +5, Will –1; Str each believing the other is attempting to break their
18, Dex 12, Con 11, Int 8, Wis 7, Cha 6. bargain and claim the dragonshard field. War and the
Skills and Feats: Knowledge (nature) +4, Listen +5, Spot likely destruction of the Black Bog tribe will result
+3, Survival +5, Swim +9; Exotic Weapon Proficiency unless the PCs can find the real culprits.
(orc double axe), Power Attack, Quick Draw, Track, Two- • Something terrible recently burst from a daelkyr
Weapon Fighting, Weapon Focus (orc double axe). ruin after an orc tribe dedicated to the Dragon
Favored Enemy (Ex): An orc hunter gains a +4 bonus Below performed a ceremony there. The tribe was
on Bluff, Listen, Sense Motive, Spot, and Survival decimated and scattered, leaving few clues as to what
checks when using these skills against aberrations. they released except for a trail of bodies leading
He receives the same bonus on weapon damage rolls toward Droaam. Orcs of the tribe that discovered
against aberrations. the tragedy seek adventurers willing to track down
Rage (Ex): An orc hunter can rage once per day for the orcs who fled, find out what the creature was,
up to 6 rounds. When raging, he has the following and venture into Droaam to kill it.
pqqqqqqqqqqqqqqqqqqqqrs
ROLEPLAYING AN ORC tell others about it—especially those who don’t pay you
Here are some ideas that might help you roleplay an orc. proper respect.
Feel free to include any or all of them into your charac-
ter’s persona. Your race has seen the “wonders” of civilization rise and
fall over countless generations. Although you might be unfa-
Don’t talk when action can accomplish what you want miliar with the towering buildings of Sharn or the speed and
more quickly. When you do talk, say what you think with- ease of the lightning rail, these marvels are likely doomed to
out fear of the consequences. destruction. This might make you uneasy around the hold-
ings of other races, as though you walk through a graveyard
Orcs have lived in Khorvaire for tens of thousands of with people who live among the graves and never realize it.
years. Take pride in your race’s history and culture and
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Illus. by R. Saok
ver their long histories, the races of Eberron AERENAL BEASTMASTER [RACIAL]
have developed many specialized fighting As an elf of Aerenal, you consider baboons sacred
and spellcasting techniques. Although animals and they serve you obediently.
many of these techniques have since Prerequisites: Elf, ability to acquire new animal
found widespread use, a few are still associated with a companion, region of origin Aerenal.
particular race or region out of tradition or necessity. Benefit: You add the baboon to your list of animal
companions (see page 268 of the Monster Manual),
RACIAL FEATS and can use the summon nature’s ally I spell to
summon a baboon instead of a monkey. A druid
Feats designated as racial feats require the character to with a baboon animal companion has his druid
be of a specific race in order to select the feat. These level treated as three higher for the purpose of
feats share no other special properties and are consid- determining the baboon’s modified statistics,
ered to be a subset of a larger category of feats (in this bonus tricks, and special abilities. A ranger with
book, either general, psionic, or tactical). a baboon animal companion has an effective
Some racial feats grant abilities that are performed druid level equal to one-half his ranger level +3,
as swift or immediate actions; see the sidebar on page instead of one-half his ranger level.
181 for more information. ANCESTRAL GUIDANCE
Feats designated as shifter feats (see page 113) or war-
forged feats (see page 118) also have a race prerequisite, [RACIAL]
but fall into more specific categories with particular The spirit of your patron ancestor guides your
mechanical properties unique to those feat types. Thus, hands and thoughts in times of trouble.
they are not designated as racial feats. Prerequisites: Elf, region of origin Valenar.
For the purpose of classification, the feats described Benefit: Any time you use an action point
in this section are all considered general feats. Several to modify a d20 roll, you can also choose to
105reroll a single action die. You must accept the
of them do not have a race prerequisite.
Table 6–1: New Feats Prerequisites Benefit
General Feats Elf, ability to acquire new animal Gain baboon as animal companion, with
Aerenal Beastmaster companion, region of origin Aerenal increased ability or level
Ancestral Guidance Elf, region of origin Valenar When spending an action point, reroll action point die
Bladebearer of the Valenar Elf, proficiency with scimitar or Proficiency and bonuses with Valenar weapons
Boomerang Daze falchion, region of origin Valenar
Proficiency with Talenta boomerang Boomerang attack can daze target
Boomerang Ricochet or Xen’drik boomerang,
base attack bonus +4
Call of the Undying Dex 13, proficiency with Talenta Boomerang attack can strike secondary target
Darguun Mauler boomerang or Xen’drik boomerang,
CHAPTER 6 Daylight Adaptation base attack bonus +4
Dinosaur Hunter Elf, access to the Deathless domain, Recall previously cast spell in place of granted power
CHAR AC T ER region of origin Aerenal
OPTIONS Dinosaur Wrangler Goblinoid, proficiency with flail or Proficiency and bonuses with goblinoid weapons
Drow Skirmisher heavy flail, region of origin Darguun
Heroic Metamagic Light blindness or light sensitivity Ignore vulnerability to sunlight or bright light
Master Linguist Halfling, Knowledge (nature) 1 rank, +2 bonus on Listen, Spot, and Survival checks;
Mror Stalwart Survival 1 rank, +2 bonus on attack rolls against dinosaurs
region of origin Talenta Plains
Mutable Body Halfling, Handle Animal 1 rank, +4 bonus on Bluff, Handle Animal, Sense Motive,
Path of Shadows region of origin Talenta Plains and Ride checks involving dinosaurs
Persona Immersion Drow, region of origin Xen’drik Proficiency and bonuses with drow weapons
Quick Change Any metamagic feat, ability Spend action points to spontaneously apply
Racial Emulation to cast 2nd-level spells metamagic effects
Relic Hunter Speak four or more languages Master a new language each level
Shadow Marches Warmonger Dwarf, proficiency with battleaxe, Bonuses with dwarf weapons
Shaped Splash warhammer, dwarven waraxe,
Ship Savvy or dwarven urgrosh,
region of origin Mror Holds
Soulblade Warrior Shapechanger Transmutation spells cast on you are at +1 caster level
Stable Footing Kalashtar, Perform (dance) 5 ranks +2 on Tumble checks; make Perform (dance) check
Talenta Warrior instead of Concentration check
White Scorpion Strike Changeling Control thoughts to avoid detection while disguised
Changeling Minor change shape as move action
Changeling Emulate humanoid subtypes to use specialized
magic items and spells
Appraise 1 rank, +5 bonus on Appraise, Knowledge, and bardic knowl-
Knowledge (history) 1 rank edge checks involving Dhakaani and Xen’drik items
Orc or half-orc, Proficiency and bonuses with orc weapons
region of origin Shadow Marches
Halfling, Dex 13, Score direct hit on two targets with splash attack,
base attack bonus +1 prevent splash damage to selected targets
Gnome, Balance 5 ranks, Profession +1 bonus to AC; +1 bonus on attack rolls on board
(sailor) or Profession (shipwright) any ship
3 ranks, region of origin Zilargo
Kalashtar, ability to generate Enhanced mind blade
mind blade
Warforged or dwarf +4 bonus when resisting bull rush and trip attempts;
not slowed by difficult terrain
Halfling, Proficiency and bonuses with Talenta weapons
region of origin Talenta Plains
Drow, ability to use ki strike (magic) Unarmed strike has ghost touch ability,
deals extra 1d6 damage to undead
Psionic Feats Prerequisites Benefit
Gestalt Anchor Kalashtar, base Will save +3 +2 bonus on initiative checks and Reflex saves to you
Shield of Thought Kalashtar, ability to generate and Kalashtar allies
Spiritual Force mind blade Generate shield of psychic energy
Strength of Two Kalashtar, ability to generate Manifest mind blade as swift action,
mind blade +2 effective level for mind blade enhancement
Kalashtar or Inspired +1 bonus on Will saves; +5 bonus for 1 round
106
Shifter Feats Prerequisites Benefit CHAPTER 6
Cliffwalk Elite Shifter with cliffwalk trait Climb speed improves by 10 feet while shifting
Dreamsight Elite Shifter with dreamsight trait +5 bonus on Spot checks, see invisible while shifting CHAR AC T ER
Extra Shifter Trait Shifter, two other shifter feats Select a second shifter trait OPTIONS
Gorebrute Elite Shifter with gorebrute trait Charge attack can knock foes prone while shifting
Longstride Elite Shifter with longstride trait Base land speed improves by 10 feet while shifting
Longtooth Elite Shifter with longtooth trait Attacks deal 1 point of Con damage while shifting
Razorclaw Elite Shifter with razorclaw trait Make two claw attacks after charge while shifting
Reactive Shifting Shifter, Improved Initiative Shift as immediate action
Shifter Agility Shifter with cliffwalk, longstride, +1 dodge bonus to AC, +1 bonus on Reflex saves
Shifter Ferocity or swiftwing trait while shifting
Shifter Instincts Shifter, Wis 13 Fight without penalty while disabled or dying
Shifter Savagery Shifter +2 bonus on initiative checks;
Shifter with gorebrute, longtooth, +1 bonus on Listen, Sense Motive, and Spot checks
Shifter Stamina or razorclaw trait, base attack Threat range and damage of natural weapons
Swiftwing Elite bonus +6, ability to rage or frenzy increases while shifting
Truedive Elite Shifter with beasthide, truedive, Immune to nonlethal damage, not subject to fatigue
Wildhunt Elite or wildhunt trait, Endurance or exhaustion while shifting
Shifter with swiftwing trait Good maneuverability, base fly speed improves
Shifter with truedive trait by 10 feet while shifting
Shifter with wildhunt trait Swim speed improves by 10 feet, make underwater
melee attacks at no penalty while shifting
Gain blindsense while shifting
Tactical Feats Prerequisites Benefit
Battleshifter Training Shifter, base attack bonus +6 See feat description
Brute Fighting Warforged, Str 13, Power Attack, See feat description
Dancing with Shadows base attack bonus +3
Disturbing Visage Kalashtar, Perform (dance) 8 ranks, See feat description
Kalashtar Thoughtshifter Path of Shadows, base attack bonus +4
Ragewild Fighting Changeling, Quick Change, See feat description
Bluff 6 ranks
Kalashtar, base attack bonus +4, See feat description
ability to generate mind blade
Shifter, Power Attack, See feat description
base attack bonus +6
Warforged Feats Prerequisites Benefit
Adamantine Body Warforged, 1st level only Armor bonus +8, DR 2/adamantine
Cold Iron Tracery Warforged Natural weapons are treated as cold iron;
Construct Lock Warforged, base attack bonus +2 +1 bonus on Will saves against spell effects
Improved Resiliency Warforged +2 bonus on damage rolls,
Ironwood Body Warforged, 1st level only attacks can immobilize construct foes
Jaws of Death Warforged Immune to nonlethal damage;
Mithral Body Warforged, 1st level only no regeneration or fast healing
Second Slam Warforged, base attack bonus +6 Armor bonus +3, DR 2/slashing
Silver Tracery Warforged Bite attack deals 1d6 damage
Spiked Body Warforged Armor bonus +5
Unarmored Body Warforged, 1st level only Gain second slam attack
Natural weapons are treated as silvered;
+1 bonus on Fortitude saves against spell effects
Body spikes deal piercing damage while grappling
No armor bonus or fortification;
able to wear armor; reduced chance of spell failure
result of the second roll, even if it is worse than the BLADEBEARER OF THE VALENAR
initial roll. [RACIAL]
Special: This benefit represents the favor of your Your extensive training makes you especially adept
ancestral spirit. If the DM determines that you have with the curved blades of the Valenar.
dishonored or angered your patron spirit, you lose Prerequisites: Elf, proficiency with scimitar or
the benefit of this feat until you have atoned for falchion, region of origin Valenar.
your actions. Benefit: You treat the Valenar double scimitar (see
page 119 of the EBERRON Campaign Setting) as a martial 107
weapon, and you gain a +1 bonus on damage rolls when Benefit: In place of the granted power of the Deathless
making a melee attack with a scimitar, falchion, or domain (see page 105 of the EBERRON Campaign Setting),
Valenar double scimitar while mounted. If you have the Undying Court grants you the ability to recall one
any of the following feats for the scimitar, falchion, previously prepared and cast spell as a swift action once
or Valenar double scimitar, you can apply the feats’ per day. The recalled spell must be at least one level
effects to all three weapons: Improved Critical, Weapon lower than the highest spell level you can cast.
Focus, Weapon Specialization, Greater Weapon Focus, DARGUUN MAULER [RACIAL]
or Greater Weapon Specialization.
Additionally, when you spend an action point to The memory of your people’s lost glory drives your
CHAPTER 6 influence an attack roll made with either a scimitar, brutal mastery of the weapons of Darguun.
CHAR AC T ER falchion, or Valenar double scimitar, you also add Prerequisites: Humanoid (goblinoid), proficiency
OPTIONS
the result of the action point roll to your damage for with flail or heavy flail, region of origin Darguun.
that attack. Benefit: You treat the dire flail and the spiked chain
BOOMERANG DAZE as martial weapons. As well, you gain a +1 bonus on
damage rolls when making an attack with a flail, heavy
You can daze the targets of your boomerang attacks. flail, dire flail, or spiked chain as long as you do not
Prerequisites: Proficiency with Talenta boomerang move during the round in which you make the attack.
or Xen’drik boomerang, base attack bonus +4. If you have any of the following feats for the flail, heavy
Benefit: When you attack with a Talenta boomerang flail, dire flail, or spiked chain, you can apply the feats’
or Xen’drik boomerang (see page 119 of the EBERRON effects to all three weapons: Improved Critical, Weapon
Campaign Setting), any target creature that takes damage Focus, Weapon Specialization, Greater Weapon Focus,
must succeed on a Fortitude save (DC 10 + damage Greater Weapon Specialization.
dealt) or be dazed for 1 round (until just before your Additionally, when you spend an action point to
next action). If you have the Boomerang Ricochet feat influence an attack roll made with a flail, heavy flail,
(see below), you can daze both targets. dire flail, or spiked chain, you also add the result of the
Special: A halfling fighter from the Talenta Plains action point roll to your damage for that attack.
or a drow fighter from Xen’drik can select Boomerang DAYLIGHT ADAPTATION
Daze as one of his fighter bonus feats.
BOOMERANG RICOCHET You have grown accustomed to living in the surface
world, such that bright light no longer blinds or
You can strike up to two foes with a single boomer- dazzles you.
ang throw. Prerequisite: Light blindness or light sensitivity.
Prerequisites: Dex 13, proficiency with Talenta Benefit: Unlike other members of your kind, you
boomerang or Xen’drik boomerang, base attack are not blinded or dazzled by exposure to bright light
bonus +4. or sunlight. However, light spells or effects that affect
Benefit: You can hurl a Talenta boomerang or Xen’drik all creatures, such as a sunbeam or sunburst, still affect
boomerang (see page 119 of the EBERRON Campaign Setting) you normally.
in such a way that it ricochets off one target to strike a DINOSAUR HUNTER [RACIAL]
second target of your choice. If your initial attack hits,
you immediately make a second attack roll at a –2 penalty Your extraordinary knowledge of dinosaurs grants you
against any target adjacent to the original target. special aptitude for tracking and hunting them.
If the first target is hit by a sneak attack with a Prerequisites: Halfling, Knowledge (nature) 1 rank,
boomerang under the effect of this feat, the second Survival 1 rank, region of origin Talenta Plains.
target is not also vulnerable to a sneak attack on Benefit: You gain a +2 bonus on Listen, Spot, and
the ricochet. Survival checks when using these skills against dino-
Special: A halfling fighter from the Talenta Plains saurs, and a +2 bonus on Knowledge (nature) checks
or a drow fighter from Xen’drik can select Boomerang involving dinosaurs. In addition, you gain a +2 bonus
Ricochet as one of his fighter bonus feats. on weapon damage rolls against these creatures.
CALL OF THE UNDYING [RACIAL] DINOSAUR WRANGLER [RACIAL]
You call upon the power of the Undying Court to You are attuned to dinosaurs and possess a special
instantly recall a previously cast spell. bond with them.
Prerequisites: Elf, access to the Deathless domain, Prerequisites: Halfling, Handle Animal 1 rank,
108 region of origin Aerenal. region of origin Talenta Plains.
Benefit: You gain a +4 bonus on Handle Animal HEROIC METAMAGIC
and wild empathy checks when dealing with dino-
saurs, and a +4 bonus on Ride checks when riding In times of great need, you can call upon a heroic
a dinosaur. reserve of power to strengthen your spells.
DROW SKIRMISHER [RACIAL] Prerequisites: Any metamagic feat, ability to cast
2nd-level spells.
Your experience with the guerrilla-style combat of Benefit: You can spend action points to spontane-
the deep jungle grants you mastery of the weapons ously apply the effect of any metamagic feat you know
of the drow. to a spell as you are casting it, with no change to the
Prerequisites: Drow, region of origin Xen’drik spell’s level or casting time. The cost in action points CHAPTER 6
Benefit: You treat the Xen’drik boomerang†, the to use this feat is equal to the spell slot adjustment CHAR AC T ER
OPTIONS
drow scorpion chain*, and the drow long knife* as normally required to use the metamagic feat in ques-
martial weapons. As well, you gain a +1 bonus on dam- tion. For example, applying the effect of Empower
age rolls when making an attack with a drow long Spell (spell slot two levels higher than normal)
knife or a drow scorpion chain as long as you to one of your spells using this feat costs 2
have moved more than 5 feet under action points.
your own power dur- If you have another abil-
ing the round in ity that affects the spell slot
which you make adjustment of a metamagic
the attack. For feat, use that value instead
example, being of the normal spell slot ad-
bull rushed 10 justment when using this
feet isn’t suffi- feat, to a minimum of 1 Illus. by R. Wimberly
cient to grant action point.
you the extra MASTER
damage from LINGUIST
this feat.
If you have You have a broad
any of the fol- knowledge of
lowing feats language.
for the dag- Prerequisite:
ger or short Ability to speak
sword, you four or more lan-
can apply guages.
the feats’ Benefit: Each
effects to time you gain a
the drow level, includ-
long knife: ing the level
Improved at which you
Critical, select this
Weapon Focus, feat, you learn a new
Weapon Specialization, language (as if you had spent
Greater Weapon Focus, or The Dinosaur Hunter feat 1 skill point on the Speak Lan-
Greater Weapon Specializa- helps this halfling overcome his prey guage skill).
tion. If you have any of the MROR STALWART [RACIAL]
same feats for the spiked chain, you can apply the
feats’ effects to the drow scorpion chain. You have been trained to make devastating strikes with
Additionally, when you spend an action point to the weapons of the dwarves of the Mror Holds.
influence an attack roll made with either a Xen’drik Prerequisites: Dwarf, proficiency with battleaxe,
boomerang, drow scorpion chain, or drow long knife, warhammer, dwarven waraxe, or dwarven urgrosh,
you also add the result of the action point roll to your region of origin Mror Holds (Ironroot Mountains).
damage for that attack. Benefit: You gain a +1 bonus on damage rolls when
† See page 119 of the EBERRON Campaign Setting. making an attack with a battleaxe, warhammer, dwarven
*New weapons described in Chapter 8 of this book. waraxe, or dwarven urgrosh as long as you do not 109
move during the round in which you make the respectively), but without any adjustment to the spell’s
attack. If you have any of the following feats for the effective level or casting time.
battleaxe, warhammer, dwarven waraxe, or dwarven PATH OF SHADOWS [RACIAL]
urgrosh, you can apply the feats’ effects to all four
weapons: Improved Critical, Weapon Focus, Weapon You can use dancelike maneuvers to aid your defense.
Specialization, Greater Weapon Focus, or Greater Prerequisites: Kalashtar, Perform (dance) 5 ranks.
Weapon Specialization. Benefit: You gain a +2 bonus on Tumble checks,
Additionally, when you spend an action point to and you can make a Perform (dance) check in place
influence an attack roll made with either a battleaxe, of a Concentration check to cast a spell or manifest a
CHAPTER 6 warhammer, dwarven waraxe, or dwarven urgrosh, psionic power defensively.
CHAR AC T ER you also add the result of the action point roll to your PERSONA IMMERSION [RACIAL]
OPTIONS damage for that attack.
MUTABLE BODY Your assumption of another’s physical identity grants
you defenses against mental intrusion.
Your enhanced control over your shapechanging Prerequisite: Changeling.
ability grants you extra power from transmutation Benefit: While under the effect of your minor
spells. change shape ability, if you make a successful save
Prerequisite: Shapechanger subtype. against a divination spell or telepathic psionic power
Benefit: At your option, transmutation spells cast of 3rd level or lower, you can generate a misleading
on you are at +1 caster level. You must decide at the result. Though you don’t learn the precise spell or
time the spell is cast if you wish to apply the effect power being used against you, you know what type of
of this feat. information is sought and can respond accordingly.
Special: By spending 2 action points, you can For example, a character with this feat who success-
Illus. by N. Percival have any transmutation spell cast on you fully saves against detect thoughts knows that his surface
effectively empowered or extended (as if thoughts are being probed, and can thus supply any
under the effect of Empower Spell specific thoughts that he wishes to be detected by
or Extend Spell, the caster.
QUICK CHANGE [RACIAL]
You can quickly alter your features and
physiology.
Prerequisite: Changeling.
Benefit: You can use your minor
change shape ability as a move
action.
Normal: Using the minor
change shape ability is a full-
round action.
110 The Mror Stalwart feat enables this dwarf RACIAL EMULATION
to hold her ground
[RACIAL]
You can emulate a humanoid
more closely with your minor
change shape ability.
Prerequisite: Changeling.
Benefit: When you use your
minor change shape ability to
assume the form of a humanoid
creature, you can also emulate any
of that humanoid’s subtypes.
Though you do not gain any of
the humanoid’s traits, you are
considered to be a member of that
race for all other purposes (allowing you to
CHAPTER 6
CHAR AC T ER
OPTIONS
Illus. by F. Tsai
A halfling with the Relic Hunter feat escapes a cavern clutching her prize
use magic items or spells keyed to race, for example). Benefit: You treat the orc double axe as a martial
You can also ignore the normal penalty on Disguise weapon, and you gain a +1 bonus on damage rolls
checks when disguising yourself as a different race when making an attack with a battleaxe, greataxe, or
(see the Disguise skill description, page 72 of the orc double axe as part of a charge. If you have any of
Player’s Handbook). the following feats for the battleaxe, greataxe, or orc
You can only emulate one race at a time, and you double axe, you can apply the feats’ effects to all three
always retain the shapechanger subtype. weapons: Improved Critical, Weapon Focus, Weapon
RELIC HUNTER Specialization, Greater Weapon Focus, or Greater
Weapon Specialization.
You possess great knowledge of the relics and crafts of Additionally, when you spend an action point to
the ancient cultures of Eberron. influence an attack roll made with either a battleaxe,
Prerequisites: Appraise 1 rank, Knowledge (history) greataxe, or orc double axe, you also add the result of
1 rank. the action point roll to your damage for that attack.
Benefit: You gain a +5 bonus on Appraise checks, SHAPED SPLASH [RACIAL]
Knowledge checks, and bardic knowledge checks
involving items from the Dhakaani Empire or from Your expertise with thrown weapons enables you to
ancient Xen’drik. use splash weapons more effectively.
SHADOW MARCHES WARMONGER Prerequisites: Halfling, Dex 13, base attack
bonus +1.
[RACIAL]
Benefit: If you throw a splash weapon and it hits
The ancient martial pride of your people grants you the creature you target, you can immediately make
mastery of their style of battle. a second attack against any creature adjacent to the
Prerequisites: Orc or half-orc, region of origin first. If the second attack succeeds, the secondary
Shadow Marches. target also takes direct hit damage from the thrown 111
splash weapon. In addition, you can choose not to EBERRON Campaign Setting) as martial weapons; you gain
deal splash damage to specified creatures that occupy a +1 bonus on damage rolls with any of those weapons
spaces adjacent to one or both targets. while mounted. If you have any of the following feats
If your initial attack fails, determine location and for the Talenta sharrash, Talenta tangat, or Talenta
damage for the splash attack as normal (see Throw boomerang, you can apply the feats’ effects to all three
Splash Weapon, page 158 of the Player’s Handbook). weapons: Improved Critical, Weapon Focus, Weapon
SHIP SAVVY [RACIAL] Specialization, Greater Weapon Focus, or Greater
Weapon Specialization.
Your heritage among the sailors and shipwrights of Additionally, when you spend an action point to
CHAPTER 6 Zilargo gives you an edge in shipboard combat. influence an attack roll made with either a Talenta
CHAR AC T ER Prerequisites: Gnome, Balance 5 ranks, Profes- sharrash, Talenta tangat, or Talenta boomerang, you also
OPTIONS
sion (sailor or shipwright) 3 ranks, region of origin add the result of the action point roll to your damage
Zilargo. for that attack.
Benefit: While aboard any vessel (including sea- WHITE SCORPION STRIKE [RACIAL]
faring galleons and airships), you gain a +1 bonus to
AC and a +1 bonus on attack rolls. Your fists and feet sting like the dread white scorpion
SOULBLADE WARRIOR [RACIAL] and are particularly effective against undead.
Prerequisites: Drow, ability to use ki strike (magic).
The spirit of a quori warrior grants you deadly speed Benefit: Your unarmed strike has the ghost touch
and combat prowess with your mind blade. ability (allowing you to ignore the 50% miss chance
Prerequisites: Kalashtar, ability to generate a when attacking incorporeal creatures), and deals an
mind blade. extra 1d6 points of damage to undead.
Benefit: You can manifest your mind blade as a swift
action, and your effective soulknife level is increased PSIONIC FEATS
by two for the purpose of the mind blade enhancement
class feature if you have it (though this bonus doesn’t For Eberron campaigns that make use of the psionics
grant you the ability to enhance your mind blade before rules in the Expanded Psionics Handbook, psionic feats
6th level). are available to characters and creatures with the
When you spend an action point to influence an ability to manifest psionic powers, either by having
attack roll made with your mind blade, you also add a power point reserve or having psi-like abilities.
the result of the action point roll to your damage for Because psionic feats are supernatural abilities (a
that attack. departure from the general rule that feats do not grant
Normal: Manifesting a mind blade is a move action. supernatural abilities), they cannot be disrupted in
STABLE FOOTING [RACIAL] combat as psionic powers can be, and generally don’t
provoke attacks of opportunity (except as noted in
Because of your training and wariness, you are skilled their descriptions). Supernatural abilities are not
at keeping your feet in combat and able to move over subject to power resistance and cannot be dispelled,
difficult terrain with ease. but they don’t function in areas where psionics is sup-
Prerequisite: Warforged or dwarf. pressed, such as a null psionics field (see the Expanded
Benefit: You gain a +4 bonus on ability checks made Psionics Handbook).
to resist being bull rushed or tripped when standing Many psionic feats can be used only when you are
on the ground (but not when climbing, flying, riding, psionically focused (see sidebar); others require you
or otherwise not standing firmly on the ground). In to expend your psionic focus to gain their benefit.
addition, you take no movement penalties for moving Expending your psionic focus does not require an
over difficult terrain. action; it is part of another action (such as using a feat).
TALENTA WARRIOR [RACIAL] When you expend your psionic focus, it applies only
to the action for which you expended it.
You have trained with the ancestral weapons of the GESTALT ANCHOR [PSIONIC, RACIAL]
Talenta halflings and are particularly adept at striking
from the back of a dinosaur mount. Your strong bond to your quori spirit allows you and
Prerequisites: Halfling, region of origin Talenta your kalashtar allies to move and act as a fluid unit.
Plains. Prerequisites: Kalashtar, base Will save +3.
Benefit: You treat the Talenta sharrash, the Talenta Benefit: While you are psionically focused and within
112 tangat, and the Talenta boomerang (see page 119 of the 60 feet of a kalashtar ally, you and all kalashtar allies
within 60 feet gain a +2 insight bonus on initiative STRENGTH OF TWO
checks and Reflex saves. [PSIONIC, RACIAL]
Your quori spirit gives you unmatched willpower.
SHIELD OF THOUGHT Prerequisite: Kalashtar or Inspired.
[PSIONIC, RACIAL]
You wield your spirit as both weapon and shield. Benefit: As long as you are psionically focused and
Prerequisites: Kalashtar, ability to generate a possess at least 1 power point, you receive a +1 insight
mind blade. bonus on Will saves. In addition, as an immediate
Benefit: As a move action, you can create a semisolid action (see page 181), you can expend your psionic
shield composed of psychic energy distilled from your focus and spend 1 power point to improve this insight CHAPTER 6
quori soul. Functionally, the effect is identical to a bonus to +5 for 1 round. CHAR AC T ER
OPTIONS
light shield sized to your current form (+1 shield bonus
to AC, –1 armor check penalty), and has a hardness SHIFTER FEATS
of 10 and 10 hit points. Like a mind blade, a shield
of thought dissipates the instant it leaves your hand. As the name suggests, shifter feats are restricted to
You can wield a mind blade and a shield of thought characters of the shifter race. They enhance that race’s
at the same time, but you must manifest each one as ability to shift form. In addition to their unique effects,
a separate action. each shifter feat increases the duration of a character’s
If you have the mind blade enhancement class fea- shifting ability by 1 round. Additionally, for every
ture, you can choose to apply any or all of the bonus two shifter feats a character takes, the number of
points from this ability to your shield of thought times per day he can use his shifting ability increases
instead of your mind blade. Each point that you apply by one. For instance, a character with two shifter
in this manner provides a +1 enhancement bonus to feats can shift two times per day (instead of the usual
the shield bonus and reduces the shield’s armor check one), with each use of the ability lasting for a number
penalty to 0, but you cannot equip the shield with of rounds equal to 5 (instead of 3) + the shifter’s
armor special abilities in this way. Constitution modifier.
You are always considered to be proficient with your CLIFFWALK ELITE [SHIFTER]
own shield of thought.
SPIRITUAL FORCE [PSIONIC, RACIAL] Your cliffwalk shifter trait improves.
Prerequisite: Shifter with the cliffwalk trait.
Your forceful inner spirit allows you to deal more Benefit: While shifting, your climb speed improves
damage with your mind blade. by an additional 10 feet.
Prerequisites: Kalashtar, ability to generate a DREAMSIGHT ELITE [SHIFTER]
mind blade.
Benefit: You can expend your psionic focus to Your dreamsight shifter trait improves.
gain a bonus equal to your Charisma modifier on Prerequisite: Shifter with the dreamsight trait.
damage rolls with your mind blade. This effect lasts Benefit: While shifting, you can use a full-round
for 1 round. action to gain extraordinary visual power. For the
pqqqqqqqqqqqqqqqqqqqqrs
PSIONIC FOCUS Once you are psionically focused, you can expend
Various feats and other special abilities in this book refer your focus to gain the benefit of the many psionic feats
to a character being “psionically focused.” This is a state activated in this way. Alternatively, you can expend your
(introduced in the Expanded Psionics Handbook) that can psionic focus on any single Concentration check you
be achieved by any character who has 1 or more power make, treating the check as if you had rolled a 15 (like
points, regardless of whether that character can manifest taking 10, except that you add a higher number to your
any psionic powers. Although being psionically focused check modifier).
grants no inherent benefit, you can expend your focus for
various purposes, and some abilities require you to be Once you are psionically focused, you remain focused
psionically focused in order to use them. until you expend your focus, become unconscious, go to
sleep, or have your power point reserve drop to 0.
If you have 1 or more power points available, you can
meditate to attempt to become psionically focused by See the Concentration skill description, page 37 of the
making a DC 20 Concentration check. Meditating is a full- Expanded Psionics Handbook, for more information on
round action that provokes attacks of opportunity. the psionic focus.
pqqqqqqqqqqqqqqqqqqqqrs 113
CHAPTER 6
CHAR AC T ER
OPTIONS
Illus. by J. Zhang Invisible enemies can’t hide from a shifter with the Dreamsight Elite feat
duration of your shifting, you gain a +5 bonus on Spot LONGSTRIDE ELITE [SHIFTER]
checks and can see invisible creatures and objects as Your longstride shifter trait improves.
if under the effect of a see invisibility spell. Prerequisite: Shifter with the longstride trait.
EXTRA SHIFTER TRAIT [SHIFTER] Benefit: While shifting, your base land speed
improves by an additional 10 feet.
You manifest a second shifter trait while shifting. LONGTOOTH ELITE [SHIFTER]
Prerequisites: Shifter, two other shifter feats.
Benefit: Select a second shifter trait from those Your longtooth shifter trait improves.
described in the shifter race description (see page 25). Prerequisite: Shifter with the longtooth trait.
You manifest all the benefits of the second trait except Benefit: Wounds dealt by your bite attacks bleed
for the temporary bonus to an ability score. copiously. Each time a living creature takes damage
GOREBRUTE ELITE [SHIFTER] from your bite attack, it also takes 1 point of Con-
stitution damage.
Your mighty charge attack can knock down foes. RAZORCLAW ELITE [SHIFTER]
Prerequisite: Shifter with the gorebrute trait.
Benefit: Any creature that takes damage from Your razorclaw shifter trait improves.
your horns during your charge attack must succeed Prerequisite: Shifter with the razorclaw trait.
on an opposed Strength check (you gain a +2 bonus Benefit: When you make a charge attack, you can
for charging) or be knocked prone in its space. The make two claw attacks at the end of the charge. Both
defending creature gains a +4 bonus on its check attacks are at your highest attack bonus, and both
if it has more than two legs or has some form of receive the +2 bonus for charging.
exceptionally stability (such as a dwarf’s). A creature Normal: Without this feat, a character can only
that can’t be tripped also can’t be knocked down make a single attack as part of a charge.
114 with this feat.
REACTIVE SHIFTING [SHIFTER] Prerequisites: Shifter with the gorebrute, long-
tooth, or razorclaw trait, base attack bonus +6, ability
You can shift with a mere thought. to rage or frenzy.
Prerequisites: Shifter, Improved Initiative. Benefit: While shifting and raging simultaneously,
Benefit: You can activate your racial shifting ability the threat range of your natural weapons doubles (to
as an immediate action (see page 181), allowing you to 19–20) and the base damage dealt by your natural
begin shifting even when flat-footed or when it’s not weapons improves by two steps, as if your size had
your turn. increased by two categories. To determine the amount
SHIFTER AGILITY [SHIFTER] of the damage increase, find the natural weapon’s CHAPTER 6
damage value on one of the two progressions below
CHAR AC T ER
Your heritage of speed and ferocity has honed your and improve it by two steps (for example, from 1d4 OPTIONS
reflexes, allowing you to avoid attacks. to 1d8).
Prerequisite: Shifter with the cliffwalk, longstride, Progression I: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6,
or swiftwing trait. 6d6, 8d6, 12d6.
Benefit: You gain a +1 dodge bonus to Armor Class Progression II: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
and a +1 bonus to Reflex saves while shifting. Special: The threat range improvement granted
SHIFTER FEROCITY [SHIFTER] by this feat doesn’t stack with any other effect that
expands the threat range of a weapon (such as Improved
You are a tenacious combatant, continuing to fight Critical). The damage improvement granted by this feat
when others would succumb to pain and injury. does not stack with other effects that increase the base
Prerequisites: Shifter, Wisdom 13. damage of your natural weapons (such as Improved
Benefit: While shifting, you continue to fight with- Natural Attack), except for effects that grant an actual
out penalty if you are disabled or dying. This benefit size increase (such as an enlarge person spell).
has the following specific game effects. SHIFTER STAMINA [SHIFTER] Illus. by Daarken
When reduced to 0 hit points, you can act as if you
weren’t disabled (that is, you ignore the normal restric- Yours is a heritage of endurance and tenacity, and you
tion of only a single move action or standard action per can shrug off bruises and fatigue.
round). You do not lose 1 hit point for performing
a standard or otherwise strenuous action while at 0
hit points.
When reduced to –1 to –9 hit points, you do
not fall unconscious. You do not automatically
lose 1 hit point each round when at –1 to –9 hit
points.
When your current hit points drop to –10 or lower,
you immediately die.
SHIFTER INSTINCTS [SHIFTER]
Your heritage has given you sharp senses and quick
reflexes, and you have learned to trust your equally
sharp instincts.
Prerequisite: Shifter.
Benefit: You gain a +1 bonus
on Listen, Sense Motive, and
Spot checks, and a +2 bonus on
initiative checks.
SHIFTER SAVAGERY
[SHIFTER]
The bestial fury of your lycan-
thrope ancestors allows you to
deal devastating strikes with
your natural weapons.
Shifter Savagery turns this razorclaw shifter monk into a killing machine 115
Prerequisites: Shifter with the beasthide, truedive, the round in which you use Combat Expertise is
or wildhunt trait, Endurance. considered the first round of the maneuver.
Benefit: While shifting, you are immune to non- Some tactical feats grant abilities that are performed
lethal damage, and the effects of fatigue and exhaustion as swift or immediate actions; see the sidebar on page
are suppressed. When your shifting ends, any fatigue or 181 for more information.
exhaustion effects that would have taken effect during BATTLESHIFTER TRAINING
your shifting (or that were in effect when you began [RACIAL, TACTICAL]
shifting) take effect normally.
CHAPTER 6 SWIFTWING ELITE [SHIFTER] Your shifter fighting instincts grant you a sophisti-
cated blend of defensive techniques and controlled
CHAR AC T ER
OPTIONS Your swiftwing shifter trait improves. attacks.
Prerequisite: Shifter with the swiftwing trait. Prerequisites: Shifter, base attack bonus +6.
Benefit: While shifting, your base fly speed improves Benefit: Battleshifter Training enables the use
by 10 feet and your maneuverability improves to good. of three tactical maneuvers when you fight while
TRUEDIVE ELITE [SHIFTER] shifting.
Tiring Defense: To use this maneuver, you must use
Your truedive shifter trait improves. the Combat Expertise feat (taking a penalty of at least
Prerequisite: Shifter with the truedive trait. –2 on your attack rolls) or fight defensively for 2 con-
Benefit: While shifting, your swim speed improves secutive rounds. Any creature that attempts a melee
by 10 feet. In addition, you take none of the regular attack against you in both rounds but fails to hit you
penalties on melee attack rolls normally applicable becomes fatigued, provided that you successfully strike
to underwater combat (see page 92 of the Dungeon the creature with a melee attack at least once during
Master’s Guide). those 2 rounds. This effect continues for as long as
Special: Without this feat, a character with a you use Combat Expertise (taking a penalty of at least
swim speed takes a –2 penalty on melee attack rolls –2 on your attack rolls) or fight defensively. Creatures
made with bludgeoning or slashing weapons while that were already fatigued before they attacked you
underwater. must make melee attacks against you and miss for 4
WILDHUNT ELITE [SHIFTER] consecutive rounds before becoming exhausted (just
as if they had not been fatigued).
Your shifter-enhanced instincts and senses allow you Exploit Weakness: To use this maneuver, you must
to detect concealed and invisible creatures. make a melee attack against a creature suffering from
Prerequisite: Shifter with the wildhunt trait. one of the following conditions: fatigued, exhausted,
Benefit:Whileshifting,yournonvisualsensesimprove dazed, or dazzled. If you hit with your melee attack,
to such a degree that you gain the blindsense ability out you deal an extra 1d6 points of damage. You cannot
to 30 feet (see page 306 of the Monster Manual). use this maneuver during a round in which you also
use Combat Expertise or fight defensively.
TACTICAL FEATS Riposte: To use this maneuver, you must use Combat
Expertise (taking a penalty of at least –2 on your
Feats with the tactical descriptor allow characters to attack rolls) or fight defensively. When a foe uses a
perform a number of powerful attacks. full attack action against you but fails to hit you, you
If you’re playing a character who has a tactical feat, can spend 1 action point to make an extra melee
it’s your responsibility to keep track of the actions attack against that foe as an immediate action (see
you’re performing as you set up the maneuver that page 181).
the feat enables you to perform. It’s also a good idea to Special: Battleshifter Training and Ragewild
briefly mention to the DM that you’re working toward Fighting (see page 118) are inimical to each other; no
performing a tactical maneuver; a remark along the character can have both tactical feats. If a character
lines of “I attack the troll, using Combat Expertise chooses to take one of these feats while already having
to the maximum, and that’s the first step in a tactical the other, he gains the benefits of the new feat but
maneuver” is appropriate. forever loses access to the first (and does not gain a
Some of the tactical feats refer to the first round, new feat to replace it).
second round, and so on. These terms refer to the BRUTE FIGHTING [RACIAL, TACTICAL]
timing of the maneuver, not the battle as a whole. You
don’t have to use Combat Expertise in the first round Your extensive training with two-handed weapons is
116 of combat to begin a tactical maneuver, for example; revealed through brutally effective tactics.
Prerequisites: War- Graceful Lunge: To use this maneuver, you must
forged, Str 13, Power use Combat Expertise (taking a penalty of at least
Attack, base attack –2 on your attack rolls) or fight defensively for
bonus +3. 1 round. In the next round, you gain
Benefit: Brute a bonus on your first melee attack
Fighting enables roll equal to the dodge bonus
the use of three tac- to AC granted by Combat
tical maneuvers. Expertise or fighting
Combat Mo- defensively in the
mentum: If you previous round. CHAPTER 6
deal damage Lingering De- CHAR AC T ER
OPTIONS
to a foe with a fense: To use this
charge attack maneuver,
made with a you must use
two-handed the Combat
weapon and Expertise
that opponent feat (tak-
then fails to ing a penalty of at
hit you before least –2 on your at-
your next turn, tack rolls) or fight
you gain a +1 bo- defensively for 2 con-
nus on attack rolls secutive rounds. In
against that op- the next round, Illus. by F. Vohwinkel
ponent on your you continue to
next turn. receive the
Dispatch the same dodge
Fallen: If you success- bonus to AC
fully bull rush or overrun a Goblins flee in terror from a changeling using Disturbing Visage gained from Com-
foe, any melee attack you make against that foe with a bat Expertise or fighting defensively, but you take
two-handed weapon on your next turn gains a +4 bo- no penalty on attack rolls.
nus on damage rolls. DISTURBING VISAGE
Frenzied Attack: If you hit a foe with a two-handed
weapon at least once on two consecutive turns during [RACIAL, TACTICAL]
which you use the Power Attack feat (taking at least a You can change your features to chilling effect.
–2 penalty on attack rolls), you gain a +2 bonus on all Prerequisites: Changeling, Bluff 6 ranks, Quick
attack rolls you make with that weapon against the Change.
same foe for the rest of the round. Benefit: The Disturbing Visage feat enables the
DANCING WITH SHADOWS use of three tactical maneuvers. Creatures immune to
mind-affecting spells and abilities cannot be affected
[RACIAL, TACTICAL] by this feat; regardless of the outcome of the opposed
You have studied sheshan talarash dasyannah, the martial check, a creature can be affected only once by each of
dance of the kalashtar. these maneuvers in a 24-hour period.
Prerequisites: Kalashtar, Perform (dance) 8 ranks, Cringe: You change your features to appear weak and
Path of Shadows, base attack bonus +4. unworthy of an opponent’s best efforts. To use this
Benefit: Dancing with Shadows enables the use of maneuver, you must use your minor change shape
three tactical maneuvers. You can only benefit from ability and take the total defense action in the same
one of these maneuvers in any given round. turn. You then make a Bluff check as a free action.
Flowing Motion, Still Mind: To use this maneuver, you From the end of your turn until the beginning
must use the Combat Expertise feat (taking a penalty of your next turn, any opponent that attempts to
of at least –2 on your attack rolls) or fight defensively make a melee attack against you must make a Sense
for 1 round. Starting on your next turn, you gain a +2 Motive check opposed by your Bluff check result.
bonus on Will saves that lasts as long as you continue Failure means that the opponent takes a –5 penalty
to use Combat Expertise or fight defensively, plus 1 on weapon damage rolls (minimum 1 point) against
round thereafter. you for 1 minute. 117
Taunt: You change your features to mock an RAGEWILD FIGHTING
opponent. To use this maneuver, you must use your
minor change shape ability to mimic the features [RACIAL, TACTICAL]
of a selected target creature, who must be no more You have mastered a merciless form of combat that
than 10 feet from you, must have missed you with a emphasizes using brute strength to shatter your foes.
melee or ranged attack in the previous round, and is Prerequisites: Shifter, Power Attack, base attack
a humanoid, monstrous humanoid, or giant. You then bonus +6.
make a Bluff check as a free action, opposed by the Benefit: Ragewild Fighting enables the use of
selected creature’s Sense Motive check. If your check three tactical maneuvers (whether you are shifting
CHAPTER 6 is successful, your foe takes a –2 penalty on attack rolls or not).
CHAR AC T ER for 1 minute. Instinctive Strike: Ragewild warriors know that the
OPTIONS
Unnerve: You change your features to become a magic wielded by many of Eberron’s powerful creatures
more terrifying foe. To use this maneuver, you must can confuse the mind and cloud a warrior’s judgment,
hit the target creature with a melee attack and use and so they learn to react to magic forcefully. Whenever
your minor change shape ability in the same round. you fail a Will save against a spell (excluding spells with
You then make a Bluff check as a free action, opposed “harmless” in their saving throw entry), you can make
by a Sense Motive check from the foe you hit. If your a single melee attack as an immediate action before the
check is successful, your foe takes a –2 penalty to AC spell takes effect.
for 1 minute. Rattle the Weakling: To use this maneuver, you must
KALASHTAR THOUGHTSHIFTER hit the target creature with a melee attack in the first
round, then make a melee attack using Power Attack
[RACIAL, TACTICAL] (taking a penalty of at least –5 on your attack rolls) in
You have learned to control your mind blade for maxi- the second round. Any creature of your size category
mum impact in battle. or smaller hit by this attack must make a Fortitude save
Prerequisites: Kalashtar, base attack bonus +4, (DC 10 + 1/2 your character level + your Str modifier)
ability to generate a mind blade. or be dazed for 1 round.
Benefit: The Kalashtar Thoughtshifter feat enables Brutal Charge: To use this maneuver, you must
the use of three tactical maneuvers. charge a foe and successfully hit with a melee attack.
Burrowing Blade: To use this maneuver, you must If this charge attack hits, you can spend an action
make a full attack with your mind blade against an point to deal extra damage equal to your Strength
opponent using a shield. In the following round, you bonus (1-1/2 times your Strength bonus if you use a
can spend 1 power point as a swift action to allow your two-handed weapon).
next mind blade attack against that opponent to ignore Special: Battleshifter Training and Ragewild Fight-
the shield’s bonus to AC. ing are inimical to each other, and no character can
Nemesis: To use this maneuver, you must make at have both tactical feats. If a character chooses to take
least one melee attack with your mind blade each one of these feats while already having the other, he
round against the same opponent for 2 consecutive gains the benefits of the new feat but forever loses
rounds. In the following round, you can spend 1 access to the first (and does not gain a new feat to
power point as a move action to adapt your weapon replace it).
to the target, receiving a +1 insight bonus on melee
attack rolls and weapon damage rolls made against WARFORGED FEATS
that opponent with your mind blade. However, you
take a –1 penalty on attack rolls and weapon damage Feats marked with the warforged descriptor allow
rolls made with your mind blade against any other warforged characters to add construct features and
creature. This effect lasts until you restore the balance improve their armored bodies.
of your blade (a move action). ADAMANTINE BODY [WARFORGED]
Shifting Blade: To use this maneuver, you must
make a melee attack with your mind blade against a At the cost of mobility, your warforged body can be
specific foe. On a melee attack against the same foe crafted with a layer of adamantine that provides formi-
in the next round, you can spend 1 power point as a dable protective armor and some damage reduction.
swift action to change the shape of your mind blade Prerequisites: Warforged, 1st level only.
in mid-blow, altering the damage type of the weapon Benefit: Your armor bonus is increased to +8 and
(piercing, bludgeoning, or slashing) until the start of you gain damage reduction 2/adamantine. However,
118 your next turn. your base land speed is reduced to 20 feet, and you
are considered to be wearing heavy armor. You have a healing, even if you would gain those qualities through
+1 maximum Dexterity bonus to AC, a –5 penalty on magic or the application of a template.
all skill checks to which armor check penalties apply IRONWOOD BODY [WARFORGED]
(Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Sleight of Hand, Swim, and Tumble), and an Your body is crafted with a layer of hard ironwood that
arcane spell failure chance of 35%. cushions blows.
Normal: Without this feat, your warforged character Prerequisites: Warforged, 1st level only.
has an armor bonus of +2. Benefit: Your armor bonus increases to +3 and you
Special: Unlike most feats, this feat must be taken at gain damage reduction 2/slashing. You are considered
1st level during character creation. Warforged druids to be wearing light armor, and have a +4 maximum CHAPTER 6
who take this feat cannot cast druid spells or use any Dexterity bonus to AC, a –3 penalty on all skill checks CHAR AC T ER
OPTIONS
of the druid’s supernatural or spell-like class features. to which armor check penalties apply (Balance, Climb,
Warforged characters with this feat do not gain the Escape Artist, Hide, Jump, Move Silently, Sleight of
benefit of any class feature prohibited to a character Hand, Swim, and Tumble), and an arcane spell failure
wearing heavy armor. chance of 20%.
COLD IRON TRACERY [WARFORGED] Normal: Without this feat, your warforged character
has an armor bonus of +2.
Cold-forged iron that runs through your body Special: Unlike most feats, this feat must be taken
allows you to overcome the supernatural defenses at 1st level during character creation. A warforged with
of certain creatures and protecting against some this feat who then takes Improved Damage Reduc-
magical attacks. tion (see page 55 of the EBERRON Campaign Setting)
Prerequisites: Warforged. can choose to gain damage reduction 1/adamantine
Benefit: Your natural weapons and grapple checks or improve the damage reduction granted by this
made to deal damage are treated as cold iron weapons feat by 2. Unlike the Adamantine Body and Mithral
for the purpose of overcoming damage reduction. You Body feats, warforged druids who take this feat can
also gain a +1 bonus on Will saves against spells and cast druid spells and use the druid’s supernatural and
spell-like abilities. spell-like abilities.
CONSTRUCT LOCK [WARFORGED] JAWS OF DEATH [WARFORGED]
Your knowledge of construct nature allows you to deal Gnashing teeth and a powerful set of jaws allow you
extra damage to or even immobilize such foes. to bite foes.
Prerequisites: Warforged, base attack bonus +2. Prerequisite: Warforged.
Benefit: You gain a +2 bonus on damage rolls against Benefit: You have a bite attack that deals 1d6 points
creatures with the construct type (including living con- of damage (for a Medium warforged). Your bite is
structs). If you roll a critical threat against a construct, treated as a secondary natural weapon (–5 penalty on
you can forego the confirmation roll to make another your attack roll and you apply only 1/2 your Strength
attack roll using the same modifier. If this second bonus on damage rolls).
attack also hits and deals at least 1 point of damage, For warforged larger or smaller than Medium (or if
the construct must succeed on a Fortitude save (DC you are subject to an effect that increases your size),
10 + 1/2 your character level + your Con modifier) or see Table 5–1 on page 296 of the Monster Manual for
be rendered immobile and helpless for 1 round (as if bite damage.
it had been paralyzed). MITHRAL BODY [WARFORGED]
Special: If you spend an action point to improve
an attack roll against a construct and hit with the Your warforged body can be crafted with a layer
attack, the attack roll is automatically considered to of mithral that provides some protection without
be a critical threat regardless of the number rolled hindering speed or gracefulness.
on the die. Prerequisites: Warforged, 1st level only.
IMPROVED RESILIENCY [WARFORGED] Benefit: Your armor bonus is increased to +5 and you
are considered to be wearing light armor. You now have
You gain a construct’s resistance to nonlethal a +5 maximum Dexterity bonus to AC, a –2 penalty on
damage. all skill checks to which armor check penalties apply
Prerequisite: Warforged. (Balance, Climb, Escape Artist, Hide, Jump, Move
Benefit: You are immune to nonlethal damage but Silently, Sleight of Hand, Swim, and Tumble), and an
lose the ability to benefit from regeneration or fast arcane spell failure chance of 15%. 119
Normal: Without this feat, your warforged character defenses of certain creatures and protecting against
has an armor bonus of +2. some magical attacks.
Special: Unlike most feats, this feat must be taken at Prerequisite: Warforged.
1st level, during character creation. Warforged druids Benefit: Your natural weapons and your grapple
who take this feat cannot cast druid spells or use any checks made to deal damage are treated as silvered
of the druid’s supernatural or spell-like class features. weapons for the purpose of overcoming damage reduc-
Warforged characters with this feat do not gain the tion. As well, you gain a +1 bonus on Fortitude saves
benefit of any class feature prohibited to a character against spells and spell-like abilities.
CHAPTER 6 wearing light armor. SPIKED BODY [WARFORGED]
CHAR AC T ER SECOND SLAM [WARFORGED] Your body is overlaid with hundreds of protruding
OPTIONS
You have learned to use your form to the utmost and spikes that can deal great damage to foes.
can make two slam attacks. Prerequisite: Warforged.
Prerequisites: Warforged, base attack bonus +6. Benefit: You deal extra piercing damage on a
Benefit: You can deliver a second slam in any round successful grapple attack as if you were wearing
in which you make a full attack that includes a slam armor spikes (1d6 points for a Medium warforged).
attack. The second slam uses your highest attack Though your slam attack deals no extra damage, the
bonus with a –5 penalty, and deals your normal slam damage it deals is treated as both bludgeoning and
attack damage. piercing damage.
Special: A fighter can select Second Slam as one of The effect of this feat doesn’t stack with equipment
his fighter bonus feats. or abilities (such as the warforged juggernaut’s armor
Illus. by F. Vohwindel SILVER TRACERY [WARFORGED] spikes; see page 84 of the EBERRON Campaign Setting)
that provide similar benefits.
Alchemical silver tracery covers UNARMORED BODY [WARFORGED]
your body, allowing you to
overcome the supernatural Your body is crafted without its normal layer of armor,
trading off physical strength for magical potential.
Prerequisites: Warforged, 1st level only.
Benefit: You lose the normal +2 armor
bonus and light fortification common to
warforged characters, but you have no
inherent chance of arcane spell failure
and can wear armor or magic robes
and gain their full effects.
Special: Unlike most feats,
this feat must be taken at 1st
level, during character creation.
If you later select any warforged
feat that grants or adjusts an
armor bonus or damage reduc-
tion, you lose this feat and all its effects.
RACIAL
SUBSTITUTION LEVELS
By virtue of their culture and history, certain races
develop a stronger affinity and aptitude for par-
ticular class choices; within those cultures, each
class develops in different ways. A substitution
level is a level of a given class that you
take instead of the level described in
the standard class. Selecting a sub-
stitution level is not the same as
120 This warforged’s Silver Tracery takes the fight out of a werewolf multiclassing—you remain within
the class for which the substitution level is taken. The warforged fighter substitution level as a 1st-level
class features of the substitution level simply replace character gains 12 hit points (from the substitution
those of the normal level. level’s d12 Hit Die), and gains an additional 1d12 hit
To qualify to take a racial substitution level, you points for each additional warforged fighter substitu-
must be of the proper race. For instance, to select a tion level he takes later in his career, but he gains
racial substitution level of shifter druid, you must be only the normal 1d10 hit points for all his standard
a shifter. fighter levels.
Four races new to the EBERRON campaign setting— Some of the abilities in this section are performed
changeling, kalashtar, shifter, and warforged—each as swift or immediate actions; for more information
have racial substitution levels for three classes. on these action types, see the sidebar on page 181. CHAPTER 6
Essentially, each set of substitution levels presents a CHANGELING EGOIST (PSION) CHAR AC T ER
racially flavored variant base class for your game, as OPTIONS
well as guidelines for adding more racial substitution A changeling’s aptitude at reshaping his body makes him
level options (shifter barbarians or warforged clerics, naturally inclined toward psionic powers that perform
for example). Racial substitution levels for the core similar tasks, such as those of the psychometabolism
races can also be found in the races series of books, discipline. The egoist—a psion who specializes in
including Races of Stone, Races of Destiny, and Races of psychometabolic powers—is an avenue often pursued
the Wild. by psionic changelings; such characters are well-known
For each class with racial substitution levels, you can for their superior mastery of the discipline.
select each substitution level only at a specified class Hit Die: d4.
level. When you take a substitution level for your class
at a given level, you give up the benefits gained at that Requirements
level for the standard class and get the substitution To take a changeling egoist substitution level, a char-
level benefits instead. acter must be a changeling about to take his 1st, 3rd,
You can’t go back and gain the benefits for the level or 5th level of egoist.
you swapped out—when you take your next level in
the standard class, you gain the next higher level as Class Skills
if you had gained the previous level normally. For Changeling egoist substitution levels have the class skills
instance, if you start out as a 1st-level shifter druid, of the standard egoist class, plus Bluff and Disguise.
you forever lose the benefits normally provided to a Skill Points at Each Level: 4 + Int modifier (or four
standard 1st-level druid (gaining the racial substitu- times this number as a beginning character).
tion benefits instead). When you gain another level in
druid, you gain the 2nd-level benefits of the standard Class Features
druid class. All the following are features of the changeling egoist’s
A character need not take all the substitution levels racial substitution levels.
provided for a class. For instance, a shifter ranger might Body Control (Ex): Beginning at 1st level, whenever
decide to take only the racial substitution level at 4th a changeling egoist manifests a psychometabolism
level, ignoring the other substitution levels. power that targets himself (and only himself), he can
The description of each substitution level benefit treat his manifester level as one higher than normal.
explains what occurs to the standard class feature not This substitution feature replaces the standard
gained, if the benefit from that ability would normally egoist’s bonus feat gained at 1st level.
increase at a specific rate (such as the changeling Everchanging Psicrystal (Ex): At 3rd level, a
rogue’s trap sense ability). changeling egoist gains the ability to reshape his
When a substitution level changes the Hit Die or psicrystal’s personality (see page 23 of The Expanded
class skill list of the base class, the change applies Psionics Handbook), selecting a new personality as a
only to the specific substitution class level, not to full-round action. The egoist gains the benefit of the
any other class levels. A warforged who takes the new personality while losing the previous benefit. If he
Table 6–2: Changeling Egoist Racial Substitution Levels Psionics 121
Base As egoist
Attack Fort Ref Will As egoist/see text
As egoist/see text
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Body control, discipline (egoist)
3rd +1 +1 +1 +3 Everchanging psicrystal
5th +2 +1 +1 +4 Extra powers known
CHAPTER 6 does not have a psicrystal, this ability has no effect until • Making a Gather Information check to gain knowl-
the egoist gains one. edge takes a changeling rogue only 1d4+1×10 minutes,
CHAR AC T ER instead of the normal 1d4+1 hours.
OPTIONS This substitution feature replaces one of the powers
gained by a standard egoist at 3rd level. From this point • A gut assessment of a social situation with a Sense
on, the changeling egoist knows one less power than the Motive check can be made as a full-round action
number indicated on Table 2–3 in the Expanded Psionics instead of taking a full minute.
Handbook (6 at 3rd level, 8 at 4th level, and so forth).
• A changeling rogue can take 10 on Bluff, Diplomacy,
Extra Powers Known: A 5th-level changeling egoist Gather Information, Intimidate, and Sense Motive
adds the following powers to his list of powers known: checks, even if stress or distraction would normally
chameleon, hustle, metamorphosis, and thicken skin (see prevent him from doing so.
Chapter 5 of the Expanded Psionics Handbook). The egoist This substitution feature replaces the standard
adds metamorphosis to his list of powers known even
though it exceeds the normal maximum power level rogue’s trapfinding ability. A changeling rogue without
known (he gains the power but can’t yet manifest it). trapfinding can still use the Search skill to find a trap
These powers do not count against his limit on powers whose DC is 20 or lower, and can still disarm mundane
known. (but not magic) traps with Disable Device, just as any
other character without trapfinding.
This substitution feature replaces the bonus feat
gained by a standard egoist at 5th level. Minor Lore (Ex): Thanks to his varied personas
and pursuits, a changeling rogue picks up bits of stray
CHANGELING ROGUE knowledge. Beginning at 3rd level, he gains a +1 bonus
on all Knowledge checks (though this bonus doesn’t
The changeling rogue follows the natural proclivities change an untrained check to a trained check), improv-
of the race and its favored class, with most multiclass ing by +1 every three levels thereafter (to +2 at 6th level,
changelings beginning their careers as rogues in order +3 at 9th, and so on). In addition, whenever the rogue
to benefit from the class’s wide range of skills. Though successfully aids another character’s Knowledge check,
he gives up some of his adventure-oriented talents, the that character can apply this bonus on his check result
changeling rogue gains new abilities that aid him in (in addition to the normal bonus granted by the rogue’s
more mainstream settings. Focusing on social decep- aid another attempt).
tion and manipulation, he uses and shapes his racial
abilities to strong advantage. This substitution feature replaces the standard
rogue’s trap sense ability, which can never be gained
Hit Die: d6. at later levels.
Requirements Mutable Anatomy (Ex): A changeling rogue learns
To take a changeling rogue substitution level, a char- to shift his body’s anatomy in subtle ways during
acter must be a changeling about to take his 1st, 3rd, combat to avoid otherwise lethal strikes. Beginning
or 8th level of rogue. at 8th level, any time a critical hit or sneak attack is
scored on a changeling rogue, there is a 50% chance
Class Skills that the critical hit or sneak attack is negated and
Changeling rogue substitution levels have the class skills damage is instead rolled normally. If the changeling
of the standard rogue class, plus one Knowledge skill rogue has the ability to negate critical hits or sneak
chosen when the first racial substitution level is taken. attacks by some additional means (such as armor
Once this selection is made, it cannot be changed. with the fortification special ability), apply the
Skill Points at Each Level: 10 + Int modifier (or chances separately.
four times this number as a beginning character).
This substitution feature replaces the standard
rogue’s improved uncanny dodge.
Class Features Table 6–3: Changeling Rogue Racial Substitution Levels
All the following are features of the changeling rogue’s Base
racial substitution levels. Attack Fort Ref Will
Social Intuition (Ex): A changeling rogue has an
uncanny awareness of the tone of any social situation Level Bonus Save Save Save Special
in which he finds himself. This grants benefits to a 1st +0 +0 +2 +0 Sneak attack +1d6,
number of his skill checks (see Chapter 4 of the Player’s
Handbook for skill descriptions). social intuition
3rd +3 +1 +4 +1 Minor lore,
sneak attack +2d6
8th +6/+1 +2 +5 +2 Mutable anatomy
122
Table 6–4: Changeling Wizard Racial Substitution Levels Spellcasting
Base As wizard
Attack Fort Ref Will As wizard
As wizard
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Dual specialization, summon familiar, Scribe Scroll
5th +2 +1 +1 +4 Limited spell knowledge, morphic familiar
10th +5 +3 +3 +7 Limited spell knowledge, override transmutation
CHANGELING WIZARD A changeling wizard can prepare one additional
The changeling wizard taps into his doppelganger spell per spell level each day, chosen from either of
heritage in order to simultaneously specialize in illu- his specialty schools. For instance, he might choose CHAPTER 6
sion and transmutation. He has an intuitive feel for to prepare ghost sound (illusion) as his additional 0- CHAR AC T ER
OPTIONS
how to change himself and others (both physically and level spell and expeditious retreat (transmutation) as his
visually), but gives up some of the standard wizard’s additional 1st-level spell.
versatility in exchange for these additional talents In addition, he gains a +2 bonus on Spellcraft checks
in deception. to learn spells from either of these schools.
Hit Die: d4. This substitution feature replaces the standard
Requirements wizard’s specialization option.
Limited Spell Knowledge: A changeling wiz-
To take a changeling wizard substitution level, a char- ard’s focused studies in illusion and transmutation
acter must be a changeling about to take his 1st, 5th, lead to an excess of knowledge in those areas, but
or 10th level of wizard. limit his ability to easily add spells of other schools
Class Skills to his spellbook. Each time the character selects a
changeling wizard substitution level (other than
Changeling wizard sub- 1st level), he chooses three spells from the il- Illus. by H. Lyon
stitution levels have the lusion or transmutation schools to add to
class skills of the standard his spellbook in lieu of the normal two
wizard class, plus Bluff, spells added to the standard wiz-
Disguise, and Sleight of ard’s spellbook upon gaining a
Hand. new wizard level. This has
Skill Points at Each no effect on a change-
Level: 4 + Int modi- ling wizard’s ability to
fier (or four times this add other spells to
number as a begin- his spellbook, such
ning character). as those taken from
Class Features a scroll or from
another wizard’s
All the following spellbook.
are features of Morphic Fa-
the change- miliar (Su):
ling wizard’s At 5th level, a
racial substi- changeling wiz-
tution levels. ard’s familiar
Dual Specializa- gains the ability
tion (Ex): At 1st level, a to alter its form
changeling wizard can choose on command. As a
to pursue a dual special- full-round action, the
ization in illusion and familiar can change its
transmutation. To do so, he must form to that of any creature that the
give up three other schools of magic wizard could normally have as a
(but just as for a normal specialist A morphic familiar changes from rat to lizard familiar (see page 52 of the Player’s
wizard, a changeling wizard can’t Handbook). The wizard gains the
give up divination to fulfill this requirement). new benefit of the familiar while losing the previous
123
benefit. If the changeling wizard does not have a famil- This substitution feature replaces the standard
iar, this ability has no effect until he gains one. monk’s flurry of blows ability. If the monk later gains
This substitution feature replaces the standard an ability that improves his flurry of blows, that ability
wizard’s bonus feat gained at 5th level. has no effect.
Override Transmutation (Ex): A changeling Bonus Feat: At 2nd level, a kalashtar monk can select
wizard’s skill with transmutation spells serves as a any psionic feat as a bonus feat (provided he meets the
good defense against them. Starting at 10th level, normal prerequisites).
if he fails his normal saving throw against a trans- This substitution feature replaces the standard
mutation spell or spell-like ability with a duration monk’s bonus feat gained at 2nd level.
CHAPTER 6 other than instantaneous, a changeling wizard can Wholeness of Body (Su): A kalashtar monk of 7th
CHAR AC T ER attempt an additional save 1 round later against the level or higher can psionically augment the standard
OPTIONS
same DC. monk’s wholeness of body ability by spending 1 or
This substitution feature replaces the standard more power points as part of the action used to activate
wizard’s bonus feat gained at 10th level. it. Each power point spent heals an additional 1 point
KALASHTAR MONK of damage.
The kalashtar monk uses his natural psionic ability Table 6–5: Kalashtar Monk Racial Substitution Levels
Base
to augment his combat prowess, allowing him to Level Attack Fort Ref Will Special
perform tasks beyond even a monk’s impressive 1st Bonus Save Save Save Bonus feat,
abilities. Though they do not learn specific psionic +2 +2 +2 psychic insight,
powers, kalashtar monks channel their psionic talent +0
in other ways. unarmed strike
Hit Die: d8. 2nd +1 +3 +3 +3 Bonus feat*, evasion
7th +5 +5 +5 +5 Wholeness of body*
Requirements *Indicates a class feature altered from the Player’s
Handbook. See the text for details.
To take a kalashtar monk substitution level, a character KALASHTAR SOULKNIFE
must be a kalashtar about to take his 1st, 2nd, or 7th
level of monk. Where the paladin is the champion of the church,
Class Skills the kalashtar soulknife is champion of the light—the
sacred warrior of the kalashtar. Drawing on the power
Kalashtar monk substitution levels have the class skills of il-Yannah and his own quori heritage, the kalashtar
of the standard monk class plus Autohypnosis and soulknife charges himself with cleansing energy and is
Knowledge (psionics). See Chapter 3 of the Expanded able to ravage evil foes or even banish quori spirits and
Psionics Handbook for skill descriptions. malign mental influences with a stroke of his blade.
Skill Points at Each Level: 4 + Int modifier (or four Hit Die: d8.
times this number as a beginning character). Requirements
Class Features To take a kalashtar soulknife substitution level, a
All the following are features of the kalashtar monk’s character must be a good-aligned kalashtar about to
racial substitution levels. The kalashtar monk’s take his 1st, 3rd, or 6th level of soulknife. A kalashtar
unarmed damage, AC bonus, and unarmored speed soulknife who ceases to be good or who willfully
bonus all progress as for a standard monk. commits an evil act loses all kalashtar soulknife
Psychic Insight (Su): Once per round, a kalashtar substitution features, and may not gain any additional
monk can spend 1 power point as a swift action (see kalashtar soulknife substitution levels. He regains his
Chapter 9) to gain a +1 insight bonus on the next abilities and advancement potential if he atones for his
grapple check or stunning fist attack roll he makes. violations as appropriate (see the atonement spell, page
The bonus lasts for up to 1 round and is lost if not used 201 of the Player’s Handbook).
in that time.
As the monk gains levels, he can spend additional Class Skills
power points as part of the swift action (up to 2 Kalashtar soulknife substitution levels have the class
power points at 5th level, and up to 3 at 11th level), skills of the standard soulknife class, plus Disguise,
with each power point spent increasing the insight Knowledge (the planes), and Perform.
bonus by 1. Skill Points at Each Level: 4 + Int modifier (or four
124 times this number as a beginning character).
Class Features This substitution feature replaces the Speed of Thought
bonus feat gained by the standard soulknife.
All the following are features of the kalashtar soul-
knife’s racial substitution levels. Table 6–6: Kalashtar Soulknife Racial Substitution
Align Mind Blade (Su): A kalashtar soulknife Levels Base
Attack
can spend 1 power point as a free action to imbue his Level Bonus Fort Ref Will Special
mind blade with a good alignment for the purpose of 1st Save Save Save Mind blade, align
overcoming damage reduction. This effect lasts for 1 +0 +0 +2 +2 mind blade, Weapon
round. When the kalashtar soulknife gains the ability
Focus (mind blade)
to enhance his mind blade with weapon special abili- 3rd +2 +1 +3 +3 Purifying strike CHAPTER 6
ties with a +2 bonus base price modifier (10th level), he 6th +4 +2 +5 +5 Mind blade
adds the holy special ability to the list of those he can CHAR AC T ER
apply (see page 225 of the Dungeon Master’s Guide). enhancement +1, OPTIONS
stand fast
This substitution feature replaces the standard KALASHTAR TELEPATH (PSION)
soulknife’s free Wild Talent feat. Since all kalashtar
gain power points for free, the character does not need To a certain extent, all kalashtar are telepaths, since
this feat to materialize his mind blade. they share a racial talent to create a mindlink. A
Purifying Strike (Su): Beginning at 3rd level, a kalashtar who specializes in the telepathy discipline
kalashtar soulknife can use the essence of his quori takes this natural ability to the limit, but at the
soul to drive out malign forces manipulating the expense of some of the more general features of the
minds of others. The soulknife must first make a suc- psion class.
cessful touch attack against a target creature. He then Hit Die: d4.
spends 3 power points in order to make a dispel check
(using his soulknife level as his caster level) against Requirements
each mind-affecting spell or ability influencing the To take a kalashtar telepath substitution level, a char-
target (though he can’t choose to ignore some effects acter must be a kalashtar about to take his 1st, 3rd, or
and dispel others). If his dispel check succeeds, the 5th level of telepath.
effect is dispelled (as by dispel magic). Effects that are
immune to dispelling can’t be affected (except as Class Skills
noted below). Kalashtar telepath substitution levels have the class
The purifying strike is also treated as a dismissal spell skills of the standard telepath class, plus Intimidate.
for the purpose of exorcising a quori spirit inhabiting Skill Points at Each Level: 2 + Int modifier (or
a target creature. The save DC for this effect is 10 + the four times this number as a beginning character).
soulknife’s class level + the soulknife’s Cha modifier Class Features
– the target’s HD.
This substitution feature replaces the standard soul- All the following are features of the kalashtar telepath’s
knife’s psychic strike ability. A kalashtar soulknife racial substitution levels.
instead gains that ability at 7th level, and the extra Mindlink (Ps): If a kalashtar telepath selects at
damage dealt is reduced by 1d8 from the value given on least one kalashtar telepath substitution level, he can
Table 2–5, page 27 of the Expanded Psionics Handbook. manifest his racial mindlink power as a wilder of a level
Stand Fast (Ex): Beginning at 6th level, a kalashtar equal to his Hit Dice (rather than 1/2 his HD). As well,
soulknife gains a +2 dodge bonus to his AC during each time the character selects a kalashtar telepath
any round in which he moves no more than 5 feet. substitution level, he gains the ability to manifest his
This bonus only applies as long as the soulknife is racial mindlink power one additional time per day, to a
psionically focused. maximum of four times per day if he selects all three
racial substitution levels.
Table 6–7: Kalashtar Telepath Racial Substitution Levels Power Points/Powers Known
Base As telepath
Attack Fort Ref Will As telepath/see text
As telepath/see text
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Discipline (telepathy), mindlink*, telepathic talent 125
3rd +1 +1 +1 +3 Compound psicrystal, mindlink*
5th +2 +1 +1 +4 Extra powers known, mindlink*
*Indicates a racial ability altered from the EBERRON Campaign Setting. See the text for details.
Telepathic Talent (Ex): Whenever a kalashtar augmenting their spellcasting and shifting
telepath manifests a power from the telepathy abilities.
discipline, he can treat his manifester level as Hit Die: d8.
one higher than normal. (This does not apply Requirements
to all telepathy powers, just those specifically
included in the telepathy discipline.) To take a shifter druid substitution level,
This substitution feature replaces the stan- a character must be a shifter about to
dard telepath’s bonus feat gained at 1st level. take his 1st, 4th, or 5th level of druid.
Compound Psicrystal (Ex): Like the Class Skills
CHAPTER 6 kalashtar race itself, the psicrystal of a ka-
CHAR AC T ER lashtar telepath manifests a hybrid nature. A Shifter druid substitution levels have the class
OPTIONS
3rd-level kalashtar telepath can choose two skills of the standard druid class, plus Balance,
different personalities for his psicrystal, Climb, and Jump.
and gains the benefits of both personali- Skill Points at Each Level: 4 + Int modifier (or
ties simultaneously. A kalashtar telepath four times this number as a beginning character).
can even choose Sage as both personali- Class Features
ties, but must select different Knowledge
skills for each. If he does not have a psi- All the following are features of the shifter druid’s
crystal, this ability has no effect until Compound racial substitution levels.
the telepath gains one. psicrystal Beast Spirit (Su): Shifter druids share a bond
This substitution feature replaces one of with a powerful internal spirit—an intangible man-
Illus. by A. Stokes & F. Tsai the known powers gained by a standard telepath at 3rd ifestation of raw bestial strength and instinct. This
level. From this point on, a kalashtar telepath knows spirit grows in power as a shifter druid advances in
one less power than the number given on Table 2–3, level, granting increased physical abilities, powerful
page 20 of the Expanded Psionics Handbook (6 at 3rd level, augmentations to the shifter druid’s summoning,
8 at 4th level, and so forth). and additional spellcasting power. The beast spirit
Extra Powers Known: A 5th-level kalashtar telepath within a shifter druid is at once a separate entity
can add any two telepathy discipline powers of 3rd level and an extension of the shifter druid’s own lycan-
or lower to his list of powers known. These powers do thrope heritage.
not count against his limit on powers known. This substitution feature replaces the standard
This substitution feature replaces the bonus feat druid’s animal companion class feature. If the shifter
gained by a standard telepath at 5th level. gains an animal companion from another class
SHIFTER DRUID (such as ranger), his druid levels don’t stack with
levels of that other class to determine the animal
Beyond instinct, beyond even their empathic con- companion’s abilities.
nection with nature, shifter druids hold a Reckless Nature (Ex): A
bestial spirit within their mutable shifter druid learns to rely
forms. Their understanding on his animal instincts
of the natural world binds rather than his civ-
them closer to their ly- ilized qualities.
canthrope heritage than Beginning at 4th
other shifters, and from level, he gains a
this bond is born +2 insight bonus
a powerful rela- on initiative checks
tionship with an and Reflex saves,
intangible spirit but takes a –2 pen-
of raw and feral alty on Will saves.
might. Shifter
druids often cul-
tivate a bond
with these A shifter druid and his
inner spirits dire boar beast spirit
rather than with
126 an animal companion, greatly
This substitution feature replaces the standard damage as if the druid were one size category larger CHAPTER 6
druid’s resist nature’s lure ability. than he is. At 15th level and higher, they deal damage
as if he were two size categories larger (see Table 5–1, CHAR AC T ER
Wild Shifting (Ex): A shifter druid learns to page 296 of the Monster Manual). OPTIONS
exercise extraordinary control over his own form,
and beginning at 5th level, he can use his racial This substitution feature replaces the standard
shifting ability one additional time per day. As well, druid’s wild shape ability, and at each level that a
he can use his Wisdom modifier (instead of his shifter druid would normally gain an additional
Constitution modifier) to determine the duration daily use of wild shape, he instead gains one addi-
of his shifting. tional daily use of his shifting ability. The druid
gains no abilities in place of wild shape (Tiny) or
A shifter druid who selects this substitution level also wild shape (plant), but gains the ability to wild
gains additional benefits at later levels. Beginning at 8th shape into an elemental as normal from 16th level
level, any natural weapons gained from shifting deal
pqqqqqqqqqqqqqqqqqqqqrs
THE SHIFTER DRUID’S BEAST SPIRIT
A shifter druid’s beast spirit is not a creature in the tradi- nature’s ally spell. Transfer spirit is a move action that does
tional sense, but neither is it subject to effects that affect not provoke attacks of opportunity.
some spirits (it can’t be cast out from the druid as a pos- While the spirit is transferred, all benefits it normally
sessing ghost can, for example). Its presence grants the grants the druid are temporarily suppressed. In exchange,
shifter druid the following abilities. the summoned creature gains a bonus to its Strength,
Dexterity, or Constitution score (whichever of the druid’s
Class Ability Special abilities was enhanced at the time of transfer) equal to
Level Bonus Alertness, extend shifting, feral empathy twice the bonus gained by the druid. This ability also
1st–2nd +0 Will of the spirit enables the druid to communicate with the summoned
3rd–5th +2 Transfer spirit animal as if they shared a common language.
6th–8th +2 Prepare spell (3rd level or lower)
9th–11th +4 Rapid summons A shifter druid cannot recall his beast spirit until the
12th–14th +4 Prepare spell (6th level or lower) summoned creature dies, is dismissed, or the summon-
15th–17th +6 Manifested spirit ing spell ends. Once transferred, the animal can move
18th–20th +6 more than 30 feet away from the druid without losing the
beast spirit benefits.
Class Level: The character’s druid level.
Ability Bonus: The druid gains a bonus to his Strength, Prepare Spell (Su): The presence of his beast spirit
Dexterity, or Constitution score, choosing which ability allows a shifter druid to prepare one extra druid spell of
score is affected at the time he prepares spells each day. 3rd level or lower to be cast on himself ( which must have
He can change the affected ability score at any point in the a range of touch or personal). The spell is prepared nor-
mally and treated as if cast by the druid for all purposes
day, but doing so requires a full minute of concentration (caster level, save DC, and so forth), but is cast by the
and provokes attacks of opportunity. If this concentration beast spirit with a moment’s thought on the part of the
disrupted in any way, the bonus is lost until the druid suc- shifter druid (a swift action). A beast spirit cannot cast
cessfully attempts the process again. this spell while it is transferred to another creature. The
druid cannot lose a spell prepared in this manner in order
Alertness (Su): A shifter druid’s spirit beast grants him to use his spontaneous casting ability.
Alertness as a bonus feat.
Starting at 15th level, the druid can prepare and cast a
Extend Shifting (Su): Born of wild instinct and natural spell of up to 6th level using this ability.
power, a shifter druid’s spirit beast strengthens the druid’s
racial shifting ability, adding 2 rounds to its duration. Rapid Summons (Su): The presence of his beast spirit
enhances the druid’s connection to the otherworldly ani-
Feral Empathy (Su): Filled with the raw power of his mals and natural creatures that he can summon using the
beast spirit, a shifter druid bonds with wild animals in- summon nature’s ally spell. From 12th level on, as long as
stinctively, gaining a +4 bonus on wild empathy checks the beast spirit is present within the druid, he casts any
and Handle Animal checks (see page 35 of the Player’s summon nature’s ally spell as a standard action instead of
Handbook for a full description of the druid’s wild em- a full-round action.
pathy ability).
Manifested Spirit (Su): With his lycanthrope heritage
Will of the Spirit (Su): A shifter druid’s beast spirit helps strengthened by the presence of the beast spirit, a shifter
him maintain control of his mind. Starting at 3rd level, if druid manifests more powerful abilities when he shifts.
he fails his normal saving throw against an enchantment
spell or effect, the shifter druid can attempt an additional At 18th level, the shifter druid gains Extra Shifter Trait as
save 1 round later at the same DC. a bonus feat. If he already has the Extra Shifter Trait feat,
Transfer Spirit (Su): Starting at 6th level, a shifter druid he gains its benefit a second time and can choose a third
can temporarily transfer his beast spirit to any animal shifter trait (an exception to the normal rule that you
within 30 feet that he has summoned with a summon cannot gain the benefit of this feat twice).
pqqqqqqqqqqqqqqqqqqqqrs 127
Table 6–8: Shifter Druid Racial Substitution Levels
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Beast spirit As druid
4th +3 +4 +1 +4 Reckless nature As druid
5th +3 +4 +1 +4 Wild shifting As druid
CHAPTER 6 on (including additional uses at 18th and 20th level, any distance between them has no subsequent effect).
and Huge size at 20th level). All shared benefits end when the ranger’s shifting ends
CHAR AC T ER (or if he loses consciousness).
OPTIONS SHIFTER RANGER
The animal companion gains all the benefits of
Many shifters become rangers, both from their love of shifting (including any shifter feats or class features
the ranger’s solitude and single-minded purpose, and in effect for the shifter ranger), though it does not gain
from their inherent connection to the natural world. any new natural weapons. If it already has a natural
Racial substitution levels allow the shifter ranger to weapon that the shifter ranger gains while shifting, it
enjoy an even stronger bond with the wilderness, gains a +1 bonus on damage rolls for every four of the
enhancing his own shifting abilities and even sharing ranger’s class levels.
them with his animal companion.
This substitution feature replaces a standard ranger’s
Hit Die: d8. ability to share spells with his animal companion.
Requirements Enhanced Shifting (Su): A 9th-level shifter ranger
To take a shifter ranger substitution level, a character gains an extra benefit while shifting, based on his
must be a shifter about to take his 1st, 4th, or 9th level primary shifter trait (the trait chosen during character
of ranger. creation, and the one that provides a bonus to his
ability score).
Class Skills
Shifter ranger substitution levels have the class skills If the shifter’s primary trait grants a bonus to
of the standard ranger class, plus Balance. Strength, the shifter’s natural weapons are treated as
Skill Points at Each Level: 6 + Int modifier (or four adamantine for the purpose of overcoming damage
times this number as a beginning character). reduction while shifting. This benefit applies to the
gorebrute, longtooth, and razorclaw traits.
Class Features
All the following are features of the shifter ranger’s If the shifter’s primary trait grants a bonus to Dex-
racial substitution levels. terity, the shifter gains improved evasion, avoiding
Wild Empathy (Ex): Beginning at 1st level, a shifter damage from certain attacks with a successful Reflex
ranger can improve the attitude of an animal. This save and taking only half damage on a failed save (see
ability functions identically to the druid class feature the monk class feature, page 42 of the Player’s Handbook).
of the same name (see page 35 of the Player’s Handbook), This benefit applies to the cliffwalk, longstride, and
except that the shifter ranger’s innate understanding swiftwing traits.
of the natural world allows him to add his Wisdom
modifier (instead of his Charisma modifier) to his wild If the shifter’s primary trait grants a bonus to Con-
empathy checks. stitution, the shifter gains fast healing while shifting,
Share Shifting (Su): A shifter ranger of 4th level or gaining a number of hit points per round equal to 1
higher can share the benefits he gains while shifting + the number of shifter feats he possesses. See page
with his animal companion. The companion must be 308 of the Monster Manual for details, but note that
adjacent to the ranger when he begins shifting (though this ability doesn’t stack with any other fast healing
the shifter might possess. This benefit applies to the
beasthide, truedive, and wildhunt traits.
If the shifter’s primary trait grants a bonus to
Wisdom, the shifter gains immunity to enchantment
Table 6–9: Shifter Ranger Racial Substitution Levels Spellcasting
Base —
Attack Fort Ref Will As ranger
As ranger
Level Bonus Save Save Save Special
128 1st +1 +2 +2 +0 1st favored enemy, Track, wild empathy*
4th +4 +4 +4 +1 Animal companion, share shifting
9th +9 +6 +6 +3 Enhanced shifting
*Indicates a class feature altered from the Player’s Handbook. See the text for details.
effects while shifting. This benefit applies to the WARFORGED ARTIFICER
dreamsight trait.
This substitution feature replaces a standard ranger’s Artificers are the unparalleled masters of magic item
evasion ability. and construct enhancement and creation, and it should
SHIFTER WILDER surprise no one that warforged artificers attain even
greater heights than the norm. Made by magic and
Despite his typically low Charisma, a shifter’s ani- often trained by House Cannith, warforged artificers
malistic nature often manifests itself as passion or are held in high esteem among their peers, with an
zeal—tendencies right in line with the wilder psionic innate aptitude for their craft granting them abilities
class. A shifter who pursues this unorthodox approach unequalled by artificers of other races. CHAPTER 6
can meld his shifting and psionic talents in power- Hit Die: d6. CHAR AC T ER
OPTIONS
ful ways. Requirements
Hit Die: d6.
Requirements To take a warforged artificer substitution level, a char-
acter must be a warforged about to take his 1st, 4th,
To take a shifter wilder substitution level, a character or 5th level of artificer.
must be a shifter about to take his 1st, 2nd, or 6th level Class Skills
of wilder.
Class Skills Warforged artificer substitution levels have the class
skills of the standard artificer class.
Shifter wilder substitution levels have the class skills Skill Points at Each Level: 4 + Int modifier (or four
of the standard wilder class, plus Survival. times this number as a beginning character).
Skill Points at Each Level: 4 + Int modifier (or four Class Features
times this number as a beginning character).
Class Features All the following are features of the warforged
artificer’s racial substitution levels.
All the following are features of the shifter wilder’s Infuse Self (Ex): A warforged artificer is particu-
racial substitution levels. larly skilled at magically enhancing his own body,
Wild Psychometabolism (Ex): A shifter wilder and adds one to his caster level for determining the
can learn powers from the egoist list (see page 72 of effect of any infusion he imbues upon himself. This
the Expanded Psionics Handbook) as if they were on the caster level bonus applies only to effects that target
wilder list. the warforged artificer, even if an effect can be made
Savage Renewal (Su): Beginning at 2nd level, to target other creatures simultaneously.
when a shifter wilder’s shifting ends, he regains Tools of War (Su): Beginning at 4th level, a war-
a number of power points equal to the maximum forged artificer becomes particularly talented at
power level he can know. For example, a 2nd-level affecting the tools of war (constructs, living constructs,
shifter wilder regains 1 power point when his shift- and magic arms and armor) with his infusions and
ing ends, while a 20th-level shifter wilder regains 9 enhancements. Each time the warforged artificer
power points. imbues an infusion on a construct or living construct
This substitution feature replaces the standard (including himself) or on a magic weapon, magic
wilder’s elude touch ability. shield, or suit of magic armor, he can repair the target
Euphoric Shifting (Ex): Beginning at 6th level, object of a number of points of damage equal to his
any round a shifter wilder spends under the effect of Charisma modifier (minimum 1). This benefit is in
surging euphoria while shifting does not count against addition to the infusion’s normal effect.
the duration of that shifting. If a shifter wilder is not In addition, whenever the warforged artificer
shifting, this ability has no effect. spends points from his craft reserve to add a magical
Table 6–10: Shifter Wilder Racial Substitution Levels Power Points/Powers Known 129
Base As wilder
Attack Fort Ref Will As wilder
As wilder
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Wild surge +1, psychic enervation,
wild psychometabolism
2nd +1 +0 +0 +3 Savage renewal
6th +4 +2 +2 +5 Euphoric shifting
Table 6–11: Warforged Artificer Racial Substitution Levels Infusions per Day
Base As artificer
Attack Fort Ref Will As artificer
As artificer
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Artificer knowledge, artisan bonus,
disable trap, infuse self, item creation, Scribe Scroll
4th +2 +1 +1 +4 Tools of war, bonus feat
5th +2 +1 +1 +4 Craft Magic Arms and Armor, craft weapon familiar
property to any construct or living construct (including Class Skills
CHAPTER 6 himself), to create a construct, or to create or enhance Warforged fighter substitution levels grant the follow-
CHAR AC T ER magic armor, a magic shield, or a magic weapon, each ing class skills: Craft and Intimidate.
OPTIONS
point spent is worth 2 XP. Skill Points at Each Level: 2 + Int modifier (or four
This benefit replaces the standard artificer’s craft times this number as a beginning character).
homunculus feature.
Craft Weapon Familiar (Ex): Beginning at 5th Class Features
level, a warforged artificer can craft an intelligent All the following are features of the warforged fighter’s
melee weapon that functions much like a wizard or racial substitution levels.
sorcerer’s familiar (see the Weapon Familiars sidebar Battle Hardened (Ex): A warforged fighter is crafted
for details). The warforged artificer must create a for battle, ready to act at a moment’s notice and hard-
magic weapon, paying all the normal costs in gp and ened against terror. He gains a +3 bonus on initiative
XP, after which he must spend an additional 1,000 checks and on saves against fear effects.
gp and one more day to further imbue the item with This substitution feature replaces the standard
the sentience required to become a familiar. A war- fighter’s bonus feat gained at 1st level.
forged artificer can have only one weapon familiar Bonus Warforged Feat: At 2nd level, a warforged
at a time. fighter can select any warforged feat for which he meets
At any time, the warforged artificer can further the prerequisites as a bonus feat.
enhance his weapon familiar (as with any other This substitution feature replaces the standard
magic weapon), or can sever his connection to the fighter’s bonus feat gained at 2nd level.
weapon familiar in order to create a new one. When a Body as Weapon (Ex): At 4th level, a warforged
warforged artificer dies or voluntarily severs the con- fighter gains a +2 bonus on weapon damage rolls made
nection with his weapon familiar, the weapon loses with his slam attack or with any weapon attached as a
all weapon familiar abilities (including sentience) but warforged component (see Chapter 10 of the EBERRON
retains any other magic enhancement. If a warforged Campaign Setting, or Chapter 8 of this book).
artificer is raised, resurrected, or wishes to voluntarily This substitution feature replaces the standard
renew a severed connection, he must spend 1,000 fighter’s bonus feat gained at 4th level.
gp and one day to imbue the weapon familiar with
sentience again. Table 6–12: Warforged Fighter Racial Substitution
This substitution feature replaces the standard Levels Base
Attack Fort Ref Will
artificer’s retain essence feature.
WARFORGED FIGHTER Level Bonus Save Save Save Special
1st +1 +2 +0 +0 Battle hardened
To many, the words “warforged” and “fighter” seem 2nd +2 +3 +0 +0 Bonus warforged feat
almost synonymous. Built to serve as soldiers, war- 4th +4 +4 +1 +1 Body as weapon
forged are indeed singularly suited to the pursuit of WARFORGED PALADIN
the combat arts. The warforged fighter who gives up
some of that class’s range of options, however, gains The rare warforged who takes up a paladin’s path likely
a stability in combat and a greater command of his follows no deity. With no assurance of divinity or even
construct body. the existence of their own souls, warforged paladins
Hit Die: d12. often follow a simple faith of good will. Believing in
Requirements the necessity for just and benign behavior and the
benefits of living in such a fashion, these warforged
To take a warforged fighter substitution level, a char- paladins can gain abilities uncommon for the class
acter must be a warforged about to take his 1st, 2nd, and unique to their race.
130 or 4th level of fighter. Hit Die: d10.
pqqqqqqqqqqqqqqqqqqqqrs
WEAPON FAMILIARS familiar and its creator might find themselves in conflict CHAPTER 6
Weapon familiars are intelligent magic melee weapons if the creator’s alignment ever changes.
crafted by a warforged artificer with the craft weapon familiar CHAR AC T ER
class feature. Each weapon familiar is magically linked to its Ego: As an intelligent item, a weapon familiar has an ego OPTIONS
creator, much like a normal familiar is linked to its master. score. Though it never engages in a personality conflict
with its wielder, it automatically does so if another char-
A weapon familiar grants special abilities to its creator acter attempts to wield it. For the purpose of determining
while held (as shown on the table below). Each weapon ego score, a weapon familiar is considered to have six
familiar grants one special ability based on the effort re- lesser powers, and to gain new lesser powers when its
quired to use it (light, one-handed, or two-handed) and creator attains 11th level and 13th level.
its damage type (bludgeoning, piercing, or slashing). If a
weapon familiar has more than one property in the same Weapon Familiar Ability Descriptions: All weapon fa-
category (such as a morningstar, which deals both blud- miliars gain or impart special abilities depending on their
geoning and piercing damage), the creator chooses which creator’s artificer level. The abilities given on the table
special ability the weapon familiar will grant. are cumulative.
Weapon Familiar Creator Gains Creator Hardness
Light +3 bonus on Disable Device checks Class Level Adj. Special
One-handed +3 bonus on Use Magic Device checks 5th–6th +1 Alertness, deliver touch infusions,
Two-handed +3 bonus on Concentration checks improved evasion, share infusions
Bludgeoning +2 bonus on Fortitude saves 7th–8th +2 —
Piercing +2 bonus on Reflex saves 9th–10th +3 —
Slashing +3 hit points 11th–12th +4 Spell resistance
13th–14th +5 Scry on weapon familiar
15th–16th +6 —
Weapon Familiar Basics: A weapon familiar is an intel- 17th–18th +7 —
ligent magic weapon, with a basic description as given 19th–20th +8 —
in the Player’s Handbook and the additional features
described below. See Intelligent Items, page 268 of the Hardness Adj.: The number noted here is an improve-
Dungeon Master’s Guide, for more information. ment to the weapon familiar’s existing hardness.
Ability Scores: As an intelligent item, a weapon familiar has Alertness (Ex): The presence of a weapon familiar sharp-
Intelligence, Wisdom, and Charisma scores. Two of these ens its creator’s senses. While a weapon familiar is held,
abilities have a score of 14 and one has a score of 10, as de- the creator gains the effect of the Alertness feat (see page
termined by the warforged artificer at the time of creation. 89 of the Player’s Handbook).
Hit Points: A weapon familiar has the normal hit points Deliver Touch Infusions (Su): If a weapon familiar is held
for a weapon of its type (see Table 8–8, page 158 of the by its creator at the time the creator imbues an infusion
Player’s Handbook) and enhancement bonus, plus bonus with a range of touch, the creator can then deliver the infu-
hit points equal to one-half its creator’s hit points (not sion by touching a target with the weapon familiar (either
including temporary hit points), rounded down. For ex- as a melee touch attack or as a normal melee attack). If
ample, if the creator of a +1 heavy mace weapon familiar the creator imbues another infusion before the touch is
had 25 hit points, the weapon familiar would have 42 hit delivered, the touch infusion dissipates.
points (20 for a heavy mace, +10 for being a +1 weapon,
+12 for its creator’s hit points). Improved Evasion (Ex): A weapon familiar can avoid
damage from certain attacks with a successful Reflex save
Saving Throws: A weapon familiar need not make any and take only half damage on a failed save. See the monk
saving throw unless its wielder rolls a 1 on a save against class feature, page 42 of the Player’s Handbook.
an effect that could also damage the weapon familiar
(such as fireball) or if the effect specifically targets the Share Infusions: At the creator’s option, he can have
weapon familiar (such as shatter). For each saving throw, any infusion he imbues on himself also affect his weapon
a weapon familiar uses either its own base save bonus (2 familiar. The weapon familiar must be held at the time
+ 1/2 its creator’s artificer level) or its creator’s save bonus of casting to receive the benefit, and the creator and his
(from all classes), whichever is better. A weapon familiar weapon familiar can share spells even if those spells
adds its own ability modifiers on saving throws (Dex –5, don’t normally affect objects. This ability otherwise func-
Con +0, Wis varies). tions identically to the share spells ability (page 53 of the
Player’s Handbook).
Senses: A weapon familiar has darkvision out to 60 feet,
and it can hear as well as a normal person. Spell Resistance (Ex): If its creator is 11th level or higher,
a weapon familiar gains spell resistance equal to the
Communication: A weapon familiar can speak and under- creator’s artificer level +5. The creator’s infusions auto-
stand Common, plus one language per point of Intelligence matically overcome this spell resistance.
bonus (if any). It can also communicate telepathically with
its master as long as it is held. Scry on Weapon Familiar (Sp): If a creator’s level is 13th
level or higher, he can scry on his weapon familiar (as if
Alignment: When created, a weapon familiar has the casting scrying with automatic success) once per day. See
same alignment as its creator. Note, though, that a weapon the spell description, page 274 of the Player’s Handbook.
pqqqqqqqqqqqqqqqqqqqqrs 131
This substitution feature replaces the standard
paladin’s divine grace ability.
Repair Damage (Su): Beginning at 2nd level, a
warforged paladin with a Constitution score of 12
or higher can repair damage dealt to any construct
or living construct (including himself)
by touch. Each day he can repair a total
number of hit points of damage equal
to his paladin level × his Constitution
CHAPTER 6 bonus. For example, a 7th-level war-
CHAR AC T ER forged paladin with this substitution
OPTIONS
feature and a Constitution score
of 16 can repair 21 points
of damage per day. A war-
forged paladin can choose to
divide his repair ability among
multiple recipients, and he
doesn’t have to use it all at
once. Using repair damage
is a standard action.
Alternatively, a warforged
paladin can use any or all of
this power on living creatures,
Illus. by S. Prescott A cadaver collector succumbs to a warforged paladin healing damage equal to one-half
with the smite construct ability the number of points of repair expended.
Requirements Unlike the paladin’s lay on hands ability, this ability
To take a warforged paladin substitution level, a char- cannot be used to deal damage to undead.
acter must be a warforged about to take his 1st, 2nd, This substitution feature replaces the standard
or 3rd level of paladin. paladin’s lay on hands ability.
Class Skills Immunity to Stunning (Ex): From 3rd level on, a
warforged paladin cannot be stunned.
Warforged paladin substitution levels grant the fol- This substitution feature replaces the standard
lowing class skills: Concentration, Craft, Knowledge paladin’s divine health ability.
(nobility and royalty), Knowledge (religion), Profession,
and Ride. Table 6–13: Warforged Paladin Racial Substitution
Skill Points at Each Level: 2 + Int modifier (or four Levels Base
Attack Fort Ref Will
times this number as a beginning character).
Class Features Level Bonus Save Save Save Special
All the following are features of the warforged paladin’s 1st +1 +2 +0 +0 Aura of good,
detect evil,
smite construct,
racial substitution levels. smite evil 1/day
+3 +0 +0 Durable will,
Smite Construct (Su): A warforged paladin can 2nd +2
use his smite evil ability against a construct, gain- repair damage
ing a bonus on his attack rolls and damage rolls as 3rd +3 +3 +1 +1 Aura of courage,
immunity to stunning
if smiting an evil creature, regardless of the con-
struct’s alignment.
Durable Will (Su): At 2nd level, a warforged pala-
din gains a bonus equal to his Constitution bonus (if
any) on Will saves.
132
Illus. by K. Walker
o strangers to conflict, the races of Eber- BECOMING AN ATAVIST
ron have developed specialized fighting With their spiritual bond enhancing the powers of
techniques, secretive schools of magic, mind and body, most atavists are drawn from classes
and other powerful traditions. The prestige that combine these aspects, such as monk or soul-
classes described in this chapter highlight some of the knife. Though some fighters who favor unarmed
most potent and unique abilities found among Eberron’s attacks pursue this class, they are relatively rare.
unique races. CLASS FEATURES
ATAVIST As an atavist advances in level, he strengthens the
bond with his quori spirit. This bond gives him an
“We are a hundred blades guided by a single spirit. You intuitive connection to other kalashtar who share
cannot stop us all.” his lineage, and he gains a range of abilities that
—Lanharath, atavist shadow watcher allows him to share his knowledge, power, and
skills with his spiritual kin. The use of some class
The path of atavism was developed in Khorvaire over features requires the atavist to be psionically
the course of the last century, but its power is drawn focused or to expend his psionic focus (see the
from the very foundation of the kalashtar race. The sidebar on page 113).
quori spirits that gave birth to the kalashtar are spread Call to Mind (Ps): At 1st level, you gain the
throughout their descendants, existing now as little ability to use the psionic power call to mind
more than a memory. The discipline of an atavist three times per day, with a manifester level
strengthens his bond to this ancestral spirit and to equal to your atavist level. If you are not using
all other kalashtar that have embraced their unique the Expanded Psionics Handbook in your game, use
heritage. When working alone, atavists can be versatile this description of the call to mind power:
and dangerous opponents; when acting in concert, they By meditating for 1 minute after a failed Knowl-
133edge check, you can make a new check on the
become an unstoppable force.
same subject with a +4 competence bonus. If success- Also, if you are psionically focused and use your
ful, you instantly recall what was previously buried in mindlink to contact any psionically focused allies,
your subconscious. you gain 1 temporary power point for 1 hour (or until
Spiritual Lineage (Ex): You gain a strong bond with used). No matter how many psionically focused allies
your linked quori spirit’s personality, initially affecting you contact, you gain only 1 temporary power point
your list of class skills, then granting additional powers per use of mindlink.
based on the quori spirit’s personality trait. Defensive Insight (Su): Beginning at 2nd level,
The four basic personality traits are listed below. You you can call upon your psychic reserve to assume a
must choose one trait at 1st level, and this choice can defensive posture. By expending your psionic focus,
CHAPTER 7 never be changed later. you add a +2 insight bonus to your AC and on your
PRESTIGE Aggressive: Your quori spirit favors action over discus- Reflex saves for 1 minute (or until you become psioni-
CLASSES
sion. Balance, Climb, Jump, and Tumble are class skills cally focused again, whichever comes first).
for you. Additionally, while in the presence of like minds,
Cautious: Your quori spirit has a furtive nature. Hide, you can draw on those minds for support and insight.
Move Silently, and Search are class skills for you. If any ally with at least 1 power point is within 30 feet
Insightful: Your quori spirit is perceptive and wise. when you activate this class feature, your insight bonus
Listen and Spot are class skills for you. improves to +3. If that ally is a kalashtar, the bonus
Sociable: Your quori spirit is friendly and has improves to +4.
a talent for evaluating others. Bluff, Diplo- Supportive Mind-
macy, Gather Information, and Sense link (Su): Beginning at
Motive are class skills for you. 3rd level, you can use your
Unarmed Strike/Mind Blade mindlink power as a mental
Improvement (Ex): You gain the support network for your allies.
Illus. by S. Prescott ability to deal extra damage with a While the power is active, all
particular favored type of attack. If allies in the mindlink whose Hit
you have the Improved Unarmed Dice are equal to or less than your
Strike feat, you deal damage as character level gain a +1 morale bonus
if you were a monk of a level on Will saves. This bonus increases by
equal to your atavist level. This 1 for every three additional atavist
benefit stacks with levels you possess, but you do not
the damage from gain the bonus yourself.
any monk levels Detect Possession (Su):
you already have, As an enemy of the Inspired,
so that a 5th-level you learn at 4th level to detect
monk/3rd-level atavist the effects of their quori masters’
would deal 1d10 points intrusive presence. By expending
of damage with his un- your psionic focus and targeting
armed strike (just as an a single visible creature within 30
8th-level monk). feet, you learn whether that creature
If you have the mind blade is possessed by a quori spirit (true of
class feature, you can add your both kalashtar and the Inspired), is
atavist levels to the levels of the possessed by an outsider (see page 100 of
class that grants that feature in or- the EBERRON Campaign Setting), or is under
der to determine your mind blade’s the effect of a possession spell (such as
enhancement bonus on attack rolls and Lanharath, magic jar) or a supernatural power (such as
damage rolls (but not for any of the weap- a kalashtar atavist a ghost’s malevolence).
on’s other features). This effect is blocked by any spell or
Augmented Mindlink (Ps): Beginning at 2nd effect that would prevent you from reading the target’s
level, you can use your racial mindlink power to contact thoughts, and it has no ability to detect other kinds of
one additional creature for every two class levels you charm or compulsion effects.
possess (two at 2nd level, three at 4th, and so on). Each Spiritual Focus (Su): Beginning at 5th level,
additional creature you target cannot be more than 15 while you are psionically focused, your body is sur-
feet from another creature with which you are already rounded by an invisible, intangible spiritual energy.
134 in mindlink contact. This field grants you a supernatural power based on
the personality of your quori spirit (see Spiritual In addition, by expending your psionic focus, you
Lineage, above). can acquire temporary control of your quori spirit,
Aggressive: You channel your attacks through your allowing you to take one extra standard action or move
quori spirit, extending your natural reach with your action on your turn.
unarmed strike and mind blade attacks by 5 feet.
Cautious: Your quori spirit increases your speed, Entry Requirements
Race: Kalashtar.
adding 5 feet to all your movement rates. Alignment: Lawful good or lawful neutral. CHAPTER 7
Insightful: Your senses are in tune with the awareness Skills: Concentration 8 ranks.
Special: Improved Unarmed Strike feat or mind blade class PRESTIGE
of your quori spirit, granting you blindsense out to 5 feature. CLASSES
feet (see page 306 of the Monster Manual).
Sociable: Your quori spirit inspires you with hope,
granting you a +1 morale bonus on attack rolls and Table 7–1: The Atavist Hit Die: d10
Base
weapon damage rolls, as well as on saves against Level Attack Fort Ref Will Special
fear effects. 1st Bonus Save Save Save Call to mind, spiritual
+0 +2 +2 lineage, unarmed
Quori Hunter (Su): Beginning at 7th level, while +0
you are psionically focused, you gain the ability to
strike/mind blade
deal potent strikes against the quori and the creatures 2nd +1 improvement
they possess. 3rd +2 +0 +3 +3 Augmented mindlink,
defensive insight
Depending on whether you have the Improved +1 +3 +3 Supportive mindlink +1
Unarmed Strike feat or the mind blade class feature, 4th +3 +1 +4 +4 Detect possession
5th +3 +1 +4 +4 Spiritual focus
your unarmed strike or mind blade (as appropriate) 6th +4 +2 +5 +5 Supportive mindlink +2
is treated as a good-aligned weapon for the purpose 7th +5 +2 +5 +5 Quori hunter
of overcoming damage reduction. In addition, your 8th +6 +2 +6 +6 Dismissing strike
unarmed strike or mind blade (as appropriate) deals 9th +6 +3 +6 +6 Personal mind blank,
supportive mindlink +3
extra damage equal to 1/2 your atavist level against
quori or quori-possessed creatures (including kalashtar 10th +7 +3 +7 +7 Spiritual union
and Inspired). Class Skills (4 + Int modifier per level): Autohypnosis*,
Concentration, Craft, Knowledge (history), Knowledge (the
Dismissing Strike (Su): At 8th level, you learn planes), Knowledge (psionics)*, Perform, and Profession.
In addition, each atavist adds class skills based on his
to cast out spiritual entities from the physical forms spiritual lineage (see below).
they possess. Three times per day (but no more than *See Chapter 3 of the Expanded Psionics Handbook.
once per round), you can declare any melee attack
you make while psionically focused to be a dismiss- PLAYING AN ATAVIST
ing strike. If the attack hits, treat it as if you had also
cast a dismissal spell on any outsider (such as a quori) You perceive a world that those around you cannot see.
possessing the creature struck. Your caster level Always listening to the whispered thoughts of your
for determining the effectiveness of the dismissal is brothers and sisters, you half-dream of battles you’ve
equal to your class level +5 (or +10 when attempting never fought and places you’ve never been. Though
to dismiss a quori). nonkalashtar often see your gift as madness, you
Personal Mind Blank (Ps): At 9th level, you gain draw your strength from this world, allowing these
the ability to temporarily protect your mind against whispers to guide you in battle and strengthen your
magical or psionic influence, but at the cost of shutting mind. When your call to mind summons up forgotten
yourself off from telepathic contact with others. Once knowledge or your defensive insight grants you the
per day, you can manifest personal mind blank, as the edge that allows you to survive an attack, give thanks
psionic power except that its duration is 1 hour and to your spiritual advisers. When Sense Motive warns
you can dismiss it as a standard action. you of suspicious behavior, attribute that insight to
If your campaign doesn’t make use of the Expanded your quori spirit or an absent friend, and remember
Psionics Handbook, treat this as a mind blank spell-like that you are never alone.
ability (see page 253 of the Player’s Handbook) that you In addition, look at the dominant trait of your spiri-
can cast only on yourself. tual lineage and act accordingly. If you are aggressive,
Since mindlink is a mind-affecting power, you can’t you might have trouble standing in one place for more
use that ability while this one is active. than a few minutes. If you are insightful, you might be
Spiritual Union (Su): At 10th level, you forge a prone to long lectures. You are not manically devoted to
special bond with your quori spirit, gaining a +4 insight this single trait, but it should certainly be the driving
bonus on all class skills it grants you. force behind your personality. 135
Combat fellow adventurers as recruits in the battle against
darkness (even if you might have neglected to tell
Like all atavists, you rely on stealth and guerilla tactics, them this).
with mind blades and inertial armor transforming you As an atavist, you find it best to focus on a tight path
from an unarmed kalashtar into a deadly warrior in the and hold to it. Choose a few skills to excel at. If you
blink of an eye. Atavists will almost always team up to are a soulknife with relatively low hit points, focus
focus on one opponent at a time, using the aid another on your ability to deal damage as quickly as possible,
action if necessary to ensure successful attacks against acquiring Psionic Weapon, Power Attack, and similar
well-armored foes. feats. Likewise, psions should look to Overchannel,
CHAPTER 7 A typical atavist strike force will include two or Psionic Endowment, and other feats that will let you
PRESTIGE more soulknives of the same spiritual lineage (either deal the greatest amount of damage in the shortest
CLASSES
aggressive or insightful), backed up by an esoteric amount of time.
atavist with strong psion skills (discipline depending
on the needs of the mission). The team will coordi- Resources
nate using augmented mindlink, identifying targets As an atavist, you can always obtain room and board
and waiting to strike until the situation is to their in a kalashtar community, even if the residents rarely
advantage. They will always try to set up flanking have more to offer than a bowl of gruel and a stretch
positions and begin by eliminating spellcasters or of hard floor. Local psions will offer their skills if it is
psions, putting the emphasis on swift and devastat- clear that your goals relate to the battle for the light,
ing offense as they combine attacks to pick off the but a greedy atavist will be viewed with embarrassment
weakest opponents. and shame. Other atavists of your lineage will go out
If the assignment looks especially dangerous, a of their way to provide you assistance, and they will
cleric of the Path of Light might be present to provide expect you to do the same for them.
Illus. by A. Stokes healing. Though clerics rarely pursue the atavist class, ATAVISTS IN THE WORLD
a cleric who travels with an atavist cell will usually
possess the Gestalt Anchor feat (see page 112). “For the first time, we have the strength to take the battle to
Advancement our ancient foe. Yet I fear that the atavists might lose sight
of the light as they battle the darkness.”
The line of Serath (see Organization, below) pioneered —Darashana, Lady of the Fourth Dawn
the path of the atavist less than thirty years ago—a
very short time by kalashtar standards. Serath atavists The atavist epitomizes the alien nature of the
frequently visit the major kalashtar enclaves of kalashtar—an outsider soul hidden within a human
Khorvaire to explain the concept of atavism form. Coordinating telepathically and wielding
and teach aspiring students. All blades of pure thought, atavists
are welcome, and even those personify the powers that are the
who cannot pursue the class kalashtar birthright.
might be able to learn the Gestalt Organization
Anchor feat.
The first steps on the path of the The atavist shadow watchers are more
atavist are an intense experience an informal resistance movement
requiring considerable mental dis- than an organized army. Atavists
cipline. Aspirants are broken into are divided into cells—strike teams
groups based on spiritual lineage. They of three to six members (much like a
undergo harsh training designed to break typical adventuring party), with half the
down the walls they have built around their cell representing a particular lineage and the
personalities, eventually opening their minds rest chosen for the sake of versatility. Occasion-
to contact with other kalashtar of their line. ally, non-kalashtar who have proven their
The process can be physically deadly or result Atavist symbol skill and dedication will be invited to join
in permanent psychological damage, but the an atavist cell.
Serath see the atavists as the army of the kalashtar The dominant force behind the atavists is the
and allow no room for weakness or coddling. lineage of Serath. The mystic Soserath had long been
While atavists are most effective in the company interested in finding a way to revive the flagging
of other atavists, your numbers are extremely small. strength of the dispersed kalashtar quori, and the
136 As an adventuring atavist, you typically see your discipline of the atavist emerged from this work.
Soserath claimed that with sufficient dedication to the following, including the information from
the path, every kalashtar could come to be the equal lower DCs.
of one of the quori—potentially giving the kalashtar DC 10: “All kalashtar are bound to spirits from the
the power to face the Dreaming Dark. However, Region of Dreams.”
Soserath was killed ten years ago by thoughtstealer DC 20: “Certain kalashtar use this spiritual
assassins. His work is now carried on by others of connection to enhance their mental and physical
his line. abilities. Known as atavists, these kalashtar gain
Atavist cells remain in constant motion, searching enhanced abilities when fighting alongside others
for new threats. When atavists arrive in a new com- of their order.”
munity, they will check in with the local shadow DC 25: “The atavists have a very loose organization CHAPTER 7
watchers if any are present. If not, they will spend a few comprised of small groups of wandering kalashtar. PRESTIGE
CLASSES
days investigating the area on their own—identifying Most of the atavists are stealthy warriors who fight
possible targets, eliminating these forces as quickly and with conjured weapons, or mystics who wield con-
efficiently as possible, then fading into the shadows siderable mental power. Atavists must be close to
and moving on to the next community. If there are one another to gain their enhanced skills, but most
repercussions from an attack, it is likely that a new can enhance their abilities to a lesser degree even
cell will be called in to deal with them, preventing when alone.”
the original cell from becoming potential targets by DC 35: “The atavists were first formed around thirty
staying too long in the area. years ago. Since the kalashtar who founded the order
The two most accomplished atavists of the modern was killed, two kalashtar from his line have been
age are Tolserath (LG male kalashtar, psion [seer] 6/soul- giving general direction to the members of the order,
knife 1/atavist 8) and Sharserath (LE male kalashtar, but these two have very different ideas as to what the
soulknife 6/atavist 9). Tolserath is generally seen as atavists should be doing.”
Soserath’s successor, overseeing the training of new ATAVISTS IN THE GAME
atavists as he uses correspond to keep in touch with the
leaders of different cells. Sharserath was once a noble The secretive nature of the atavists makes it simple to
soul, but had a radical change of personality after nar- incorporate them into a campaign. A band of atavists
rowly surviving an assassination attempt. Recently, could emerge from the shadows to help the party battle
he has been encouraging his followers to adopt the a powerful evil. If there is a kalashtar in the party, a
methodology of the Dreaming Dark, and many in the ’serath atavist could recruit him into the order or an
movement feel that he has turned away from the Path atavist relative of the character’s could come to him
of Light. for help. Alternatively, the atavists could be set up
NPC Reactions against the party, either by duped kalashtar working
for Sharserath, or with the player characters themselves
The kalashtar are a secretive people, with the atavists unknowingly assisting a scheme of the Dreaming Dark
an even more secret sect within this silent population. or the Lords of Dust.
As a result, few outside the kalashtar have even heard There are no formal ranks among the atavists, with
of the atavists and are unlikely to react to the name some leading and some following according to their
in any particular way. The kalashtar of Khorvaire skills. If a PC atavist shows promise, though, he will
are usually friendly toward atavists, and kalashtar of inevitably be given responsibility within the order.
the same spiritual lineage are invariably helpful. The
kalashtar of Adar are still reserving judgment about Adaptation
the tradition, and are usually indifferent toward these In a campaign without psionics, the atavist’s mani-
visitors from Khorvaire. fester levels could easily be converted to general caster
Agents of the Dreaming Dark will always be hostile levels, with the atavistic link based on blood ties to
if they recognize an atavist—but are more likely to an ancient empire or mystical creature. This change
conceal this reaction and arrange an ambush than to would be particularly appropriate if the prestige class
act rashly or reveal their presence. was focused on sorcerers.
ATAVIST LORE Encounters
Characters with ranks in Knowledge (psionics) can Because of their secretive nature, friendly contact
research the atavists to learn more about them (with between an atavist and an adventuring party will gener-
Kalashtar receiving a +5 bonus on the check). When ally be initiated by the atavist. However, the party could
a character makes a skill check, read or paraphrase easily encounter an atavist in the midst of battling the 137
CHAPTER 7 forces of darkness, or could be duped into thinking a +1 longsword or a +1 bastard sword, or two identical
that a good atavist is a villain. (nonmagical) short swords. For more information about
PRESTIGE this ability, see the soulknife class description in the
CLASSES EL 11: Outside the elders of the Serath line, Lan- Expanded Psionics Handbook.
harath is one of the most gifted atavists in Khorvaire.
Recently, though, he led his cell into an ambush in Throw Mind Blade (Ex): Lanharath can throw his mind
which his fellow atavists were killed, misled by false blade as a ranged weapon with a range increment of 30
information that was fed to him by one of the Lords of feet. A thrown mind blade dissipates after the attack
Dust. Now Lanharath wants to avenge his fallen breth- is resolved.
ren and destroy the powerful and cunning rakshasa
responsible for their deaths, but he needs the aid of a Augmented Mindlink (Ps): Lanharath can contact up
strong adventuring party to do it. to three minds when using his racial mindlink power,
as long as each target is no more than 15 feet from one
Lanharath: Male kalashtar soulknife 5/atavist 4; CR other target. If Lanharath is psionically focused when
9; Medium humanoid; HD 9d10+9; hp 63; Init +8; he contacts another psionically focused mind with this
Spd 30 ft.; AC 23, touch 15, flat-footed 19; Base Atk +6; power, he gains 1 temporary power point that lasts for
Grp +8; Atk +13 melee or ranged (1d6+4/19–20, mind 1 hour (or until used).
blade); Full Atk +13/+8 melee or ranged (1d6+4/19–20,
mind blade); SA align mind blade, mind blade, psychic Call to Mind (Ps): 3/day, manifester level 4th. For
strike +1d8, shape mind blade, throw mind blade; campaigns not using the Expanded Psionics Handbook,
SQ augmented mindlink, call to mind 3/day, defensive use the following description.
insight, detect possession, kalashtar traits, mindlink,
naturally psionic, racial substitution level, spiritual Three times per day, by meditating for 1 minute
lineage, supportive mindlink, unarmed strike/mind after a failed Knowledge check, Lanharath can make
blade improvement; AL LG; SV Fort +6, Ref +12, Will a new check on the same subject with a +4 compe-
+10; Str 14, Dex 18, Con 13, Int 10, Wis 12, Cha 8; tence bonus.
power points 9.
Defensive Insight (Su): By expending his psionic focus,
Skills and Feats: Autohypnosis* +13, Balance +6, Lanharath can add a +2 insight bonus to his AC and
Bluff +1, Concentration +9, Diplomacy +1, Disguise on his Reflex saves for 1 minute (or until he becomes
–1 (+1 impersonating humans), Hide +12, Intimidate psionically focused again, whichever comes first). If any
+1, Jump +4, Listen +5, Move Silently +8, Spot +5, ally with at least 1 power point is within 30 feet, his
Tumble +12; Great Fortitude, Improved Initiative, insight bonus improves to +3. If that ally is a kalashtar,
Psionic Meditation*, Weapon Finesse, Weapon Focus the bonus improves to +4.
(mind blade)B.
Detect Possession (Su): By expending his psionic focus,
*See page 50 of the Expanded Psionics Handbook. Lanharath can learn whether a single visible creature
Languages: Common, Quor. within 30 feet is possessed.
Align Mind Blade (Su): Lanharath can spend 1 power
point as a free action to imbue his mind blade with a Kalashtar Traits: +2 racial bonus on saves against
good alignment for the purpose of overcoming damage mind-affecting spells and abilities, including posses-
reduction. This effect lasts for 1 round. sion; immunity to dream and nightmare spells.
Mind Blade (Su): As a free action once per round,
Lanharath can create a semisolid blade composed of Mindlink (Ps): 1/day, manifester level 4th. For cam-
psychic energy. This blade functions identically to a +1 paigns not using the Expanded Psionics Handbook, see
short sword. For more information about the mind blade, the description on page 56. Lanharath’s mindlink lasts
see the soulknife class description in the Expanded for 9 rounds.
Psionics Handbook.
Psychic Strike (Su): As a move action, Lanharath can Naturally Psionic (Su): Kalashtar gain 1 extra power
imbue his mind blade with destructive psychic energy. point per character level, regardless of whether they
This effect deals an extra 1d8 points of damage to the choose a psionic class.
next living, nonmindless target he successfully hits
with his mind blade. For more information about Racial Substitution Level: Kalashtar soulknife 1st.
this ability, see the soulknife class description in the Spiritual Lineage (Ex): Lanharath’s bond with his quori
Expanded Psionics Handbook. spirit’s insightful personality grants him Listen and
Shape Mind Blade (Su): As a full-round action, Spot as class skills.
Lanharath can change his mind blade to replicate Supportive Mindlink (Su): While Lanharath’s mindlink
power is active, all allies in the mindlink with 9 or fewer
Hit Dice gain a +1 morale bonus on Will saves.
Possessions: +1 chain shirt, +1 heavy steel shield, ring of
protection +1, gloves of Dexterity +2, cloak of resistance +1,
rope of climbing.
138
CABINET TRICKSTER Table 7–2: The Cabinet Trickster Hit Die: d6
Base
Attack Fort Ref Will
“I am me. I am you. I am him. I am her. I am form Level Bonus Save Save Save Special
and function.” 1st +0 +2 +2 Detect thoughts 2/day,
+0
—Per, informer for the Cabinet of Faces doppelganger insights
2nd +1 +0 +3 +3 Thought trick (daze),
bonus feat
Moving unnoticed among the humanoid races, the 3rd +2 +1 +3 +3 Detect thoughts 4/day,
changeling and doppelganger members of the Cabinet 4th
of Faces pursue an agenda known only to themselves. thought trick (disrupt)
+3 +1 +4 +4 Thought trick
(confuse), bonus feat
Spies, assassins, and other agents serving the cabinet 5th +3 +1 +4 +4 Change shape, detect CHAPTER 7
work in every level of society, from back alleys to
government palaces. thoughts at will, PRESTIGE
thought trick (stun) CLASSES
Cabinet tricksters are the changeling agents of this Class Skills (6 + Int modifier per level): Bluff, Craft,
Diplomacy, Disguise, Gather Information, Intimidate,
mysterious cabal. As he learns increasingly to master Knowledge (local), Listen, Perform, Profession, Sense
the alteration of his form, the cabinet trickster eventu- Motive, and Spot.
ally gains the full mutability and mindreading powers
of his doppelganger ancestry. Equally important, he + your Cha modifier). If you can read an opponent’s
learns to use his mental abilities to hamper his enemies, mind, you get a +4 circumstance bonus on Bluff and
facilitating quick escapes or deadly attacks. Disguise checks.
BECOMING A CABINET TRICKSTER At 3rd level, you can use this ability four times per
day. At 5th level, you can use this ability at will.
Cabinet tricksters approach the class from many Doppelganger Insights (Ex): At 1st level, your
different backgrounds. More of a detour dedicated to racial bonuses on Bluff, Intimidate, and Sense Motive
the learning of new skills than a career path in itself, checks increase by +2 (to a total of +4).
the cabinet trickster class offers distinct advantages Thought Trick (Su): You not only know how to read
to rogue infiltrators, bard spies, and assassins alike. minds, but can also tweak a person’s thoughts. As a
The high Disguise prerequisite means that almost standard action, you can replace one of your daily uses
all cabinet tricksters have levels in rogue, bard, or of your detect thoughts ability with a thought trick
shaper (psion) before entering the class. However, performed against any creature. Alternatively, if you
characters with changeling egoist or changeling have already used your detect thoughts ability against
wizard substitution levels can also qualify, and some a specific creature and that creature has failed its Will
changelings adopt this class after long careers as save (so that you are currently reading its thoughts), you
monk/assassins. can use a thought trick as a swift action or an immedi-
ate action (depending on the specific trick). When you
Entry Requirements use a thought trick against a creature whose thoughts
Race: Changeling.
Skills: Disguise 9 ranks. you are reading, it does not count as one of your daily
Feats: Persona Immersion*. uses of detect thoughts.
Special: Must complete a trial assignment for the Cabinet
of Faces. A thought trick works only against a creature with
*New feat described on page 110. Hit Dice equal to or lower than your character level.
Most thought tricks allow Will saves to negate the
CLASS FEATURES effect (DC 10 + your cabinet trickster level + your
Cha modifier), and the disrupt thought trick allows a
As a cabinet trickster, you focus your abilities on Concentration check against the same DC. All thought
reading and manipulating the minds of others, tricks are mind-affecting compulsion effects.
gaining the ability to detect thoughts immediately, Daze: Beginning at 2nd level, you can use a thought
then improving that ability while learning thought trick to daze a target creature. If you are reading the
tricks at each additional level. Upon attaining 5th target’s thoughts, you can use this trick as a swift action.
level in the class, your advanced mental and change A successful Will save negates this effect.
shape abilities make you hard to distinguish from a Disrupt: Beginning at 3rd level, you can use a thought
true doppelganger. trick to distract a target creature from casting a spell,
Detect Thoughts (Su): At 1st level, you gain the using a spell-like ability, or performing any other
ability to read the minds of others. Twice per day, you activity that might require a Concentration check (see
can use detect thoughts as the spell (caster level equal the Concentration skill description, page 69 of the
to your character level; save DC 10 + your class level Player’s Handbook). 139
Normally, you use the ready action to disrupt a target the truth of something, you know that truth will
when it begins the activity you wish to disrupt, but if change soon enough.
you are reading the target’s thoughts, you can use this As an agent of the Cabinet of Faces, you might be
trick as an immediate action instead. amoral, using your talents as a spy or assassin without
Confuse: Beginning at 4th level, you can use a thought regard for right or wrong. In your mind, impersonating
trick to confuse a target creature. If you are reading another person is not a moral issue—it’s just what you
the target’s thoughts, you can use this trick as a swift do. You probably have no awareness of the cabinet’s ul-
action. On a failed Will save, the creature becomes timate goals or even the means it uses to achieve those
confused for 1 round. goals beyond your limited participation in its plans.
CHAPTER 7 Stun: Beginning at 5th level, you can use a thought Your inclination is to simply take the missions you’re
PRESTIGE trick to stun a target creature. If you are reading the assigned and complete them as best you can, viewing
CLASSES
target’s thoughts, you can use this trick as a swift each one as an opportunity to use your unique skills
action. If the creature fails its Will save, it is stunned to overcome a new variety of challenges.
for 1 round.
Bonus Feat: At 2nd level and again at 4th level, Combat
you gain a bonus feat that must be selected from the In general, you avoid initiating combat when possible,
following list: Deceitful, Disturbing Visage†, Master for you can accomplish a great deal without resorting
Linguist†, Mutable Body†, Negotiator, Persuasive, to brute force. It’s always best to be prepared, though,
Quick Change†, Racial Emulation†, Recognize and by getting into the minds of potential enemies
Imposter*. You must meet all the prerequisites for before a fight breaks out, you can buy valuable time
that feat. with the right thought trick.
† New feats described in Chapter 6. If bloodshed is necessary (as it is in the case of an
* Feat described in Chapter 3 of the EBERRON Cam- assigned assassination), you would naturally prefer to
paign Setting. strike when your target is alone and you have surprise
Change Shape (Su): At 5th level, you gain the in your favor. In more sustained or unexpected combat,
ability to assume the shape of any Small or Medium you might try to make plausible bluffs in order to gain
humanoid, gaining the size, natural weapons, move- bystanders as allies.
ment modes, and extraordinary special attacks of If you began your career as a rogue, you will most
your new form and losing any such abilities granted likely employ tactics that emphasize gaining advantage
by your native form. You can remain in this humanoid from your sneak attack ability.
form until you choose to assume a new one.
A change in form cannot be dispelled, but you Advancement
revert to your natural form if you are killed. A true seeing The Cabinet of Faces is always looking for doppelgang-
spell or similar ability reveals your natural form. See ers and changelings to join its ranks. Whatever your
page 306 of the Monster Manual for more information area of expertise or interest, you came to the cabinet’s
on the change shape ability. attention through your accomplishments and were
Using this ability is a standard action. If you have invited to become an agent. A single mentor—either
the Quick Change feat (see page 110), you can change another cabinet trickster or a doppelganger—made the
shape as a move action. invitation and offered you a trial assignment tailored
PLAYING A CABINET TRICKSTER to your specific skills and inclinations (if you are good
or if you primarily adventure with good characters,
To you, everything is a mind game, and anything this trial mission will not involve assassination or any
anyone says can be read many different ways. What do other morally distasteful task).
they really mean? What do they want you to think they Trial missions always involve impersonating a spe-
mean? What are they not saying? Of course, everything cific individual for at least 24 hours, and if successful,
you say can likewise be read on just as many levels, you will be inducted as a member of the cabinet in a
and those who are around you for any length of time ceremony that closes with these words: “The only way
are likely to wonder what mind games you might be one joins the Cabinet of Faces is by invitation. The only
playing on them. way one leaves is by death.”
You don’t like accepting truth at face value, and Once you are accepted as an agent of the cabinet,
you’re not inclined to extrapolate or generalize. Just your cabinet trickster training begins in earnest, with
because some fact is true about one person or thing, your mentor focusing on honing your sensitivity to the
that’s no reason to believe it’s equally true about thoughts of others. Your first missions are probably
140 another. Likewise, even when you are forced to accept infrequent and fairly innocuous, but they always grant
you an opportunity to practice the tricks you have most knows the identity of any other. In turn, the thirty-six
recently learned. visages control a network of over a thousand affiliates,
As you advance in levels, consider keeping your almost all of whom have no idea who ultimately em-
Disguise and Bluff skills at maximum ranks, with other ploys them.
skills chosen to suit your previous areas of expertise. Though the Cabinet of Faces took little part in the
You have the opportunity to choose two bonus feats as Last War, the war’s aftermath has seen the current
you advance. If you place great emphasis on skill use, cabinet rulers expanding their operations, marshaling
you might choose from among Deceitful, Negotiator, their forces for some large action in the near future.
and Persuasive. If you have spellcasting ability or
work closely with a spellcaster, Mutable Body (see page NPC Reactions
CHAPTER 7
110) allows you to get the most out of transmutation Most people are suspicious and fearful of changelings
PRESTIGE
spells that affect you. If you are skilled in melee com- in general, and the concept of the cabinet trickster (or CLASSES
bat, Disturbing Visage (see page 117) is an excellent “super-changeling” as some call them) enhances that
feat choice. mistrust. In practice, most who encounter a cabinet
Resources trickster will have no idea that they’ve interacted
with one of these superlative shapechangers. Those
For an organization of its size and nature, the Cabinet well-informed enough to understand the abilities of
of Faces is unusually tightfisted with aid to its mem- a cabinet trickster are usually savvy enough to desire
bers. Agents of the cabinet are expected to demonstrate to hire them as spies or informers.
exceptional resourcefulness, finding a way to get the CABINET TRICKSTER LORE
things they need to accomplish the missions they
are assigned. Characters with ranks in Knowledge (local) can
CABINET TRICKSTERS research the Cabinet of Faces, or cabinet tricksters Illus. by A. Stokes
IN THE WORLD specifically, to find out more about them. When a
character makes a skill check, read or paraphrase
“There’s good cause for paranoia when changelings the following, including the information from
are about.” lower DCs.
—Human adage DC 10: “The Cabinet of Faces
is a mythical cabal of sinister dop-
Cabinet tricksters can serve a pelgangers trying to take over the
variety of functions in the game. world.”
As mysterious spies and assassins, DC 15: “Some changelings seem
they make excellent villains, to have abilities more like those of
often nearly impossible to iden- doppelgangers—the ability to read
tify and trace. Though they are minds, for example, or a more pow-
similar to doppelgangers, their erful shapechanging ability.”
thought tricks give them a distinct DC 20: “Some changelings
edge in combat. have mental powers that can daze,
Organization confuse, or stun.”
DC 25: “The Cabinet of Faces is
For most people, mention of the Cabi- a real organization, consisting of both
net of Faces produces only amusement. doppelgangers and changelings. These
Many don’t believe that the cabinet even changelings with special mental powers
exists, dismissing the idea of a secret cabal and enhanced shapechanging are agents
working to guide major governments and of the Cabinet of Faces.”
enterprises to some nefarious end. Yet the Cabinet of Faces DC 30: “Occasionally, the Traveler
symbol
Cabinet of Faces is very real, with highly or one of its envoys will possess one of
placed informers, spies, and assassins. Its the cabinet rulers to convey a message or
goals and desires are perhaps the most closely held se- accomplish a task, though this has happened less and
cret in the world. less frequently over time. The last such occurrence was
The Cabinet of Faces is ruled by a group of six dop- some two hundred years ago, when the channeling dop-
pelgangers, each controlling six subordinate members pelganger spoke a mysterious prophecy: ‘A far-reaching
(doppelgangers or changelings) called visages. A vis- conflict will seem devastating and unrepeatable. Be
age always deals with the same cabinet ruler and never patient and wait. After it ends, gather your strength 141
and prepare to act. The next threat truly will put all a perfectly playable prestige class for a character who
the world in peril.’ ” simply wants to take his changeling abilities in a
CABINET TRICKSTERS IN THE GAME new direction.
As masters of disguise and deception, cabinet tricksters Encounters
are easily integrated into any campaign, and are best Because of their skill at disguise and deception, most
presented as a group that has been there cabinet tricksters will be initially encountered socially,
all along. A player character cabinet posing as ordinary laborers, casual acquaintances, or
trickster makes a great inves- even well-known colleagues.
CHAPTER 7 tigator or government spy, EL 9: Should the characters be entangled in local
PRESTIGE with the cabinet only ap- matters or hard on the heels of a mysterious artifact,
CLASSES
pearing (or interfering) in they might well come under surveillance by Per.
his life as much or as little He lives in Greenheart, the capital
as is necessary to keep the of the Eldeen Reaches. A true be-
character motivated. comer in philosophy, he has lived
Working for the cabinet is a large number of cover identi-
part of the cost of the abilities ties, currently spending most of
the cabinet trickster gains, but his time as one or the other of two
not necessarily a large part. very different people.
The cabinet should intermit- First, he’s Emandual, the dilet-
tently offer adventure hooks tante younger son of a House Vadalis
thinly disguised as missions, family. A female human merchant
occasionally serve as a (really a changeling agent for the
Illus. by T. Giorello helpful resource for Cabinet of Faces) pays Per hand-
the character, but other- somely to play the role of the
wise stay completely out son and report House Vada-
of sight and in the realm lis’s plans to her.
of myth. The woman has
Adaptation assured him that
the real son is alive
A minor variation of the but will not reappear to spoil
cabinet trickster class could Per’s cover, and Per choos-
be made available to dop- es not to inquire too
pelgangers. This version closely into the missing
is a three-level class man’s fate.
that grants thought Second, he plays
trick (daze) at 1st the role of a traveling
level, thought shifter named Mer-
trick (disrupt) Per, a changeling ton who occasionally comes
at 2nd level, and thought cabinet trickster to the city. As Merton, Per has
trick (confuse and stun) at 3rd level. managed to join a small group
Doppelganger cabinet tricksters do of potential initiates into the Cult of the Dragon Below.
not gain bonus feats, and have nothing to gain from In reality, he finds their blood sacrifice and goals ab-
the detect thoughts, doppelganger insights, or change horrent, and wants to infiltrate the organization in the
shape features of the changeling class. hope of gaining enough information to bring down at
Alternatively, the cabinet trickster prestige class least this cell.
could be opened to multiclass arcane spellcaster/rogues If the characters discover him, Per will attempt to
of any race. A character with many ranks in Disguise escape, attacking if that proves futile. In combat, Per
and the ability to cast alter self could gain a minor might endeavor to use surprise to his advantage, get-
change shape ability and skill bonuses comparable ting close enough to strike hard and fast with a good
to the changeling’s at low levels, then progress to the chance of success. He does not hesitate to flee if the
standard cabinet trickster abilities. odds turn against him, though, melting into a crowd
It’s also possible to use this class with no ties at all to and changing his appearance to avoid pursuit.
142 the Cabinet of Faces or any other organization, creating
Per: Male changeling rogue 6/cabinet trickster 3; CR MOONSPEAKER
9; Medium humanoid (shapechanger); HD 9d6+9; hp
43; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15; “I walk the secret paths of the woodlands, I read the future
Base Atk +6; Grp +8; Atk +9 melee (1d6+3/18–20,+1 in the night sky, and I bind the magic of my people into my
rapier) or +8 ranged (1d3+2, sling); Full Atk +9/+4 very form.”
melee (1d6+3/18–20,+1 rapier) or +8/+3 ranged (1d3+2, —Baella Swiftstep
sling); SA detect thoughts 4/day, sneak attack +3d6,
thought trick (daze, disrupt); SQ changeling traits, dop- Bound to the magic of their lycanthrope ancestors,
pelganger insights, evasion, trap sense +2, trapfinding, moonspeakers breathe the magic of the world, guided
uncanny dodge; AL NG; SV Fort +4, Ref +10, Will +5; by the twelve moons of Eberron. Moonspeakers are CHAPTER 7
Str 14, Dex 14, Con 12, Int 8, Wis 10, Cha 18. powerful and versatile spellcasters, and they weave PRESTIGE
CLASSES
Skills and Feats: Bluff +20, Diplomacy +8, Disguise their magic into their own bodies as they extend and
+16 (+18 acting in character), Gather Information enhance their shifting ability. Leaving behind the ties
+18, Intimidate +10, Knowledge (local) +11, Listen +7, of family and home, moonspeakers travel between
Move Silently +11, Sense Motive +16, Spot +2; Alert- shifter communities, teaching, guiding, and protecting.
ness, Improved Initiative, Persona Immersion*, Quick Often among the most powerful shifter spellcasters,
Change*B, Racial Emulation*.
moonspeakers serve as the champions and advisors of
*New feats described in Chapter 6. the shifter race.
Language: Common. BECOMING A MOONSPEAKER
Changeling Traits (Ex/Su): +2 bonus on saving throws
against sleep and charm effects; minor change shape. Only shifters can become moonspeakers, and almost
Detect Thoughts (Su): 4/day, Will DC 17. If Per can all who do so begin their careers as druids. Becoming a
read an opponent’s mind, he gets a +4 circumstance multiclass cleric/ranger in the service of Balinor, god of
bonus on Bluff and Disguise checks. beasts and the hunt, provides another interesting path
Evasion (Ex): If Per is exposed to any effect that into the class, with such characters typically losing
normally allows him to attempt a Reflex saving throw some spellcasting ability but avoiding the druid’s armor
for half damage, he takes no damage with a successful restrictions. High-level rangers occasionally become
saving throw. moonspeakers, enhancing their combat prowess with
Sneak Attack (Ex): Per deals an extra 3d6 points of some of the low-level abilities of the class.
damage on any successful attack against flat-footed or
flanked targets, or against a target that has been denied Entry Requirements
Race: Shifter.
its Dexterity bonus for any reason. This damage also Skills: Knowledge (nature) 11 ranks, Knowledge (religion)
applies to ranged attacks against targets up to 30 feet 4 ranks.
away. Creatures with concealment, creatures without Spells: Ability to cast 2nd-level divine spells.
discernible anatomies, and creatures immune to extra
damage from critical hits are all immune to sneak CLASS FEATURES
attacks. Per can choose to deliver nonlethal damage As they advance in level, moonspeakers gain a series
with his sneak attack, but only when using a weapon of special abilities related to the twelve moons of
designed for that purpose, such as a sap (blackjack). Eberron. These abilities expand the moonspeaker’s
Thought Trick (Su): Daze or disrupt. See prestige class spell list, add powerful new effects to her shifting
feature description. ability, and provide several bonus feats. In addition,
Trapfinding (Ex): Per can find, disarm, or bypass traps moonspeakers improve their divine spellcasting abili-
with a DC of 20 or higher. He can use the Search skill ties at each level.
to find, and the Disable Device skill to disarm, magic Spellcasting: At each level, you gain new spells
traps (DC 25 + the level of the spell used to create it). If per day and an increase in caster level (and spells
his Disable Device result exceeds the trap’s DC by 10 known, if applicable) as if you had also gained a level
or more, he discovers how to bypass the trap without in a divine spellcasting class to which you belonged
triggering or disarming it. before adding the prestige class level. You do not,
Uncanny Dodge (Ex): Per retains his Dexterity bonus however, gain any other benefit a character of that class
to Armor Class even when flat-footed or targeted by would have gained. If you had more than one divine
an unseen foe (he still loses his Dexterity bonus if spellcasting class before becoming a moonspeaker,
paralyzed or otherwise immobile). you must decide to which class to add each level for
Possessions: +2 glamered studded leather armor, +1 rapier, the purpose of determining spells per day, caster level,
sling with 10 sling stones, cloak of Charisma +2. and spells known. 143
Table 7–3: The Moonspeaker Hit Die: d8
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +2 +0 +2 Augment Summoning, +1 level of existing divine spellcasting class
moonspeaker shifting
2nd +1 +3 +0 +3 Energy resistance (first) +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Extended summoning +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Thelanis tie +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Wild shape +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Shifter integration (ability bonus) +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Energy resistance (second),
CHAPTER 7 Improved Natural Attack +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Damage reduction +1 level of existing divine spellcasting class
PRESTIGE 9th +6 +6 +3 +6 Extra shifter trait +1 level of existing divine spellcasting class
CLASSES 10th +7 +7 +3 +7 Energy immunity +1 level of existing divine spellcasting class
11th +8 +7 +3 +7 Shifter integration (shifter trait) +1 level of existing divine spellcasting class
12th +9 +8 +4 +8 Lamannia calling +1 level of existing divine spellcasting class
Class Skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Heal, Knowledge (nature), Knowledge (religion),
Listen, Profession, Spellcraft, Spot, Survival, Swim.
144 Augment Summoning: At 1st level, you gain Summon nature’s ally III: triton [NG]
Augment Summoning as a bonus feat, even if you do Summon nature’s ally VI: bralani eladrin [CG]
not have the prerequisite feat. In moonspeaker lore, Summon nature’s ally VII: nymph [CG]
this ability derives from the blessing of Nymm, the Summon nature’s ally VIII: lillend [CG]
largest moon in the night sky, which is said to watch As always, when you use a summoning spell to
over planar pathways. summon an air, chaotic, earth, evil, fire, good, lawful,
or water creature, it is a spell of that type. Thus, your
Moonspeaker Shifting: As the primary spell- alignment might prevent you from summoning some
casters and magic item creators of the shifter race, of these creatures.
moonspeakers have learned to blend this aspect of Wild Shape (Su): Beginning at 5th level, you can
their abilities into their shifter nature. You treat change into an animal and back again once per day.
item creation, metamagic, and wild feats as shifter With the blessing of the moon Olarune, said to watch
feats for the purpose of determining the number of over shapechangers, you gain the wild shape ability as
times per day you can use your shifting ability and a 5th-level druid (see page 37 of the Player’s Handbook).
the ability’s duration. You use your moonspeaker level as your effective druid
level to determine the ability’s duration, Hit Dice limit,
Energy Resistance (Su): At 2nd level, you gain the and size categories (though you don’t gain the ability
blessing of the moon Sypheros, which is said to bestow to wild shape into forms other than animals). If you
protective power. Choose one type of energy: acid, cold, already possess the wild shape ability, you add your
electricity, fire, or sonic. You gain resistance 10 to that moonspeaker level –4 to your druid level to determine
energy type. the duration, HD limit, and size categories for your
wild shape ability.
At 7th level, choose a second type of energy. You Shifter Integration (Ex): Beginning at 6th level,
gain resistance 10 to that energy type. you learn greater mastery of the physical changes you
undergo while shifting. At 6th level, with the blessing
Extended Summoning: At 3rd level, you gain the of the moon Olarune (said to be the patron of lycan-
blessing of the moon Therendor, which is said to govern thropes), you gain the ability score bonus from your
the passage of time. All spells from the summoning primary shifter trait (the trait you chose at character
subschool that you cast have their durations doubled, creation) even when not shifting. For example, if you
as if you had applied the Extend Spell feat to them have the longtooth or razorclaw trait, you gain a per-
(though the levels of the spells don’t change). This manent +2 bonus to your Strength (but your Strength
ability stacks with the effect of the Extend Spell feat doesn’t increase again when you shift).
(which does change the spell’s level). At 11th level, you gain the blessing of the moon
Lharvion, thought to stand watch over eternity. You
Thelanis Tie: At 4th level, you gain the blessing can apply the full benefits of your primary shifter trait
of the moon Rhaan, which is said to be tied to the (the trait you chose at character creation) at all times,
plane of Thelanis, the Faerie Court. You add invis- even when not shifting.
ibility (2nd) and deep slumber (3rd) to your spell list at
the indicated levels. In addition, when you cast any
summon nature’s ally spell, you can choose to summon
any of the following additional creatures with the
appropriate-level spell:
Improved Natural Attack: At 7th level, you gain planar ally (4th), planar ally (6th), greater planar ally (8th),
Improved Natural Attack (see page 304 of the Monster and gate (9th) to your spell list at the indicated levels.
Manual) as a bonus feat due to the blessing of the When using one of these spells to call a creature,
moon Vult, said to watch over combat. You can apply you must choose from the following list (using the
this feat to any one natural attack form that you gain normal HD limit for the spell in question): achaierai,
while shifting. animal (any celestial or any fiendish), avalancher†,
If you already have the Improved Natural Attack battlebriar†, belker, bebilith, dust wight†, elemental
feat, you can select any other shifter feat for which you (air, earth, fire, or water), genie (dao*, djinni, or marid*),
meet the prerequisites. guardinal (any), gulgar†, hellcat, hellwasp swarm, invis-
Damage Reduction (Ex): At 8th level, with the ible stalker, mephit (any), nightmare, paraelemental* CHAPTER 7
blessing of the moon Zarantyr (said to have close ties (ooze or smoke), thoqqua, tojanida (any), wood woad†, PRESTIGE
CLASSES
to silver), you gain damage reduction 2/silver. If you xorn, or yeth hound.
already have damage reduction bypassed by silver, this As always, when you use a calling spell to summon an
ability increases the value of that damage reduction air, chaotic, earth, evil, fire, good, lawful, or water crea-
by 2. ture, it is a spell of that type. Thus, your alignment might
Extra Shifter Trait: At 9th level, with the blessing of prevent you from calling some of these creatures.
the moon Aryth (said to be the patron of change), you *Indicates a monster found in the Manual of
gain Extra Shifter Trait as a bonus feat. If you already the Planes.
have the Extra Shifter Trait feat, you gain its benefit †Indicates a monster found in the Monster Manual III.
a second time and can choose a third shifter trait (an PLAYING A MOONSPEAKER
exception to the normal rule that you cannot gain the
benefit of this feat twice). You walk through forest and city with the moons to
Energy Immunity (Ex): At 10th level, you gain the guide your steps, their magic bound to you in every
blessing of the moon Dravago, described as the giver spell and every shift of your body’s mutable form. Dedi- Illus. by F. Tsai
of long life. This blessing grants you immunity to the cated to advising and guiding the shifter race, you lead
type of energy you gained resistance to at 2nd level. when called and serve as a messenger when needed, but
Lamannia Calling: At 12th level, you gain the bless- for the most part you
ing of the moon Barrakas, said to be tied to the plane walk where your
of Lamannia, the Twilight own will takes
Forest. You add lesser
Baella Swiftstep, a shifter moonspeaker, calls down a lightning strike on a carrion crawler 145
you. You look for signs and portents in the night sky As a high-level moonspeaker, you gain most of
as you celebrate the bond between the moons and your the benefits of shifting at all times, have significant
lycanthrope heritage. You name many of your spells resistances and immunities, and wield powerful wild
according to level and their associated moon, using shape and summoning abilities that can combine with
terms like “the first ritual of Therendor.” your spells to devastating effect. You use your expertise
As a moonspeaker, you are at least nominally with divinations and your connection to woodland
beholden to all shifter tribes and have ties to other creatures to stay well informed of any dangerous foes
moonspeakers. These ties are free of any specific in your area, making it extremely difficult to surprise
commitments, though; unless a group of shifters faces you in your home territory.
CHAPTER 7 immediate physical danger, you are free to pursue your
own interests. Because most travel from one shifter Advancement
PRESTIGE
CLASSES community to another, moonspeakers often undertake Moonspeakers are typically recruited from shifter
adventures and quests of their own making. Occasion- communities in the Eldeen Reaches. As moonspeakers
ally a higher-level or more influential moonspeaker travel between the outlying shifter villages, they pro-
will ask another member for help with some task or mote their order and provide training to young druids
quest, but these incidents are rare. and clerics (or those wishing to follow these paths). As
In contrast to the loose ties you have with the these young shifters grow, they might be visited several
moonspeaker organization as a whole, you often form times by wandering moonspeakers, with these elders
extremely close ties with others who enjoy travel (most taking care to gently encourage a love of nature and an
commonly shifter rangers and barbarians, often skilled interest in following the moonspeaker path.
adventurers themselves). Though they sometimes seek After entering the moonspeaker class, you should
traveling and adventuring companions among the focus on either attaining more shifter feats to improve
other races, moonspeakers (like most shifters) typically your physical abilities, or on item creation and
have an easier time bonding with other members of metamagic feats that let you fully capitalize on your
their own race. spellcasting power. Because of your ability to enhance
Combat your own natural attacks, you rarely benefit from
having powerful magic weapons unless you lack the
As a moonspeaker, you most often approach combat longtooth or razorclaw characteristics. As a result, most
through your most powerful magic. At lower levels, moonspeakers choose to acquire one of these character-
moonspeakers typically rely on damage-dealing istics with the Extra Shifter Trait feat and spend their
spells like call lightning and flame strike, but at higher hard-won treasure on other powerful items.
levels, their ability to summon powerful woodland
creatures and elementals often outstrips their abil- Resources
ity to deal damage directly. Because their spell and Moonspeakers typically share spellcasting abilities as
summoning lists expand as they advance in level, a courtesy, only requiring payment for spells with an
moonspeakers are somewhat more versatile than other expensive material or XP component.
divine spellcasters. MOONSPEAKERS IN THE WORLD
Some moonspeakers, especially longtooth and
sharpclaw shifters, prefer to deal with their foes in “The physical protection we offer the shifter race is but a pale
a more personal manner, focusing on melee combat. shadow of the guidance provided by the moonspeakers.”
These moonspeakers use the physical abilities that —Ganeth Magnan, Grand Captain of the battleshifters
their shifting grants them in conjunction with spells
that enhance their combat abilities, such as barkskin With little in the way of organized religion and racial
and greater magic fang. At higher levels, these shifters penalties to Intelligence and Charisma, shifters tend
favor the Quicken Spell feat because it allows them not to produce as many potent spellcasters as many
to cast combat-enhancing spells on themselves while other races. The shifters thus look to the moon-
engaging in melee. Most shifters who approach speakers to give their communities access to levels
combat this way find themselves at their most effective of magic more traditionally associated with wizards
when teamed up with at least one martially focused and sorcerers, as well as easy access to the creation
character (typically a fighter or barbarian) and a cleric of magic items. The moonspeaker prestige class also
or wizard who serves as the primary spellcaster of the provides a means of introducing variety among shifter
group. Depending on the situation, the moonspeaker PCs, encouraging spellcasting character concepts for
can provide extra melee strength or extra spell power a race typically characterized by its physical prowess
146 as needed. and abilities.
Organization Becoming a moonspeaker is not a choice that a shifter
Most moonspeakers regard one another as peers, ever makes lightly, but the class’s unique abilities and
but younger moonspeakers generally defer to older continued spellcasting progression provide strong
moonspeakers in most matters. In the case of serious motivation for those who do. Characters attracted to
dissent between two moonspeakers, an impartial group the class will likely want their campaign to include
of three others decides the issue. With the exception of a healthy mix of wilderness adventuring and at least
these simple principles, moonspeakers remain largely some interaction with other druids to highlight their
independent from one another—an organization only unique abilities.
in the sense that one member generally helps and Adaptation
supports another when needed. CHAPTER 7
Although the moonspeakers are now a largely Moonspeakers and their abilities are inextricably tied PRESTIGE
CLASSES
benevolent influence in shifter society, rumors persist to the shifter race, but this druid-based order can be
of an ancient sect of evil moonspeakers who were once easily changed to represent something else. Simply
bound to a dark, thirteenth moon. renaming the class and the abilities of the class levels
NPC Reactions can help in that regard.
Since moonspeakers are supposed to practice tradi-
Most shifters honor the moonspeakers, and good and tions inherited from the lycanthrope ancestors of the
neutral druids are also usually cooperative toward shifter race, it’s possible that a lycanthrope moonspeaker
them. Any who would despoil nature’s beauty or harm prestige class might exist. In place of shifter-related
the shifter race are automatically at odds with the abilities such as moonspeaker shifting and shifter
moonspeakers, and are most often wary or fearful of integration, these lycanthrope moonspeakers could
them (for good reason). learn to master their own shapechanging abilities and
MOONSPEAKER LORE incorporate the advantages of their animal and hybrid
forms into their humanoid bodies.
Characters with ranks in Knowledge (nature) can
research the moonspeakers to learn more about them. Encounters
When a character makes a skill check, read or para- As some of the most powerful spellcasters of their race,
phrase the following, including the information from moonspeakers rely on magic to solve many problems
lower DCs. and defeat many foes.
DC 10: “Moonspeakers are shifter druids.” EL 12: Baella Swiftstep has wandered the Eldeen
DC 15: “Moonspeakers are accomplished shifter Reaches for many years. Although she calls no single
druids with increased shifting and spellcasting abilities. village home, she is known and welcomed in more than
Although they revere nature in the same manner that a dozen communities, whether exclusively shifter or
druids do, they are also tied to the cycles of the moons of mixed population. A friend of the Ashbound druid
and the protection of the shifter race. The most power- sect, Baella exchanges information and aid with its
ful moonspeakers have gained complete mastery over members whenever needed.
their form while shifting, and seem able to maintain
that form indefinitely.” Baella Swiftstep: Female shifter druid 8/moonspeaker
DC 20: “Moonspeakers are accomplished summoners, 4; CR 12; Medium humanoid (shapechanger); HD 12d8;
with strong ties to the planes of Thelanis and Laman- hp 57; Init +2; Spd 20 ft.; AC 21, touch 13, flat-footed
nia and the native creatures of those planes. They are 19; Base Atk +9; Grp +13; Atk +14 melee (1d8+5/18–20,
particularly skilled at magic and item creation, but +1 scimitar); Full Atk +14/+9 melee (1d8+5/18–20,
they can also be quite dangerous in combat.” +1 scimitar); SQ animal companion (eagle), animal
DC 30: “Rumors speak of a lost thirteenth moon companion benefits, extended summoning, low-light
that once gave power to an cruel and evil group of vision, moonspeaker shifting, nature sense, resist fire
moonspeakers.” 10, resist nature’s lure, shifting (beasthide and razor-
MOONSPEAKERS IN THE GAME claw) 3/day, Thelanis tie, trackless step, wild empathy
+6 (+2 magical beasts), wild shape 3/day, woodland
Because they range far for their own purposes, the enig- stride; AL NG; SV Fort +10, Ref +6, Will +15; Str 18,
matic moonspeakers can show up at virtually any point Dex 15, Con 10, Int 10, Wis 20, Cha 6.
in a campaign. Even those individuals knowledgeable Skills and Feats: Balance +2, Climb +4, Concentra-
about the Eldeen Reaches or with a great deal of contact tion +15, Heal +20, Jump –2, Knowledge (nature)
with the shifter race might not have met a moonspeaker, +17, Knowledge (religion) +15, Survival +7; Augment
SummoningB, Brew Potion, Craft Wondrous Item,
as they typically wander over large areas. 147
Extra Shifter Trait (razorclaw)*, Great Rend*, Heal- barkskin, bear’s endurance, delay poison, hold animal (DC
ing Factor*. 17), invisibility; 3rd—call lightning (DC 18), cure moderate
* Feats described in Chapter 3 of the EBERRON wounds (2), deep slumber (2) (DC 18); 4th—aspect of the
Campaign Setting. werebeast*, cure serious wounds, flame strike (2) (DC 19);
Language: Common. 5th—baleful polymorph (DC 20), call lightning storm (DC
Animal Companion (Ex): Baella has an eagle as an 20), cure critical wounds, insect plague; 6th—antilife shell,
animal companion. Its abilities and characteristics are greater dispel magic.
given below. *New spells described in Chapter 9.
Animal Companion Benefits (Ex): Baella and her eagle Possessions: +2 hide armor, +2 light wooden shield, ring of
CHAPTER 7 enjoy the link and share spells special qualities. protection+1, +1 scimitar, gauntlets of ogre power +2, periapt
PRESTIGE Link (Ex): Baella can handle her eagle as a free action. of Wisdom +2.
CLASSES
She also gains a +4 circumstance bonus on all wild
empathy checks and Handle Animal checks made Eagle Animal Companion: CR —; Small magical
regarding her eagle. beast; HD 5d8+5; Init +3; Spd 10 ft., fly 80 ft. (average);
Share Spells (Ex): Baella can have any spell she casts AC 19, touch 14, flat-footed 16; Base Atk +0; Grp –3;
on herself also affect her animal companion if the latter Atk +4 melee (1d4+1, talons); Full Atk +4 melee (1d4+1,
is within 5 feet at the time. She can also cast a spell 2 talons) and –1 melee (1d4+1, bite); SQ evasion, low-
with a target of “You” on her animal companion. light vision; AL N; SV Fort +3, Ref +6, Will +2 (+6
Extended Summoning: Baella can, when she casts insect against enchantments); Str 12, Dex 17, Con 12, Int 2,
plague or any other summoning spell she is capable of Wis 14, Cha 6.
casting, gain twice the spell’s normal duration, as the Skills and Feats: Listen +2, Spot +14; Weapon Finesse.
Extend Spell feat. Evasion (Ex): If Baella’s eagle makes a successful Reflex
Resist Nature’s Lure (Ex): Baella gains a +4 bonus on save for half damage, it instead takes no damage.
saving throws against the spell-like abilities of fey.
Shifting (Su): Baella can shift three times per day QUORI NIGHTMARE
for 8 rounds each time. While shifting, she gains a +2
bonus to Constitution and a +2 natural armor bonus “There is nothing more frightening than that which lurks
from her beasthide trait, as well as two claw attacks in the depths of our own minds.”
from her razorclaw trait (Atk +13 melee [1d4+7, claw]; —Liviltali, quori nightmare
Full Atk +13/+13 melee [1d4+7, 2 claws]) that she uses
instead of her scimitar. If Baella hits with both claw The quori nightmare taps into the primal horrors
attacks while shifted, she deals an extra 1d4+5 points and urges of the subconscious. She has the keys to
of damage because of her Great Rend feat. unlock the remote, dusty closets of the mind where
Trackless Step (Ex): Baella leaves no trail in natural all repressed uncertainties and fears dwell.
surroundings and cannot be tracked. BECOMING A QUORI NIGHTMARE
Wild Empathy (Ex): Baella can improve the attitude
of an animal in the same way that a Diplomacy check Only kalashtar and the Inspired can become quori
can improve the attitude of a sentient being. She rolls nightmares. Their ties to Dal Quor, the Region of
1d20+6, or 1d20+2 if attempting to influence a magical Dreams, enable them to psychically reach into the
beast with an Intelligence score of 1 or 2. minds of mortals, bringing up the most hidden and
Wild Shape (Su): Baella can change into a Small to hateful of their dreams and reveries. Most quori
Large animal and back again, as per the polymorph nightmares are psions or psychic warriors, but some
spell. This ability lasts for 8 hours or until she soulknives, monks, or rogues (typically with multiclass
changes back. levels in a psionic class) pursue this path as well.
Woodland Stride (Ex): Baella can move through natural
thorns, briars, overgrown areas, and similar terrain Entry Requirements
Race: Kalashtar or Inspired.
at her normal speed and without damage or other Skills: Concentration 8 ranks, Intimidate 4 ranks.
impairment. However, thorns, briars, and overgrown Feats: Any one psionic feat.
areas that are magically manipulated to impede motion
still affect her. CLASS FEATURES
Druid Spells Prepared (caster level 12th): 0—detect
magic (2), detect poison, know direction, light, read magic; As a quori nightmare, you specialize in the psionic
1st—cure light wounds (2), entangle (DC 16), longstrider, study of the subconscious, and are able to tap into the
148 obscuring mist, shifter prowess*, speak with animal; 2nd— secret uncertainties and terrors of living creatures’
minds. As you advance in level, your abilities become usually reflects the appearance of your quori spirit, but CHAPTER 7
darker and more frightening. might also take on shapes reflecting the fears of the
creatures around you (you have no control over the PRESTIGE
Manifesting: At each level above 1st, you gain nature of the image). The shroud lasts for a number of CLASSES
additional power points per day, an increase in mani- minutes equal to your class level (or until you become
fester level, and access to new powers as if you had also psionically focused again, whichever comes first). The
gained a level in a manifesting class to which you horrific appearance of the nightmare shroud grants
belonged before adding the prestige class level. You you a bonus on Intimidate checks equal to your class
do not, however, gain any other benefit a character of level. In addition, its ectoplasmic form grants you a
that class would have gained. If you had more than one deflection bonus to AC equal to your class level.
manifesting class before becoming a quori nightmare,
you must decide to which class to add each level for You can spend power points to augment this super-
the purpose of determining power points per day, natural ability. If you spend 4 power points, the shroud
manifester level, and powers known. thickens so that your form can barely be seen within
it, granting you concealment (20% miss chance).
Disturbing Touch (Su): A quori nightmare can
channel fear and terror into anyone she touches, caus- Nightmare Touch (Su): Beginning at 3rd level,
ing a terrible shock to the nervous system. To use this whenever your disturbing touch ability deals damage
ability, you make a melee touch attack on a living target. to a creature, you automatically implant deep fears
If this attack hits, you deal 1d6 points of damage plus that emerge when the victim next attempts to sleep.
1 point per class level you possess, and the target must At that time, the creature is targeted with a nightmare
succeed on a Will save (DC 10 + your quori nightmare (as the spell) that prevents restful sleep, deals 1d10
level + your Cha modifier) or become shaken for 1d4 points of damage, and leaves the subject fatigued and
rounds. This is a mind-affecting fear effect. unable to regain arcane spells for the next 24 hours.
A successful Will save (DC 10 + your quori nightmare
You can spend power points to augment this super- level + your Cha modifier) negates the effect. This is a
natural ability, to a maximum of one point per class mind-affecting fear effect.
level. If you spend 1 power point, you can add your
Charisma modifier to the damage you deal with your You can spend power points to augment this super-
disturbing touch. If you spend 3 power points, the natural ability. If you spend 3 power points when you
target becomes frightened for 1d4 rounds on a failed use your disturbing touch ability (over and above any
Will save. If you spend 4 power points, you heal your- power points already spent to augment that ability),
self of as many points of damage as you deal when you the victim suffers from nightmares for a number of
use this ability. consecutive nights equal to your quori nightmare
level. The victim is allowed a saving throw on each
These effects are not cumulative, so that gaining consecutive night, with the effect dispelled on the
multiple effects requires spending the additional first successful save.
power points for each effect separately. For example,
if you spend 3 power points in order to make a subject Terror (Ps): At 4th level and higher, you learn to tap
frightened, you do not also add your Charisma modifier into other creatures’ hidden fears and terrors. Once per
to damage (though you could spend 4 power points to day, you can create an effect identical to the phantasmal
gain both effects). killer spell (save DC 10 + your quori nightmare level +
your Cha modifier). This is a telepathic mind-affecting
Nightmare Shroud (Su): Starting at 2nd level, fear effect.
you can expend your psionic focus (see page 113) in
order to surround yourself with an ectoplasmic shroud You can spend 5 power points to activate this ability
drawn from your own mental energy and that of living one additional time per day (to a maximum of twice
creatures around you. This ghostly, translucent image per day).
Table 7–4: The Quori Nightmare Hit Die: d8
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Manifesting
1st +0 +0 +0 +2 Disturbing touch —
2nd +1 +0 +0 +3 Nightmare shroud +1 level of existing manifesting class
3rd +2 +1 +1 +3 Nightmare touch +1 level of existing manifesting class
4th +3 +1 +1 +4 Terror +1 level of existing manifesting class
5th +3 +1 +1 +4 Embodiment of nightmares +1 level of existing manifesting class
Class Skills (4 + Int modifier per level): Autohypnosis*, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge
(psionics)*, Listen, Move Silently, Psicraft*, Sense Motive, and Spot.
*See Chapter 3 of the Expanded Psionics Handbook.
149